Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - dmaiski

Pages: 1 ... 26 27 [28]
406
Mods / Re: BISO (wip) v0.3
« on: October 03, 2013, 11:45:37 AM »
updated,

im still not happy with the tentacles, probably going to raise its flux/second even more, a paragon can mount 4 of them without overloading... although they are not particularly efficient in a paragon v paragon fight

next task is adding in actual missile sprites, and making this mod as a faction ingame

407
Mods / Re: BISO (wip) v0.3
« on: October 02, 2013, 09:33:00 PM »
I have not gotten around to shading and de-flattening them, ill probably do it later once I actually have enough ships, and weapons done. as it is they are just place holders.

408


Spoiler
[close]
so far I have built 11 ships for this mod, including the C1 Attack Cruiser(top) and the D1 Command Carrier

also contains new weapons including the LEEr3 plasma tentacle projector(best suited for doing NSFW things to destroyers, proper name "LargeEnergyEruptor, class 3"), the MMD3 Drone Missiles and SKBr lightningstorm rounds
Spoiler
[close]

just putting this out here for some feedback, pull the ships up in dev mode and try them out

this is the general design strategy i have been flowing while making these, although at this moment the ships themselves are not perfectly balanced with vanilla (they will quite happily rip low Tech ships to tiny little pieces) the weapons are balanced (with flux as counterweights)
Spoiler
pros:
high burn speeds even for capital class ships, BISO ships do not use burn drives, they use repeat teleportation across large distances
heavy weapons, per slot BISO weapons pack more punch then all others
large alpha, many BISO weapons only shoot once in a blue moon but when they do, you can expect things are going to get broken
heavily armoured ships, self explanatory
HET-D Phaseporter, although all BISO ships are equoped with a long range teleportation drive, the HET-D is a military grade version designed to be used in combat. it boast a teleportation range of over 9000
MHV missiles, hypervelocity missiles capable or reaching ungodly speeds, designed for long range support fire
massive flux capacity, due to liberal application of teleportation technology

cons:
venting flux in combat is impractical for BISO ships, it will render them useless for a minimum of 60 seconds
high flux/second weaponry, although BISO weapons are generally superior, they use disproportionately high amounts of flux while in operation
no shields, shielding interferes with the teleportaiton dives operation
poor primary engines, due to the heavy reliance on teleportation in their society
ships are long and thin, making them vulnerable to damage along the sides of their hull and very large targets in general
high fuel and supply costs, quality dose not come cheap
[close]

download 0.7

LazLib addon utility mod
now needed to run BISO (but in exchange you get shiny new weapons)

how2dev mode
1. open /starsector directory folder
2. open /starsector-core folder
3. open /data folder
4. open /config folder
5. open settings.json
6. change ""devMode":flase," to ""devMode":true," on the 10th line
now you can use the dev mode by clicking "Edit Variants" on the starsectore title page. this will let you play around with all curent BISO ships and weapons for free
(once the game has loaded, at the bottom of the menue below quit)
remember to have the BISO mod enabled


changelog
Spoiler
v0.4
tweaks to turrets
improved plasma tentacles
3 new weapons (lasers, cause you can never have enough lasers)
torpedo destroyer (acording to codex stats it is actualy perfectly balanced to vanila!!)
some minor tweaks
ToDo: make faction playable ingame
add missiles to graphics/.proj files

0.5
RB1 new ship/subrace (i was bored and decided to give the hull a paint job, new weapon and design logic)(vanila balanced)(needs more buffs to some stats (probably its weapons)...)
Spoiler
[close]
3 new weapons(not yet done in any form)
more minor tweaks
halp its broken post below ^.^
have not had much time to do more stuff

0.6
added proper retained ships(more in line with starsector graphics)
still cant get it to gen ships for sale in the station, can someone see what i have done wrong?

0.61
A1 Mine layer frigate
MMM2 mine launcher
minor fixes to CNM4 so ai can use it beter

0.62
fixed gen files (i forgot to put it in modinfo so it didnt load silly me...)
you can now buy BISO and Retainer ship at the tri-tech station for obsurd premiums (but they are worth it)

.65
new ship the B2 Drone carrier (light carrier/missile ship)
new missiles: the MMD3 type 3 medium missile drone: a self contained BISO energy reactor, strapped to a heavy missile engine and a modified SESPd1 cannon
Spoiler
[close]

.66
rebalances to pretymuch evrything
new ships, Retainer fighters, armed cargo transport, 2 combat ships

.67
BISO Telegate ingame
BISO fleets spawns with ships that you can fight (read "die to")
removed crazy missile script
BISO is now a seperate faction
Anomaly-6 Research Station now orbits the BISO Telegate
removed jar
added sim opponents.csv

.675
rebalance of Retainer
Temp fix for BISO pd missiles(till proper pd missile AI)
added missions: Ahab and the whale

.677
rebalance BISO armor/speed on A and B class ships
SKBr now fires Lightningstorm rounds
Spoiler
[close]

.677b
modify lightningstorm (may revert to old behaviour, or merge both together (cause its awsome))

.677c
final version of lightningstorm

.688
new weapons:
MBRC biso answer to the machinegun
MBLr4 artillery cannon
new fighters
BX1 Artillery Fighter (MBRC autocannon)
BX2 Interceptor  (MBLr4 Long range sniper artillery)
fixes:
fixed bis random fleet code, properly spawning a range of ships/size for most levels
Missions:now use only BISO ships on BISO side

.69
lots of sexy scripts(for sexy weapons):
MissileAI:
MINE: makes intelligent, self dispersing, mines (they keep a 400m clearance between themselves)
(used by the MMM2 mine launcher on the A1)
MIRV: a total rewrite, started fresh and made a script that can do all the things MIRV can do and much more
(used by the new SMFg3-1 small missile silo on the new C3)
DRONE: missile behaviour script, missiles will orbit around a target ship and shoot MIRV projectiles at it until killed or de-spawn
(used by the MMD3 medium missile drone launcher on the B2)

the MBRC2, its a dummy weapon for MIRV detonation scripts)

new ships:
Cruisers:
C2: large scale freighter/carrier, unarmed by BISO standards
C3: Heavy Missile Cruiser, Long range specialized, weak to any form of close range combat

rebalance of armour, weapons, fighter stats (happens every time...)


.699
SESPd now runs the orbiter PD ai system:
missiles will orbit launching ship if they have no targets to kill, if a target comes in range they will turn to face and kill it

SEB1 is now faster at turning

D1 weapon rebalance

.7
COST REBALANCE, Evrythin is Cheaper Now
new weapons:
SMBB9-1: fires 9 tiny missiles with verry poor guidance and low damage
MMD, MMM and MFg weapons are now lower damage (not much but they wont instakill you anymore)

new variants added for A2 and C3

more ships available in the tritachy station to buy

BISO fleets no longer spawn with no supplier
BISO fleets are now more or less posible to defeat with a good fleet (hint: use tritachy ships, they are much beter for this)
[close]

409
Modding / Re: Complete modding newb here
« on: October 01, 2013, 04:05:48 PM »
you will also probably want to add in a custom weapon set for that ship, due to stylistic concerns... I have been making a mod myself recently, and once I finished the ship sprite, I realised that none of the vanila weapons go well with the grey, white, and red colour scheme I was using...

and most important of all, keep to a concise naming convention...
MBFc1w=Medium Ballistic Flechette round warhead... which would you rather write the 10 times you need to referance to it  :P

410
Modding / Re: Missile AI bug
« on: October 01, 2013, 11:42:52 AM »
is there somewhere where i can find template files for all available file types for modding? ie what tags can be given to what, ect.

i was thinking maybe there were some tags in the missile.proj file i could use, but i can't find even the most rudimentary data about what tags exist...

411
Modding / Re: Missile AI bug
« on: October 01, 2013, 11:20:50 AM »
that the thing, that is the range in weapons_data.csv, the missile dose have a theoretical range of 1300 (flight time and max speed) but that is still not enough to get even close to the enemy capital ship (not to mention it has 100 dps...) even when no missiles are around and enemy ship is at over 3000 range the missiles still go that way...

i just tested it with PD, PD_ONLY tags, and they still preferentialy target the enemy ship even with butloads of missiles in range

this only seems to happen with the AI controll or when you place the mouce directly ontop of the enemy ship though...

412
Modding / Missile AI bug
« on: October 01, 2013, 10:49:10 AM »
I have been making PD missile turrets, and i have found a notable flaw in the missile AI...

when a PD missile system fires, it will atmept to hit the enemy ship (said ship is at over 2k range, and the pd missiles have a max range of 400) often this is in total ignorange of the intended target (the enemy missile)

413
Modding / Venting AI controlls
« on: September 30, 2013, 12:40:56 PM »
I am making a mod where I dont want ships to vent at all before they hit 99% flux, or retreat from the battlefield if they reach that level, is it posible to mod the ai to do this?
(my alien race has not invented efficient flux vents, so at full flux they would take over 3600seconds to vent...)

414
solved it myself, just needed to resize the turet sprite and add empty space at the back...
Spoiler
how do I fix this(image below):

I am trying to get the turret to sit on its mounting point but it is ignoring Offsets...
how do I fix this so the turret sits directrly ontop of the mount
my weapon code:
Code
{
"id":"LBH3",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"BALLISTIC",
"size":"LARGE",
"turretSprite":"/graphics/biso/weapons/LBH3_t.png",
"turretGunSprite":"/graphics/biso/weapons/LBH3_b.png",
"hardpointSprite":"/graphics/biso/weapons/LBH3_t.png",
"hardpointGunSprite":"/graphics/biso/weapons/LBH3_b.png",
"visualRecoil":11,
"renderHints":[RENDER_BARREL_BELOW],
"turretOffsets":[55, 0],
"turretGunOffsets":[55, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[55, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"LINKED", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",
"muzzleFlashSpec":{"length":24.0,   # only used if animationType = MUZZLE_FLASH
  "spread":50.0,
  "particleSizeMin":10.0,
  "particleSizeRange":40.0,
  "particleDuration":2.5,
  "particleCount":100,
  "particleColor":[100,100,100,255]},
"autocharge":true,  # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"khs_l_flechette",  # projectile that will be fired
"fireSoundTwo":"gauss_cannon_fire",
}
[close]

415
i have to say this is probably my favorite mod at this moment, its the only one i have where there are "good" balistic weapons, almost all other mods are exclusively made for their energy weaponry...

416
Suggestions / Re: Fleet harrying might be a problem
« on: September 25, 2013, 01:22:09 PM »
Quote
or your fleet just doesn't get emergency speed
that is called AI god mode, it is something almost universaly hated by players because its just not fair to the player
only cases that are exceptions is when a game has completly abandoned any pretext that the AI is balanced with the human player at any level...

its generaly a VERRY BAD THING to have in a game

417
Suggestions / Re: No pursuit allowed for first battle.
« on: September 24, 2013, 06:25:54 PM »
ive been wondering... al lvl30 late game, do you even need that fleet?

ive been geting around fine using a lone capital ship with maxed out armarments (and a storage ship) quite effectively (i solo evrything)

at late game, combat becomes pointless unless you go alone on your flagship and take down the whole sdf solo

i mean with the right buffs your ship has at least a 200% increase in its effectiveness

+30% op
+20% armor
+10% flux disipation
+10% flux capacity
+20% damage
+10% hull
+25 speed
+75% manuv
+20% armor
+.5% regen
~50% armor penetration
+25% damage to shields

just for comparison purposes, all the buffs you can get... its not a mater of "i need a fleet to win" its a mater of "i could kill a battleship in my frigate"

418
Suggestions / Re: Ship's class specialization, shipsystems and end game
« on: September 22, 2013, 05:40:18 PM »
i refit all of my frigates with antimater blasters, and i have to admit, they become evil dastardly balls of death...


i curently have a fleet of 10 wolf with 2 antimater blasters and 2 LR PD lasers (to kill off fighters), this seems to be enough to take on any pirate fleet without loses, and even a Hem SDF(if you are lucky, and are willing to accept loosing a few ships in the process)

costing me 11k each, they total 110k for the whole fleet
upkeep is a measly 20supplies/day, i have enough storage/ship to last 25 days without resuplies

they cost 5dp to send to battle (total 50dp) and 35% CR(2 days worth of regen)

at 7.0(+1) burn i outrun anything i encounter so i have free reign over who i fight

2x the antimater blaster results in a single shot alpa of 2.4k enough to kill most ships in 1-2 shots. since these ships are really fast and manuverable, they get in range deliver the shots and then fly off to vent out. this effectively lets them cripple/overload/kill anything they encounter by sheer force of numbers and massive amounts of focused attack power...

all in all it just depends what you have loaded onto your frigates, properly armed, your enemy wount last even 2 minutes in a battle, and usualy they do all this for a verry low price (compared to bships)

419
Suggestions / Re: CR Mechanics and Frigates (Rant)
« on: September 22, 2013, 05:16:23 PM »
frigate swarm is probably my fevorite early game strategy, since fighters are next to usless and destroyers are slow unitll you have a way to boost their speed

frigate should really have a shorter timer, it would put them at more of a disadvantage then they curently are

420
Suggestions / Re: Frigate CR reduction after 3 minutes
« on: September 18, 2013, 02:24:11 PM »
I have never really had a problem with this, although since most of my frigates are wolf class 2xAntimater blaster frigs that kill destroyer class ships with 1 shot and are crazy fast.

but genraly speaking you should have at least 2 frig, maybe more per deployment (i usualy have 6-10 in my fleet)

Pages: 1 ... 26 27 [28]