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Topics - Uomoz

Pages: 1 [2]
16
Mods / Project Titan
« on: May 09, 2012, 07:34:59 AM »
PROGRESS?

by Uomoz, Elate and Thule

17
Bug Reports & Support / Variants exceeding OP limits
« on: April 30, 2012, 11:31:27 AM »
You can place a weapon with 999 OP back on a ship with 1-2 OP, provided the ship has the weapon in its stock build.

It's not a real bug as variants should not exceed OP limits, but if they do, just loading them with the proper weapons in inventory you can play with over-OP ships.

Just wanted to report this. ;)

18
OK! Here we are again! After a great success I'm opening the poll *again* so people that changed their mind will be able to change their votes.

LAST POLL TOP 10:

1 ) BLOW SHIPS TO PIECES (11 votes)
2 ) BRIBING ENEMY FLEETS (9 votes)
3 ) SHIP KILL STATS (9 votes)

4 ) Receiving Crew as Victory Spoils or Prisoners (8 votes)
5 ) Hardpoint Only Hullmods and Weapons (8 votes)
6 ) Change Ship Colours (8 votes)

7 ) Protect objectives in battle like starbases (7 votes)
8 ) Expanding the variety of ships within fleets (7 votes)
9 ) New combat environments (7 votes)

10 ) locking omni-shields, improved guided munitions, supercarrier (6 votes)



The new poll have a bunch of new suggestions and 5 *modifiable votes* per user.

Unleash Hell!

EDIT: Screw this. I narrowed down the cause of the votes *no more modifiable*: it happens when I edit the poll options (like fixing a typo or adding options).

19
Modding / Script question: Mass spawn
« on: April 20, 2012, 12:06:10 PM »
I know that it's possible to set a Spawn to reiterate itself at the beginning of the game (or when the spawn is actually created) with the

      for (int i = 0; i < 1; i++) LALALAspawn.spawnFleet();

formula, but is it possible to do the same process during the game (without having to create a new spawn every set time ^^)?

20
Not really a Bug, more like a Bug-Suggestion. If you move the cursor away from the game window (if you play in windowed mode) the camera in-game keeps on moving in that direction (letting you watch a lot farther away then usual). It could be set that when the cursor abandon the window, the camera centers itself on the commanded ship (when i go click something in my other monitor I usually find the camera focused a lot screens away from the ship position).

21
Discussions / Where do you come from!? Who the heck are you?!
« on: April 15, 2012, 01:13:15 PM »
Italy, city of Florence. 24yo student :D.


22
General Discussion / Starfarer Memebase
« on: April 06, 2012, 01:31:00 AM »
GO! (I'll update OP)

 

23
Modding / Couple of questions about modding ships.
« on: April 01, 2012, 08:35:18 AM »
1) Is it possible to set a ship not-boardable?

2) Is it possible to add ships to the initial pool (the 4 possible ships that you get at the very beginning)?


24
Mods / The Scourge v.4
« on: March 30, 2012, 10:11:08 AM »

Download Demo 4.0 (two missions): http://www.mediafire.com/?1bd1dtgdz2dmwya

Adds a mission to showcase 5 new biological ships with 6 new biological weapons (with zerg sounds provided by WarStalker).

Changelog for V.3: Added the Putrifier as a head on charger ship (it sprays acid, low per-shot HE dmg and some EMP, try to have shields to defend from its attacks), changed all weapons and ship stats multiple times so they now are "vanilla balanced" (every ship get its ass kicked by any higher FP cost ships 1v1), added a second mission to try the Scourge against a fighter-based TT fleet and heavily rebalanced the first mission (it may be even harder to beat, but that's the point).

Changelog for V.4: Added the Impaler as Sniper Destroyer (very high damage but slowest ship ever), changed every weapon and ship stats again and again (yeah masochistical), tweaked colors and overall graphics.

CHALLENGE: Anyone that posts a winning screenshot of any Scourge mission (v.4) have a say on a future Scourge ship (role AND hull used). Have fun!

The Scourge is now integrant part of Uomoz's Corvus

25
https://www.dropbox.com/sh/tcdfwh7smxa7p2k/AABBW-aI6HFXFtGKAhMzl3YKa



Requires Latest LazyLib Utility Mod Active to run. Download LazyLib here.
Requires Latest ShaderLib Utility Mod Active to run. Download ShaderLib here.
Requires Modified vmparams file to load any game.
Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms512m -Xmx1024m.
For Mac users, the file to change is Contents/MacOS/starsector_mac.sh.
Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp.


Collection of the best (imho) Mods, in both quality and lore, in a single Mod. All the Factions are perfectly integrated and have relations with each other.
I tried not disrupting the vanilla Starsector feel, enhancing some aspect of it for greater difficulty and achievement feel.
The selection of Mods is based on overall balance, sprite quality and lore quality, compared to vanilla.

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Features

The selected factions and mods, placed in a vanilla Sector (vanilla systems + modded systems) .
Choose your Journey, be independent, join a faction, be an overlord with your own followers.
Solid (and expandable) bounty system for all factions.
Abstraction system, allowing an unprecedented number of fleets to fly around the sector with minimal performance loss.
Complex and rewarding Craft System with a lot of new and interesting resources, like Blueprints.
Completely reworked Loot System.
Completely reworked Spawn System with an infinite amount of new variants for every ships, thanks to my variant randomizer, and very new and variegated fleets.
All fleets now have Levels and skill points, like players and generally move around a lot more from system to system.
Stations are now Dynamic through production and trade.
New amazing graphic effects thanks to Dark Revenant!

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Screenshots

Spoiler

































[close]

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Selected Mods

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Changelog

Version 1 15\11 -
Spoiler
First version, I won't spoil the fun, go try the features!
[close]
Version 1.1 7\12 -
Spoiler
Oh Boy here we go! Implemented Void Walkers (optional growing and self sufficient player-owned faction). Implemented Tore Up Plenty and integrated into vanilla fleets. Implemented Exigency Corp. Updated Blackrock to (yet)UNRELEASED version. Updated Pirate Plus. Loads of quality-of-life updates to the crafting system. Ability to trade and sell blueprints.
[close]
Version 1.1a 8\12 -
Spoiler
Fixed burn values for TuP. Fixed being unable to join Tritachyon. Fixed start screen rare crash.
[close]
Version 1.1b 8\12 -
Spoiler
Fixed a null error on load game. Added "Tiger" pirate frigate Fixed some bugs with tabs when using the VW station. Added some vanilla variants by Cycerin. Fixed description error for Exigency. Made traders a little more dangerous. Changed starting ships.
[close]
Version 1.1c 9\12 -
Spoiler
Fixed missing Pirate Plus ships' values for campaign integration. Scaled up the cost in resources for bigger ships (now they cost roughly as vanilla).
[close]
Version 1.2 22\01 -
Spoiler
Added Mayorate, Interstellar Federation, Infernal Machine. Loads of fixes and quality of life upgrades (eg. production queue) . New start. Updated stats and compatibility for 0.6.2a (all ships have updated stats, until modders fix them officially). All mods up to date (JP, TuP, etc).
[close]
Version 1.3 17\05 -
Spoiler
Optimizations EVERYWHERE. Now requires ShaderLib as well as LazyLib. Updated all mods. Removed Kadur. Removed Interstellar Federation. Made all fleets in the sector generally bigger. Made a lot of changes so that fleets are spawned around the player location, making huge number of fleets per system possible. Added more types of fleets. Added Construction Rigs to big fleets. Made mining fleet actually stick to an asteroid. Made blueprints a bit rarer and crew slaves a bit more common. Completely reworked the Station interface for infinitely better usability. Fixed limited storage BUG for the SECRET station. Added a bounty hunt system for all factions (plus independents). Added confirmation dialogues for joining and leaving factions. BPs are now displayed by ship type, not faction. New modification system that allows you to change a ship into a similar one (tarsus-condor for example). You can also set any ship of your fleet to be aggressive/passive by default. Everytime your relationship changes (joining or leaving a faction for example) you get a complete report on the current statuses. Implemented a randomized variant maker so that any ship can be equipped in every possible way(inside the faction's weapons and ships lists). Fixed a BUG that didn't properly assign a flagship to AI fleets. Made loot drops a bit rarer. Made the start a bit harder. Added cool battle graphic effects thanks to Dark Revenant (anamorphic flares, explosions).
[close]

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Notes

Most of the mod's features need to be referenced in internal lists so any other added mods sadly won't be able to use em.
When submitting feedback, please remember to post U'sS version and game version (also please provide .log and\or savefile if needed).

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General Suggestions for Mod Integration

Use this folder structure: [graphics\modname\ships... & sounds\modname\fx...] instead of [graphics\ships... & sounds\fx...]
Name your hulls\".ship" files like: "modname_shipname.ship", "not shipname.ship"
Name your missions\"mission" folders like: "modname_mission", not "mission"
Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},

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Credits

The community,
All the incredible programmers that "raised me up" in knowledge from nothing (LW, Zaph, Trylo) with examples and explanations,
The modders,
MAH BRO.

26
Modding / Tredith Mining Fleet
« on: February 24, 2012, 03:58:11 PM »
Putting up a ragged fleet of old and wrecked ships. The underdogs of the galaxy, Tredith Mining Fleet.

Cheap, usually not a big threat for a prepared battlegroup, often spotted in huge mining groups near the asteroid belts of mineral rich systems. Their ships are not much durable but they can put up a fight thanks to their numbers and the versatility of each ship.

QUETZAL LIGHT TRANSPORT SHIP (Frigate Hull)



DRAMIEL MINING SURVEY SHIP (Frigate Hull)



PROPHET TANKER SHIP (Destroyer Hull)



IN COLLABORATION WITH medikohl (KITBASH! http://fractalsoftworks.com/forum/index.php?topic=1131.msg11190#msg1119090#msg11190)

WOTANG REFUELING SHIP



EZECHIEL MINING OP TEMPORARY BASE


27
Modding / Homeworld Mod
« on: February 24, 2012, 08:44:57 AM »
NVM is already being made xD

28
Suggestions / Weekly Updates
« on: February 19, 2012, 08:37:20 AM »
Is one of the reason why Minecraft was such a huge success (at least this made me buy it). What do you think? Would this be applicable in Starfarer (Alex?). Discuss!

Pages: 1 [2]