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Messages - Cycerin

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1651
I have been summoned, bringing smugness to fill the smugvoid created by invoking my name.

Seriously though, I love what you're doing here. Especially enjoyed all the tongue-in-cheek humor in the new descriptions. I think your Dugong is the most memorable design, that diagonal O'Neill Cylinder-esque thing is a great touch. Going to come back with a trip report when I've actually played the mod.

1652
Mods / Re: Blackrock Drive Yards
« on: August 23, 2012, 05:11:18 AM »
I never played SPAZ, it's actually inspired by the Defender from Escape Velocity. : D (but I can't find any pictures of it anywhere)

1653
Mods / Re: Blackrock Drive Yards
« on: August 23, 2012, 04:58:36 AM »
The Nevermore will have a little hangar space (it has a drone bay)

Apart from that, I intend to make a destroyer that basically is a huge flight deck and huge engines. Blackrock fighters are BIG:



Hand drawn, these. As I get more proficient with this sort of thing, I think I'll start using BSF less.

1654
Mods / Re: Blackrock Drive Yards
« on: August 21, 2012, 10:17:25 AM »
I remember seeing the Nevermore (great name, by the by) on the SA thread.  These things look brilliant, and you've definitely pushed the limits--and have shown marvelous expertise with--the BSF ship creation tool and a bit of post processing.  I'm a bit envious of how good you've gotten these things looking, and not just on the skill you've shown with the toolset you've used.  The concept and the quality of their execution is very high; I'm not sure I can meet it.

Now just to wait and hope for release, because these look rather fun to fly.

Hey, thanks buddy. I've spent a LOT of time in the BSF ship maker. And I fully intend them to be both balanced and fun to fly. All aspects of the design of this faction are important to me.


also: http://i.imgur.com/SJe9z.png

I'll shoot you a PM, Uomoz!

1655
Mods / Re: Blackrock Drive Yards
« on: August 21, 2012, 07:58:04 AM »
You're right man, I just added like 700px of extra negative space and it's starting to look more like it should.

Thanks!

1656
Mods / Re: Blackrock Drive Yards
« on: August 21, 2012, 06:00:53 AM »
Thank you, guys!

Working on refining the Nevermore now. I gave it a built-in weapon, the Antimatter Lance... if you look at the entire ship, you can tell the entire front is built around something, with huge capacitor rods and a glowing external flux radiator.

Ideally I'd want to be able to make the hardpoint glow like this, but no matter how I scale the image, it seems hell-bent on moving the entire sprite upwards on the ship to compensate for anything I add further down.



Fluff comes after the ship is 100% done. But rest assured, when it comes to fighting the Nevermore-class Advanced Cruiser, you don't want a frontal confrontation.

In the meantime, I am implementing a fighter wing and some other stuff, and still trying to figure out what's wrong with my campaign-related files. I'm absolute crud at scripting, so if anyone would like to join this project as a scripter, or just add me on skype or something to slowly guide me along and patiently pat me on the head when I figure out what the magic words do, feel free.

1657
I don't know, I must be braindead or something, because I really cannot see what's wrong with this. I wish the log file would point to a line somewhere so I could at least know where to look..

Code
package data.scripts.world;

import java.awt.Color;
import java.util.List;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.SectorGeneratorPlugin;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.fleet.FleetMemberType;

@SuppressWarnings("unchecked")
public class BlackrockGen extends SectorGen {

   public void generate(SectorAPI sector) {
   
    StarSystemAPI system = sector.getStarSystem("Corvus");
   
    SectorEntityToken token = system.createToken(15000, 0);
      system.addSpawnPoint(new BlackrockSpawnPoint(sector, system, 30, 1, token));
      token = system.createToken(15000, -15000);
      system.addSpawnPoint(new BlackrockSpawnPoint(sector, system, 10, 1, token));
     
      FactionAPI blackrockdriveyards = sector.getFaction("blackrockdriveyards");
     
    blackrockdriveyards.setRelationship("hegemony", -1);
    blackrockdriveyards.setRelationship("tritachyon", -1);
    blackrockdriveyards.setRelationship("pirates", -1);
    blackrockdriveyards.setRelationship("independent", 0);
    blackrockdriveyards.setRelationship("player", 0);
   }
   }

I double checked all the names, they all point in the right direction.

1658
Mods / Re: Blackrock Drive Yards
« on: August 20, 2012, 11:03:06 AM »
Everything in the book, really. Pixel by pixel editing, gradient washes, photo filters to get the desired color tone, and lots of highlighting and shadowing with soft light/vivid light paintbrush.

Anyone who doesn't include descriptions on their ships is missing out. You could have just told us what the ship was for, its intended role, but that might garner only a "neat". Now I want to fly the damn thing =P

I love fluff, and I love technobabble. Expect more of that. And flying. Expect some of that too. Eventually.

Updated OP with logo.

1659
Mods / Re: Blackrock Drive Yards
« on: August 20, 2012, 07:58:00 AM »
Trylobot, did you only do that to put pressure on me to deliver more? ;D I love the appreciation, this seems like a great community.

I ended up doing what FlashFrozen said, it works like a charm. The ship is an absolute monster when player-piloted, but the AI can't quite use it for the intended purpose (big plays, driveby shootin', and making Dominators feel insecure about their broad backsides)


The Desdinova-class Fast Destroyer is a marvel of optimized technology. Lacking the reach and resources needed to mass-produce phase technology, Blackrock still required a flexible mid line option that can outmaneuver other destroyers and avoid fighter wings. The result is a design that has mobility unheard of for a hull of its size - bristling with Blackrock-custom ballistic guns and sporting a gas-bleeding flux core built directly into the engine, this menacing, insectoid vessel is rapidly becoming the talk of private military contractors everywhere.


The special Arcjet Burner disengages the shield generator from the shield emitter and feeds excess flux from the entire shield powerplant into the drives, venting the resulting energy out with the engine torch to produce an astonishing volume of temporary acceleration. Magnetic coils that run alongside the flame catch and redirect instabilities, allowing the crew to maneuver the ship even at peak specific thrust. While Tri-Tachyon techs snort derisively and offer that it would have been better to simply implement a phase displacer or skimmer, it remains to be seen if this straight-forward approach will allow Blackrock to contend with high-tech destroyers.

1660
Mods / [0.9.1a] Blackrock Drive Yards
« on: August 19, 2012, 07:45:39 PM »

[NOT YET COMPATIBLE WITH LATEST STARSECTOR VERSION]
Mod version 0.9.5a
NOTE: Requires GraphicsLib Download here.
NOTE: Requires MagicLib Download here.
Also requires LazyLib
Compatible with Nexerelin, Vesperon Combine



Adds the Blackrock Drive Yards Corporation, an unscrupulous corporate faction-state that has isolated itself in the southeast fringe of the Core Worlds. This mod includes a massive amount of new ships, weapons and other content, is fully compatible with GraphicsLib with shader maps and other content, and integrated with Nexerelin.

click to view screenshots:
Spoiler





[close]



GAMEPLAY INFO/TIPS:

Blackrock ships have bad to mediocre shields, average armor, good flux stats, excellent mobility, lots of firepower, and mix all weapon types. Every Blackrock ship has a built-in boost to active flux vent rate, meaning they can easily reset flux if given a breather: something you'll want to be doing often, due to the low endurance afforded by your shields.

They are excellent at crushing valuable targets and picking apart slow, but powerful ships. On the other hand, they struggle in fights where they can't find any breathing room for hit-and-run attacks, or against a numerically superior enemy that can flank and surround them. Using the faction's weapons, ships can be built for either high risk/high reward play, or low risk/low reward play. Certain ships break the mold and afford different playstyles.







MISC/EXTRAS:
MUSIC:
Mod Soundtrack by me (Click)


CREDITS:

Created by cycerin (design, sprites, sfx and music, implementation etc)

Code contributions from Dark.Revenant, LazyWizard, Sundog and Trylobot

Portraits and other art contributions from MShadowy and MesoTroniK

Writing by cycerin with some stuff from Dark.Revenant as well

Also, I'd like to thank:

Uomoz
Histidine
EnderNerdcore
LazyWizard
MesoTroniK
Tartiflette
Slaktus

and also Alex and the SS modding community for being great and always being an amazing resource for me and everyone else who likes tinkering around with 2d spaceships

Thank you so much to everyone who has brought me feedback and helped improve the mod since 2012!


Blackrock Drive Yards is a work in progress!

The content from Blackrock Drive Yards belongs to me unless otherwise credited or stated, and you can consider it licensed under Creative Commons / Attrib / Noncommercial for all rights and purposes.

1661
I have no idea what I'm doing wrong, because I cannot understand what this log file is trying to tell me.

Code

10850 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.world.BlackrockGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.BlackrockGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/BlackrockGen.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/world/BlackrockSpawnPoint.java" does not declare class "data.scripts.world.BlackrockSpawnPoint"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.findClassByName(UnitCompiler.java:6333)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4834)
at org.codehaus.janino.UnitCompiler.access$108(UnitCompiler.java:4764)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4704)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2026)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5142)
at org.codehaus.janino.UnitCompiler.access$131(UnitCompiler.java:5141)
at org.codehaus.janino.UnitCompiler$17.visitNewClassInstance(UnitCompiler.java:4728)
at org.codehaus.janino.Java$NewClassInstance.accept(Java.java:2917)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
at org.codehaus.janino.UnitCompiler.findMostSpecificIInvocable(UnitCompiler.java:6968)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6869)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6768)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3553)
at org.codehaus.janino.UnitCompiler.access$63(UnitCompiler.java:3552)
at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2967)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2993)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4017)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2413)
at org.codehaus.janino.UnitCompiler.access$38(UnitCompiler.java:2412)
at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2381)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2407)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1426)
at org.codehaus.janino.UnitCompiler.access$8(UnitCompiler.java:1425)
at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:926)
at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1447)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
... 5 more

As far as I can tell, all the names are correct.

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