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Messages - Zarcon

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286
Announcements / Re: Blog Posts
« on: December 13, 2011, 08:44:13 AM »
That's "freighters", though.

Nice, btw, what are the chances of being able to do some pirating ourselves at some point in the game, i.e. sending some ships after freighter convoys to plunder their lootz?  I think I remember some talk about it earlier on, but I am not certain of it.

Also, this is something I began to wonder about after the last patch notes update.  Is there navigable space "Inside" of a system between the moons and planets, or is it just you jump your fleets from site to site, and automatically engage anything that was in that spot before you?  One of the reasons I ask, is if it is site to site jumping from moon to planet, etc with no navigable system space in-between, then how would one introduce something like a space station into the mix?  Can't wait to see what you have cooked up in this regard!  :)

Whichever way it ends up being done, I'm sure it will be fun, but I just became a bit curious.  :)

287
Announcements / Re: Blog Posts
« on: December 13, 2011, 07:52:03 AM »
you could just rename them "supply ships" could you not?

Very Valid point.  :) ha

288
Announcements / Re: Blog Posts
« on: December 12, 2011, 03:17:47 PM »
Clearly they are fuel tankers.  :)

*Ding ding ding ding ding* We have a winner!

Nice, I sure hope the tankers and munitions ships make the final cut and we see them in the game, I love details like that, and a legit supply chain of real ships would be an added wrinkle to manage and protect from pirates!  :)

289
Announcements / Re: Blog Posts
« on: December 12, 2011, 02:38:36 PM »
Hmm.... not too well, I'm afraid :) You are right about the black ship being a cruiser, and about the civilian drones, though. The red ships aren't quite military - but not construction/repair, either.

Clearly they are fuel tankers.  :)

290
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: December 11, 2011, 01:33:40 PM »
Renaming what was 0.35a to 0.5a to reflect the amount of stuff being added.

Latest changes (as of 12/11/2011)

Campaign mode:
  • Single star system with several planets, moons
  • Can engage an enemy fleet, with both sides picking a strategy prior to battle (attack/defend/escape)
  • Use marines to board enemy ships after battle
  • Salvage disabled ships and cargo after battle
  • Cargo management - a single UI to manage fuel, crew, supplies, weapons, marines, and other cargo
  • Fleet management - control how ships get assigned crews
  • Refit ships using the weapons that are available
  • Ships require sufficient crew to be deployed for battle (crew experience not tracked/used quite yet)
  • Persistent ship damage after battles, including locational armor damage
  • Combat autoresolve - let your second in command fight the battle, or exit a battle midway through to autoresolve the rest


Wow, some great changes there, I'm particularly excited about these two, Persistent ship damage, locational Armor damage and being able to auto-resolve the end of a battle after the major victory is won, etc.  :)  Awesome!

I really enjoy having a little battle damage to take care of at the end of a battle, even better if my enemy retains some damage even after getting away.  (Though it isn't clear if opponents also have persistent ship damage currently, no worries if they don't, but that would be pretty cool.  :) )

291
Announcements / Re: Starfarer 0.35a (In Development) - Live Patch Notes
« on: December 09, 2011, 08:52:28 AM »
Come on man, you must have something new you can add to the change list to keep us busy until the big update.  :'(

Alright, I'll update it this weekend :) You're right, enough big features are actually done to make a reasonable list.

Awesome!  :)  Big features are getting done!  This is news of the very good variety.

292
General Discussion / Re: Activation Code
« on: December 08, 2011, 08:24:52 AM »
I just realized did you mean email address or mailing address? Cause I sent you my mailing address..

lol.  :)  Snail Mail him the key Alex, for great justice!  :)

No, just kidding, but that would be hilarious.  ;)  Sorry to hear about your computer as well, quite the painful experience.

293
Mods / Re: The Nomads (Mod-in-progress, for 0.34a)
« on: December 06, 2011, 10:29:59 AM »
These are great sprites.  Hope the project doesn't die!

Indeed.  It is my hope that after the next version release, some of these older mods will get brought up to spec and be playable again, or at the very least, once the game launches for real.  :)  The nice thing is that the Sprites should be fundamentally good no matter what version there is, etc.

294
General Discussion / Re: Carriers
« on: November 30, 2011, 01:08:12 PM »
Yep, you got it right. And yeah, not exactly intended for manual editing, although the variant files aren't so bad (been manually tweaking those myself until just recently, where I set up an option for the refit screen to overwrite those - got a lot more fun to tweak, I'll tell you!)

Ah yeah I agree on the variant files, they are currently pretty clean and concise files.  So the refit screen rewrites them dynamically, and that makes them look a little less easy on the eyes I guess?  :)  Fun times, heh heh.  For my next fun project I think I'm going to redo a larger ship of some sort, and also a really small one, like a frigate, I've never been any good piloting the frigates, and it is about time I got better at it.  :)  (That is a skill that will end up paying big dividends in the early game of the campaign if I remember you correctly.  :) )

295
General Discussion / Re: Carriers
« on: November 30, 2011, 11:39:23 AM »
Excellent :)  Just FYI, you don't have to change slot types - anything you put in the variant file will work.

Oh, lol.  Yeah that was a bit of work, heh heh, the .ship file doesn't look very tasty in notepad, but I managed somehow. 

So I can change any weapon I want in the variant, that is good, but I would have to make a new .ship file to change the original missile hard-points to turrets for energy and ballistic right?  That is what I did in my Aurora version.  :)  It is a beast, and I even increased the fleet points on it, ha ha!  :)  All the way up to 20 I think.  I also modified the arc's of course, it was a ton of fun, but also kinda hard to read, if I wasn't a programmer by trade myself I think I would have corrupted the code in the process, lol. (Not a complaint btw, clearly it isn't designed to be modified in notepad, ha ha, just a very fun but slightly tedious feature currently, that is totally worth the effort!  :) )

296
General Discussion / Re: Carriers
« on: November 30, 2011, 08:16:38 AM »
Yep, that's the way to see it - the ship variant ids are actually inside the files, but the names *should* match those exactly - but that's just a matter of convention. Renaming one of those files wouldn't change/break anything in the game.

If you're feeling particularly adventurous, you could actually edit the variant files by hand to set whatever weapons you like (the full list of weapons is in "data/weapons/weapon_data.csv").

Excellent!  :)  Looks like I'm going to have some data editing fun when I get home tonight, lol.

Ok....That was extremely awesome! :)  I made an Aurora that was pretty stinking crazy, ha ha.  I created a new .ship based off the Aurora.ship file, and then made a new .variant also, I had to change the .ship file in order to make all the slots turrets and to ditch the missiles.   :) ha ha, Good times.

297
General Discussion / Re: Carriers
« on: November 29, 2011, 08:44:18 AM »
Yep, that's the way to see it - the ship variant ids are actually inside the files, but the names *should* match those exactly - but that's just a matter of convention. Renaming one of those files wouldn't change/break anything in the game.

If you're feeling particularly adventurous, you could actually edit the variant files by hand to set whatever weapons you like (the full list of weapons is in "data/weapons/weapon_data.csv").

Excellent!  :)  Looks like I'm going to have some data editing fun when I get home tonight, lol.

298
General Discussion / Re: Carriers
« on: November 28, 2011, 03:43:57 PM »
so...why does the enemy get a random carrier and i dont...i dont get it isnt random suppose to be....random....but for some odd reason a carrier is restricted...

If you navigate to C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\data\missions\randombattle1 and open MissionDefinition.java in notepad you can see the the various probability factors; just change "astral_Elite" to something other than 0 and you should be fine. Also, in this section:
Code
	}
if (makeFlagship) {
api.addToFleet(side, "conquest_Elite", FleetMemberType.SHIP, true);
makeFlagship = false;
}
you can change your flagship to something other than the Conquest. I had it set to the Astral for a while, and it made for totally different experience in the random battle. Just make sure to back up any files before you edit them.

Ohh, that is pretty cool, I'll have to give it a try.  Btw, is there a file in there with a list of the proper file level names for all the ships?  i.e. astral_Elite and conquest_Elite, clearly it wouldn't like it if I just guessed at the exact names, etc, ha ha.  :)  Forgive me if the answer is obvious, I don't poke around in the guts of this game much at all.  :)

299
Announcements / Re: Blog Posts
« on: November 23, 2011, 02:19:41 PM »

I was actually wondering about that - given the way fighters are replaced in-battle in the tactical battles, I was wondering if destroyed fighters would result in lost crew. On the other hand, it seemed logical, on the other... Well, the supply of fighters seems inexhaustible at present, so I was wondering if fighter pilots worked the same way.

Ah, yes, that's definitely a potential inconsistency. Still considering how to resolve it, or if it needs resolving at all. It's just fun to have lots of fighters flying around, and I don't want to get in the way of that. Fighters will definitely use crew, though - except for drones, that is.

Hmm, I wonder if maybe Carriers/Freighters could have mods that allow extra crew to be carried, sort of like spare pilots for the new fighters that are created to replace destroyed ones?  I would actually like it if carriers were limited in how many fighters they could replace and re-deploy by the crew that exists on the carrier itself to some degree, that way you would have to weigh the relative advantages to adding more crew space versus other mods like for armor and ammo etc, just a thought.  :)

300
Announcements / Re: Blog Posts
« on: November 23, 2011, 01:31:58 PM »
You'll be able to assign an officer to a fighter wing in the role of "wing leader" - so, yes and no :) Individual fighter pilots aren't modeled any more than individual crewmen.

Ok so my excitement level is really getting high here.  :)  Any chance we receive an updated preview client as a Christmas present?  Or should I calm down and relax because I'm in for a longer wait?  :)  lol, this is gonna be so great when it is ready!

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