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Messages - joe130794

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31
Modding / Hullmod Request
« on: May 06, 2017, 01:00:48 PM »
If anyone can help at all. I'm after a couple of hullmods:
*first, One that produces fuel by being in close proximity to a star.   (for a WIP stargate mod. For the destiny)
*second. A hullmod that can produce supplies, either a changeable fixed rate or one that scales depending on distance to a star. For a WIP battlestar mod. A food producing ship.
*also need assistance in adding them to a mod. I've no coding experience other than altering existing ships, weapons, and systems.

Thanks in advance to those that reply.

32
Mods / Re: [0.8a] Star Wars: Revived - WIP: Development topic
« on: May 06, 2017, 12:21:48 PM »
There could always be an option when starting a character for what time span you would like. Either republic/seperatists.    Empire/Rebellion.
I personally prefer the republic timeline. Some of the larger ships may be a bit weird too with circular shields. I'm not sure if you could work around it to maybe give them a more oval shape or something.  Definately going to be watching for when this is playable.   :)

33
Modding / Re: Stargate Mod for Starsector
« on: October 23, 2016, 09:23:41 AM »
I think I did manage to edit it and make it purple but I had some problems with my laptop and lost some of my files. I'll sort it again when I get a chance.

34
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: September 19, 2016, 05:02:47 AM »
yay, I love the clone wars arc so cant wait for this. Love the republic cruisers. :)

35
General Discussion / Re: Domain's Return?
« on: September 06, 2016, 05:09:33 AM »
Maybe the gates could have been powered from the domain systems dialling in similar to stargate where the exit gate was powered by the entry gate. If the domain collapsed maybe to a massive pirate empire that could be interesting. with maybe some resistance sections with the advanced domain technology

36
Just wondering because I havent seen it on any mods, is it possible to make an anti-missile missile launcher. That can launch multiple missiles each targeting an incoming missile. similar to missile systems on modern destroyers? if it is possible, How would I make one or maybe edit the swarmer to do it.

37
Mods / Re: Machine's Creations: Tyrador System Coalition
« on: August 26, 2016, 01:36:35 PM »
haven't played this mod yet but really like the design of the halberd and the lance.

38
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 08, 2016, 02:32:48 PM »
Oh damn, I tried setting compatability to xp but still wouldnt work and im out of ideas for it.

39
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 08, 2016, 10:44:12 AM »
I read a while back that some people use the old battleships forever ship maker to do a rough sprite for mods, I was just wondering if anyone had any problems with it. I downloaded it again for my win10 laptop and i seem to get an error about the twin autocannon. I tried downloading from the original site and downloads.com but still get the same error and then i tried the compatibility settings but no luck. does anyone have any ideas.

40
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 03, 2016, 02:41:21 AM »
Bashed this together yesterday. 4 launch bays, 4 large missile slots and 6 small ballistics.


[attachment deleted by admin]

41
just wondering what would I have to edit to make it so missiles aren't rendered in the launcher?
And how can i make a weapon not a pd weapon, I modified a pdlaser and have now replaced it with a modified phase beam but its still acting as a pd laser. thanks in advance

and i figured out why I couldnt get some weapons to work. When I moved the mod to the 0.7.2a folder and it worked I didnt think i needed to change anything. BUT the weapons csv files are slightly different at the top for anyone wanting to do a mod.
Heres an example
Spoiler
name,id,tier,base value,range,damage/second,damage/shot,emp,impact,turn rate,OPs,ammo,ammo/sec,reload size,type,energy/shot,energy/second,chargeup,chargedown,burst size,burst delay,min spread,max spread,spread/shot,spread decay/sec,beam speed,proj speed,launch speed,flight time,proj hitpoints,hints,number
name,id,tier,base value,range,damage/second,damage/shot,emp,impact,turn rate,OPs,ammo,ammo/sec,type,energy/shot,energy/second,chargeup,chargedown,burst size,burst delay,min spread,max spread,spread/shot,spread decay/sec,beam speed,proj speed,launch speed,flight time,proj hitpoints,hints,number

the top line is the 0.72a csv file and the bottom is 0.65a i think.
The 0.72a updata added reload size as a option too.
[close]

42
Ah right, This is the weapon csv data. I think I only got round to changing the name so it recognized the other files.
Spoiler
Puddle Jumper Drone Launcher,jumperdrones,1,250,1000,,175,,5,0,4,,6,0.25,HIGH_EXPLOSIVE,0,,0,4,2,0.2,0,0,0,0,,300,100,5,50,"ANTI_FTR, DO_NOT_AIM, SYSTEM,DO_NOT_CONSERVE",10
[close]

43
heres the weapon file
Spoiler
{
   "id":"jumperdrones",
   "specClass":"projectile",
   "type":"MISSILE",
   "size":"SMALL",
   "turretSprite":"graphics/weapons/swarmer_srm_launcher_turret_base.png",
   "hardpointSprite":"graphics/weapons/swarmer_srm_launcher_hardpoint_base.png",
   "hardpointOffsets":[15, -4, 15, -2, 15, 2, 15, 4],
   "turretOffsets":[10, -4, 10, -2, 10, 2, 10, 4],
   #"hardpointAngleOffsets":[-20, -10, 10, 20],
   #"turretAngleOffsets":[-20, -10, 10, 20],
   "hardpointAngleOffsets":[0, 0, 0, 0],
   "turretAngleOffsets":[0, 0, 0, 0],
   "barrelMode":"ALTERNATING",
   "animationType":"SMOKE",
   "interruptibleBurst":false,
   "displayArcRadius":500,
   "smokeSpec":{"particleSizeMin":10.0,
             "particleSizeRange":16.0,
             "cloudParticleCount":3,
             "cloudDuration":0.9,
             "cloudRadius":8.0,
             "blowbackParticleCount":4,
             "blowbackDuration":1.1,
             "blowbackLength":20.0,
             "blowbackSpread":10.0,
             "particleColor":[170,160,150,130]},
   "projectileSpecId":"jumperdrones",
   "fireSoundTwo":"swarmer_fire",
}
[close]

And the proj file

Spoiler
{
   "id":"jumperdrones",
   "specClass":"missile",   
   "missileType":"MISSILE",
   "sprite":"graphics/missiles/missile_SRM.png",
   "size":[3,7],   
   "center":[3,7],
   "collisionRadius":5,
   "collisionClass":"MISSILE_NO_FF",
   "explosionColor":[255,165,50,255],  # purely visual, will get a white additively blended core on top of this color
   "explosionRadius":60, # purely visual
   "fadeTime":1, # fadeout duration
   "engineSpec":{"turnAcc":1720,
              "turnRate":240,
              "acc":2500,
              "dec":800},
   #"engineSpec":{"turnAcc":240,
   #           "turnRate":120,
   #           "acc":400,
   #           "dec":400},             
   "engineSlots":[{"id":"ES1",
               "loc":[-7, 0],
                #"style":"MISSILE_MIDLINE",
                "style":"CUSTOM",
               "styleSpec":{
                  "mode":"QUAD_STRIP", # PARTICLES or QUAD_STRIP, determines which params are used
                  "engineColor":[255,145,75,255],
                  "contrailDuration":.5,
                  "contrailWidthMult":2,
                  "contrailWidthAddedFractionAtEnd":2,  # can be negative. makes trail spread out/narrow at the end
                  "contrailMinSeg":15, # min segment length, in pixels
                  "contrailMaxSpeedMult":.0f,
                  "contrailAngularVelocityMult":0.5f,
                  "contrailSpawnDistMult":.5, # how far away from engine it starts
                  "contrailColor":[100,100,100,150],
                  "type":"SMOKE" # GLOW or SMOKE; additive or regular blend mode
               },
                "width":2.0,
                "length":10.0,
                "angle":180.0}]
}
[close]

44
Can anyone tell me what this error is. I'm trying to add another weapon to my mod but seem to get this error everytime I try to start it and I can't see anything wrong with the files. it's a modified swarmer.

Spoiler
8976 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.50
java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.50
   at java.lang.Enum.valueOf(Unknown Source)
   at com.fs.starfarer.loading.B.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

45
Modding Resources / Re: Trylobot's ship editor (2.6.4)
« on: July 20, 2016, 04:52:09 AM »
Just wondering has anyone done or got a tutorial for making weapons with the editor. I tried earlier but it wouldn't let me select either weapon stats mode or projectile mode.

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