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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Zarcon

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16
Mods / Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
« on: February 24, 2012, 09:16:08 AM »
Anything else I should change while im at it? Maybe some more independents too?

Shore!   ;D

17
Modding / Re: Test of Ideas Specialized Ships
« on: February 23, 2012, 02:00:04 PM »
Tying to make a ramming ship. What I think will help is putting a weapon on in front that has short range, does anyone have any idea which weapon/weapon-hints are going to make it charge at the target ?

Well I'm not sure about which weapon hint to use, but I'd make a custom weapon to test it maybe, one with like a 30-50 range on it, I'm pretty sure the shortest range weapon in the game currently is about 250 range, a PD cannon.

18
Suggestions / Re: Gelsamel's Suggestion Thread
« on: February 22, 2012, 12:58:28 PM »
Hmm, interesting, I'll briefly give my opinion on each of these, just cause I can.   ;D  ha

#1:  I really hope not, I love the current iteration of Pulse Lasers, and the tech in Starfarer doesn't have to 100% follow our current understanding of science/logic.   ;D

#2:  That would be fun, if it isn't too hard/complex to implement.  :)

#3:  No comment, as I do not know too much about M&B.

#4:  Hmm, interesting points, I guess you make a lot of sense on this one.

#5:  Do you mean with stealth/phase ships or just a normal fleet?  I guess I don't understand how you could sneak up on another fleet in space without using stealth/phase ships.  Hmm.

#6:  I would actually like something like this, as it would introduce the whole munitions ship thing, not sure Alex will go this route, but it makes sense to me.  :)

#7:  I really like this idea, but I don't remember Alex ever talking about doing something like this, I wonder if he would go for it, or if he prefers the more streamlined and simple system currently in place.

#8:  No comment, would be 100% speculation on my part.  :)

#9:  I think Alex eventually has some ideas along these lines, and he also will be adding in special abilities for certain ships, like Blink and EMP blasts, etc.

#10:  Uh, no comment or opinion on this.

#11:  Not against this, just not certain if it would add any fun or not.

19
Suggestions / Re: Bribing Enemy Fleets
« on: February 22, 2012, 12:43:45 PM »
I kind of like this. But then, something would have to be done about how easily you could then catch up to the enemy fleet again and extort them again a few seconds later ;D

Good point, ha ha!  Maybe there would be a 1 minute cool-down where that fleet couldn't be attacked by you again during that timer.  Or maybe something more organic, like every time you attack a fleet that you already extorted you get a lower extortion rating afterwards, that would cause all future fleets that you try to extort less and less likely to go for it, and more likely to distrust you and fight to the death.  :)

20
Modding / Re: Fighters
« on: February 22, 2012, 12:40:59 PM »
Should you maybe reference it as highlow_bots_lowbot_chaser_Standard_WING, or am I way off?  How are the other fighter wings referenced in other mission files?  I don't have the game on this computer so I can't check right now, so I may be just spouting nonsense.   :D

21
General Discussion / Re: Fleet size affecting Speed
« on: February 22, 2012, 12:37:27 PM »
Personally, I don't see how coordination effects the max speed at all. I can see it effecting the acceleration or turning without a doubt, but not the max speed. Think about it, maneuvering does not lower the actual max speed of ships, it lowers how fast they reach that speed because everyone needs to turn at the same time or speed up at the same rate to avoid being separated and they need to reform the formation. The only case where the max speed would be reduced is if everyone was constantly flying back and forth from left to right of the fleet and the leader wants a perfect formation.

If you have five cars with similar max speeds going down a road with four intersections, they don't slow down when they all reach the exact same speed, they slow down when they have to turn corners and wait for others or when waiting for others to get up to speed. If they're all in formation and all can go at least 100mph, what's stopping them from going 100mph?

Hmm, good points.  I guess one possibility is that there are ambient asteroids out there in the system map that we cannot see from our perspective but that the ships have to navigate through/around (my personal opinion), or maybe it is just a game mechanic that was put in place to give us incentive to have a streamlined fleet during this portion of the alpha.   ;)

That is all just speculation on my part of course, but the good news is that the movement penalty will at least be modified/reduced in the next patch/release.   ;D

22
Suggestions / Re: Bribing Enemy Fleets
« on: February 22, 2012, 12:32:52 PM »
Sounds great to me, I wouldn't be surprised if Alex ends up adding that sort of an option to the dialog system at some point.   ;D

23
Suggestions / Re: "Upgrading" of Ships
« on: February 22, 2012, 11:54:42 AM »
well, i think it would still fit fine...
cause it is not a real upgrade system, if you have a MK.I there is no way to make it MK.II
the only way to aquire it is to actually buy or capture a MK.II

there can still be old leftovers... old and cheap

and a lot of the high tech blueprints might not be available to certain manufacturers...
so a certain manufacturer might only have acces to blueprints of the MK.II while another
(maybe Tri Tachyon) has access to a MK.V blueprint but it will cost a lot more

And maybe... on your adventure through the galaxy... you meet someone really smart, a scientist,
who developed a blueprint...
so that after certain quests you have acces to a modell that noone else has, an "elite" version

Hmm, sounds good, I do enjoy having lots of options.   ;D

24
Suggestions / Re: The new game difficulty
« on: February 22, 2012, 11:53:49 AM »
I started game from beginning 3 times. All tree times i got to capital ship in few hours. And i did buy capital ship. For me getting to the capital should be much more slower. Or put capital price higher. And i'm not talking about finished game I'm talking about now. Little "extreme difficulty" button would be nice  8)

Hmm, like maybe a big red button on the main screen that says, "Do NOT Press!", and when you press it of course, it makes you earn 95% less money in every way and removes your 50% damage reduction if you still had it left on, etc.  :)  ha ha, that'd be funny, but of course more of a luxury kind of thing.

25
Mods / Re: Going to start a star wars mod.
« on: February 22, 2012, 11:43:59 AM »
How big did you make the star destroyer so I'll have a frame of reference for the other ships?

My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.

e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
My ISD is 500 and it seems pretty good. But the sheer number of guns that are supposed to be on these things is just insane. I pack a lot on there but it's still not really representational of the 50 ion cannons and 50 turbolaser emplacements they actually have. I think once you send me your stuff and I integrate it with mine you'll be pretty happy with the scaling.

Ha ha, if Lucas didn't manage to show the 100 weapon emplacements in the movies, then no pressure on you to do so exactly in a video game mod. (Just kidding, because we both know that the details there were created after the fact for Books, etc, lol)   ;D

But seriously, I can't wait for this mod to be complete, I love me some Star Wars!   :D

26
Suggestions / Re: "Upgrading" of Ships
« on: February 22, 2012, 11:38:23 AM »
See.. that's the point, the Tempest would not have another Modell
The tempest already is a modern craft, it's a top piece of technologie
this is basically to have improved modells of outdated ships available that can compete with the more modern ones

Interesting idea, however there may be a slight problem with the lore of Starfarer.  Because if I remember correctly, the idea is that all of the ships come from different eras in the domain of man in the distant past and far away from this remote and cut of sector of the galaxy in which Starfarer occurs.  Unless I'm a little confused, lore wise it is pretty hard to make large scale changes to existing blueprints, because currently they are just fed into an existing automated factory as is, because the know-how to make these blueprints from scratch has been lost to this sector. 

Deep Breath....whew.   ;D

However, if lore isn't really your main point here, I like the idea in general, sounds fun and useful.   :)   And it might make for some really good ideas for a mod at some point.

27
Modding / Re: Test of Ideas Specialized Ships
« on: February 22, 2012, 11:32:30 AM »
Going to try my hand at a few thing I had floating around in my head and wanted to hear any suggestions on how to make  these fun

A ship that is essentially a...
shield ball - has no weapons but is there to just provide shielding
shield wall - very large radius covers other ships

half-way shield ships- the shield will only cover part of the ship and the rest will stick out.(weapons out side of shield)

Ramming ship/guided missile

what will happen if weapon emplacements are place off of the ship?

My favorite idea is the Shield Wall ship, I'd love to see how the AI uses it, when you mentioned the idea, I imagined a Shield radius of several times the size of the ship, enough to cover several other ships, etc.  That'd be very interesting for sure.  :)  Clearly the flux capacity and shield efficiency of the Shield Wall ship would have to be excellent however, heh heh.    ;D

28
Modding / Re: Fighters
« on: February 22, 2012, 11:30:11 AM »
Interesting... I put the my own numbers for fighter and when I go on a mission screen there is error:
[highlow_bots_lowbot_chaser_Standard] is not a valid fighter wing id.

 But in the codex I found my fighter wing standing in claw formation with all the necessary statistics. Where is a mistake? In the definition of the mission or?

Alex? How it's ok in Codex but in mission is error????

Hmm, I'm not a pro modder or anything, but I sense a discrepancy possibly.

hlb_lowbot_chaser_Standard doesn't seem to be the same as highlow_bots_lowbot_chaser_Standard.

I took the first line from a post above your last one, and the second line from your recent post, aren't those two ID references supposed to be identical?  Just a hunch, ignore me if I'm way off base.  :)  ha ha

29
Announcements / Re: Blog Posts
« on: February 22, 2012, 11:25:07 AM »

would u kindly tease us about what's on this "maintenance release"?  ;D

maintenance stuff... so... bug fixes and stuff lol

yea i know it's going to be bugfixes, but im hoping there's going to be some balancing as well. besides, if it's only bugfixes, there's bugs that i want to be fixed before others.

Hmm, Kindly tease eh? 

How is this?   ;D

Now, I have been one in the past to beg for a hotfix release, but this time, I would like to ask a serious "why?"

It depends on what you mean by "hotfix". To me it means a release within a day or two to address game-breaking issues. Something like a random and frequent crash, for example, would qualify.

What I'm aiming to do now is make a release within a week (or two, on the outside) - with a bunch of bug fixes and some feature improvements. Since I'm in the middle of some of those right now, yeah, it'd be something of a pain to cut a build (before someone chimes in about code branching - I'm familiar) - but more importantly, I don't think there's anything that can't wait a week or so.

Plus, I do so love "torturing the anxious people" :)

Looks like a pretty good "kind" tease to me.   ha ha

Oh and if you feel his post doesn't tell you everything about the upcoming release that you wish it did, that is the tease part.  lol   ;D

30
Mods / Re: Going to start a star wars mod.
« on: February 21, 2012, 02:46:53 PM »
How big did you make the star destroyer so I'll have a frame of reference for the other ships?

My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.

e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.

Hmm, I'm not much of a modder, but did ya check the .wpn file for the  visualRecoil setting?  Maybe it was left at 0 or something.

The below code is oldish, but maybe still valid, I grabbed it from an old post.  :)

"visualRecoil":2.0,  # the gun sprites are only used if this is non-0

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