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Messages - Jay2Jay

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16
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 30, 2017, 06:56:21 PM »

I have been testing this awesome mod and I am experiencing CTD with one of weapon.


Yeah I got that problem too. Its a simple case of the weapon being improperly defined... somewhere. Instead of looking for the neutrino_neutronpulseburst_shot.proj it's searching for neut_neutronpulseburst_shot.proj. This is happening for all Neurtrino neutron weaponry.

Simple fix, just copy & paste the file, then change the 'neutrino' in neutrino_neutronpulseburst_shot.proj to 'neut' (neut_neutronpulseburst_shot.proj) in your starsector directory mods/Neutrino corp/weapons/proj)

Do the same for neutrino_neutronpulse_shot.proj and neutrino_neutronpulseheavy_shot.proj, since they have the same problem.

I think the mod author was changing the naming conventions in the update and just missed these three, though it's possible that there are more (I can't be bothered to test each weapon individually)

17
Modding / Re: [0.8][UTILITY] EZ Faction
« on: May 29, 2017, 04:32:28 AM »
NOOOOOO!

NOW I HAVE NO EXCUSE!  >:(

18
General Discussion / Re: Ship Art Contest
« on: May 28, 2017, 05:21:51 PM »
starting out with a capital ship contest doesn't jam with me

That up there is just an example. I have an actual idea for a first contest theme, and it's destroyer/frigate sized.

19
General Discussion / Re: Ship Art Contest
« on: May 28, 2017, 02:47:04 AM »
I'd prefer if there's no ship size requirement though, i expect way too many capital ships requests, which is an awful lot of work and would in the end lower the overall quality of the sprites i think.

True, but there needs to be some kind of pixel standard, dont want massive 12k x 18k pictures compared to a bunch of 8-bit sprites. Maybe just a general 'picture must be between X and Y pixels long and A and B pixels wide' kind of thing?

words

So basically a writing improv contest? My curiosity is peaked in a 'I wanna see how cringe it is' kinda way.

20
General Discussion / Ship Art Contest
« on: May 27, 2017, 03:31:41 PM »
So I was thinking it could be fun to set up an art contest of sorts. A theme would be chosen and everyone would have lets say, a week or so to enter their design and at the end of that week a poll could be set up and people could vote on the winner.

Example

Theme: Art Deco
Ship Size: Capital
Weapon Mounts: Yes
Vanilla Balanced (Could 'fit in' with the vanilla game in art style and size): Yes

Final Submission Date (Date after which submissions are no longer accepted): June 4th, 2017
Poll Open date: June 5th, 2017
Poll Close date: June 12th, 2017

More rules and regulations could be created if the contest required it, but I really think it would be properly fun!

I suppose it could also be a monthly thing, and the winner could get a special banner to put in their sig, that could be neat.

Anyway, tell me what you guys think.

21
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 20, 2017, 11:58:33 PM »
Debris Fields and Derelict ships have returned to mah game! I had to delete all my save files and restart my computer, but the bug is gone... hopefully it doesn't happen again.

22
Got a few questions actually.

Is it possible to:

1.) Create a hullmod that can only be found on other ships?

2.) Create weapons that can only be installed on a ship with a specific hullmod?

3.) Add hullmods as being 'stock' to a ship that can be uninstalled like restoration, but through a different command/button?

4.) Add weapons to a ship that cannot be removed unless a certain hullmod is removed?

5.) Have certain ships be only recoverable with certain equipment/hullmods?

6.) Create a system to convert ships between variants? (Like one variant with more small weapon mounts and another with more large weapon mounts?)

7.) "Lock" an ability or hardpoints on a ship as long a certain hullmod is installed or not installed?

8.) Make it so that a certain module type "must" be installed on a ship to deploy it in battle, but so that several different modules can fill this role?

My idea is an AI faction similar to the Remenants and Domain drones, only I want them to be modular and have... unique effects to balance out the fact that they will, in a way, be overpower.


23
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 20, 2017, 06:09:45 PM »
Derelicts spawn even in small battles,, too. Sounds like a bug... What mods are you running with?

None, I'm going straight vanilla for a while to get used to the balance of the game.

24
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 20, 2017, 04:45:40 PM »
Debris fields only spawn after medium to big battles with, like, several destroyers lost at leat. Maybe you only saw smaller battles?

No I mean like, no battles AT ALL left debris fields no matter how large it was. I saw a massive Ludic Church fleet and two pirate armadas fight each other over a period of two ingame weeks with several Capships being lost over the course of the fighting, and no debris field spawned.

25
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 20, 2017, 03:13:26 PM »
I seem to be having an interesting problem.

For some reason, there are no debris fields or derelict ships being spawned after battles, only ones that spawn on system generation. However, I do still get the option for "salvage" and "Consider ship recovery" in the after battle reports...

26
Modding / Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« on: September 07, 2016, 01:50:20 AM »
seems like a good idea.

it reminds me of that line, no idea where it's from

"there is no such thing as an unarmed spaceship."

even if you're unarmed, you can still hit them with the drive plume.

"A reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive."
— The Kzinti Lesson, Larry Niven.

Its from his book series "Known Space" or maybe the spin-off "The Man-Kzin War".

27
What about a surrender mechanic, like in Sid Meier's Pirates? Or do something like give each ship a numeric value that can only be drained with certain weapons, but they still damage the ship so ships with more advanced tech have a higher chance of being destroyed.

28
Query: Would it be possible to make a ship that has all built in weapons but can use a hullmod to convert it to using all weapons?

29
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« on: December 22, 2015, 09:12:21 PM »
Spoiler
7067128 [Thread-5] INFO  exerelin.world.ExerelinSectorGen  - Creating planet Hoth
7067128 [Thread-5] INFO  exerelin.world.ExerelinSectorGen  - Creating planet Creta
7067545 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
   at java.util.Random.nextInt(Unknown Source)
   at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
   at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
   at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Did i try to have it generate too much?
Yeah, it ran out of planet names. Add entries to Nexerelin/data/config/exerelin/planetNames.json to solve; I'll be adding some of my own in the next release.


I got the same problem, however the game seems to not even use the new names I put down

30
After some time to myself, dealing with the deaths of three close members of my family, I have decided to return to the community. Of course I decided to start my own mod, but since I am new to the concept entirely, I will need some help.

The idea behind the IMF is that after the collapse many independent factions would get together to create state-funded militia forces, and this mod is here to provide generic military ships for that purpose.

The premise behind the mod itself is simple, add ships that are designed to be as generic as possible inspired by rebellion and Galactic Republic ships from Star Wars. (Light Grey with Red Highlights). Most ships should be multipurpose and should be in the middle in performance with no exceptional qualities, but no glaring weaknesses.

Spoiler
Ship Classes (size/role) should be as follows:

Fighters:

Fighter (Adjectives- Escort, Intercepter, Superiority)
Fighter/Bomber (No Adjectives)
Bomber (Adjectives- Light, Heavy)
Gunship (No Adjectives)

Frigates:

Corvette (No Adjectives)
Frigate (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth)

Destroyers:

Frigate (Adjective- Super)
Destroyer (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth)

Cruisers:

Destroyer (Adjectives- Super)
Cruiser (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth. Super)

Capital Ships:

Battlecruiser: (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth, Super)
Battleship: (Adjectives- Modified, Advanced, Custom, Stealth, Super, Dreadnought)
Flagship: (No Adjectives)

I suppose an explanation for how I wish to designate ship classes is in order.

There is a base classification that the game uses to determine what bonuses particular ships get, so each ship class is put into each category depending on how I want the bonuses to line up.

Next there is the base class for each ship (Corvette, Frigate, Destroyer) this denotes size and gives you a general idea of the role. It also designates the maximum amount of weapon mounts and weapon sizes (small, medium, large).

Each modifier or adjective means something different;
A 'Light' ship has less armor plating, is slightly smaller than other ships of its class, is faster, has less weapon mounts, and is cheaper to purchase and maintain, while 'heavy' ships are the exact opposite.

A 'Super' ship has slightly more armor plating, the same or better speed, better weapon mounts, and is the same size as other ships of its class, beyond that it is also much rarer and more expensive to purchase and maintain.

A 'Stealth' ship has a much smaller sensor profile and is much more costly to maintain and purchase.

A 'Modified' ship is a slightly unique ship with slight variations in stats (they should balance out) it also stacks with other modifiers.

A 'Custom' ship is unique entirely, there will only be a few of these in the entire game and they will be in specified fleets.

An 'Advanced' ship has high flux dissipation, efficient shields, and better weapon mounts, while being more costly to purchase and maintain (though none of these are to the degree of a 'super' ship).


This will be how I classify my ships for all my mods.
[close]


Now on to the help. I have a sketch (this time I made it in paint) of a cruiser that I wish to create and I need help finishing it, so I will be using this thread to update my progress and listen to advice along the way.

Later I'm probably going to screw up implementing it somehow so I'll do that here too.



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