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Messages - Gwyvern

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301
Modding / Re: Looking for some playtesters!
« on: June 21, 2017, 03:20:58 PM »
You would most likely get a better response if you posted in the SS discord
I did post in the discord, I only got one bite.
Where? Creative Corner? General?
Also, you might want to keep posting in the Creative Corner as the modders could also help you out
Creative corner, I've been active on there for the last week.
Oh geez, sorry...
Yeah, I guess I can see why you came here. Which is odd as the modders would usually help you out. Might be the tourny that is taking everyone's attention

I've received quite a bit of help in figuring out the formatting from AxleMC, and a few tips and pointers from the other modders on there, it was only yesterday I got to the point where I should get some external feedback :P

302
Modding / Re: Looking for some playtesters!
« on: June 21, 2017, 01:47:17 PM »
You would most likely get a better response if you posted in the SS discord
I did post in the discord, I only got one bite.
Where? Creative Corner? General?
Also, you might want to keep posting in the Creative Corner as the modders could also help you out

Creative corner, I've been active on there for the last week.

303
Modding / Re: Looking for some playtesters!
« on: June 21, 2017, 12:39:04 PM »
You would most likely get a better response if you posted in the SS discord
I did post in the discord, I only got one bite.

304
Modding / Looking for some playtesters!
« on: June 20, 2017, 10:39:40 PM »
Title pretty much says it all, but just in case I'm wrong, here's some details!

I'm looking for some individuals who find themselves beleaguered by free time and wouldn't mind giving me a hand with a balance-pass or two on some ships and weapons I'm working on.

The first version of this mod will only contain four ships and four weapons (technically 7?) and maybe an eighth, I have not decided yet. I'd like some people of a different mindset than myself to take a look at how I've arranged their capabilities, to make sure I'm not undershooting. (or more importantly, overshooting wildly) I've been running my own tests, making tweaks and adjustments here and there based on what I felt was too strong, or too weak, but I am only a single (very biased) individual, I'm almost positive that there are things I'm missing.

Here are the subjects in question, from left to right by category: BC-01 class battlecruiser, CA-03 class cruiser, DD-01 class destroyer, PF-02 class frigate.
In addition to: Pellet Cannon, Pellet Gun, Pellet Driver, and Light Pellet Driver respectively.


Where do you come into this? Well, If you'd be interested in lending me a hand, just leave a response below, or send me a private message stating your interest, and I'll send you a private message with the details (and files)

Thank you all for taking the time to read this, fly safe!

305
Mod-added ships definitely have a chance to spawn as procgen'd derelicts. I think it draws them from the .faction files of the vanilla factions (same list that determines what the faction sells and what their fleets are made up of)

Is there a way to add a faction to that? as opposed to just the vanilla factions? I'd rather the vanilla factions not wind up flying these things around if I can avoid it.

306
Proc gen is what I'm talking about, I'd like to add ships to the list of things that can be spawned with it, so that instead of just being vanilla ships, there are sometimes other ships you can find.

307
When you start a new campaign and venture forth outside the core worlds, you find yourself amidst a wild frontier, few come out here, and there's always stuff to find.

My question is: The derelict ships you find out here, the regular ones, ruined tankers, shuttles, frigates etc. You can even find large clusters of them around any abandoned gates you find, and some of those ships are recoverable. I'm pretty sure the game didn't have a captain fly out there and die individually so that the player can find their wrecks later on, so what spawns them? Is there a list?

I would like to make a mod that adds ships to that list, how can I go about that?

308
Modding / Re: Has anyone ever tried a traditional cloaking subsystem?
« on: June 16, 2017, 07:17:42 PM »
Thinking about it, there is a fog of war, and the AI isn't aware of things that are outside of their radar range in combat, so I imagine you cooould script in a mod that makes it so a certain kind of phase cloak artificially tells enemy AI that your ship is outside of their view distance, and therefor they don't know where it is

Sounds a bit too complicated for my blood.

309
Modding / Has anyone ever tried a traditional cloaking subsystem?
« on: June 15, 2017, 02:32:53 PM »
As opposed to phase cloaking, which renders you invulnerable, but otherwise visible, I'm talking something that renders you vulnerable, but invisible to all ships on the tactical map.

Ideally it should disable soft-flux venting and generate a small ammount of soft flux while active, in addition to disabling weapons and shields. The user would still be affected by objects and weapons fire, and once disengaged it would ideally require a cooldown before re-engaging. The bonus would be total secrecy from any enemy on the tactical grid, allowing you to maneuver in for flanking shots and surprise attacks.

Would this even be possible in the game engine? I've never seen a precedent for visual detection ranges.

310
Modding / Re: I'm making some ships, where do I start?
« on: June 14, 2017, 01:31:50 PM »
Awesome, this should help immensely, thanks!

311
Modding / I'm making some ships, where do I start?
« on: June 13, 2017, 07:06:38 PM »
I've been playing this game for years now, so I finally decided to try making a real mod. The first set of sprites (of many, hopefully) are almost done, and I've already read (and will re-read) Dark revenant's guidelines on ship balancing. I still find myself a bit at a loss as to where to start for implementation. If there's a repository of tutorials somewhere feel free to point me at it, maybe leaving a comment about how nobody uses the search feature anymore. (Do people still do that?)

Here's an itemized list of my main questions though, just in case.

- Are we still using Trylobot's ship editor to set up the ships stats and physical data?

- How hard are custom hullmods to make? And what do we use to make them?

- How hard are custom weapons to make? And what do we use to make them?

- How hard are custom ship systems to make? or does that require actual coding expertise? If it does, where might I find help with that? I'm not particularly code-minded.

- For flavor reasons the ships I'm adding will ideally only be available as derelicts found in the frontier, I'd even like [REDACTED] style encounters centered around some of them (eventually anyway, I should probably keep things simple for the first set) How would I go about setting either of those things up? Previously I've only made some personal kitbashes that I just spawned in with the help of console commands.

- Once the ships are all set up I will probably need 3rd party input on balance, am I right in assuming I can just ask around here for some help with that?

- I noticed that prettymuch every mod on here uses lazy lib and graphics lib...why? (I will be going to those pages and reading them myself for more info, so maybe just a summary?)

Thank you for taking the time to read this, I'd like to contribute something to this great game, even if its small, but the amount of work ahead of me is so vast I just don't know where to start.

312
Mods / Re: [0.8a] Green Knight Security (v1.1b)
« on: May 26, 2017, 03:51:41 PM »
I'm currently waiting on console commands and save transfer to get updated because I'd rather not restart so soon, as such I'm stuck with the version before you added the faction. Is there a trick to finding the Vir for sale before the faction was added? Is it even purchasable?

There is a fix for console commands that should work with 0.8, other than that the independent faction should have them in their markets, try the military ones

There is, but not for save transfer.

313
Mods / Re: [0.8a] Green Knight Security (v1.1b)
« on: May 26, 2017, 03:39:51 PM »
I'm currently waiting on console commands and save transfer to get updated because I'd rather not restart so soon, as such I'm stuck with the version before you added the faction. Is there a trick to finding the Vir for sale before the faction was added? Is it even purchasable?

314
Discussions / Anything out there like Starsector but with multiplayer?
« on: February 27, 2016, 01:14:13 PM »
Been looking for something to play with friends of mine, a game like this springs to mind but it is SP only, anybody know of any substitutes that might let me bring along some company?

315
General Discussion / Re: Looking to get my grubby hands on an Onslaught
« on: February 26, 2016, 06:18:56 PM »
Currently playing starsector+ with most of the optional factions, and most of *them* also hate the Hegemony.

(Before you mention the Grand starship exchange, knowing the information above; Also know that I am aware of it, but reputation with the imperials proves slippery.)

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