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Messages - Originem

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391
Mods / Re: [0.7.1a] Extra System v0.1.0f
« on: January 13, 2016, 06:37:41 AM »
I tried a little bit in devmode, that's a pretty cool new feature. It can definitely screw with balance but i guess that''s the idea. Still, i have a few questions.

I'm not sure what each upgrade precisely does before i "buy" it. Durability probably improve the armor and hull, but i'd like to know by how much with each upgrade. Also, i'm still not sure what WeaponProficiency does. Also, "flexibility" should probably be renamed as "mobility".

What does the ship quality stand for? My fully upgraded Paragon got a 0.66 (rough) score while my Onslaught XIV have 1.24 (good), i'm not sure what is changing.

I guess the OrderShip System is still work-in-progress, but i'm still curious to know what it is going to be.

In the future, it would be cool if that feature will be available at a station rather than having to Ctrl+Q. It's not a big problem, but it feel a bit clunky.

Otherwise, a few translation mistakes :

---

"Welcome to ExtraSystem." Instead of "Welcome to ExtraSystem?"

"Choose the function you want." Instead of "Choose what the function you want"

"Welcome to the ShipLevel System." Instead of "Welcome to ShipLevel System"

"Resources available." Instead of "There are the resouces you have at present"

"Upgrade cost." Instead of "The resouces you have to cost on upgrade"

"100% chance of success." Instead of "100% of possibility in success"

"Congratulation, the upgrade succeeded." Instead of ""Congratulation? The upgrade succeeded."

---


Anyway, that's a pretty interesting mod. I'll definitely use it when i'll feel like screwing around in campaign.
Thanks for your correction and I will correct it soon!
Next,OrderShip System will give you a chance to order ships from an abstract market that exists in the sector, and it is like expressage, spending time in delivery.
Ship quality stands for how much can the ship improve its ability.0.5 for 50%,1.0 for 100%,1.5 for 150%. Anyway, the cost is linked with  ship's quality too.
I use ctrl+q because i want to compatible with other mods like Nex. In this way I can avoid the inconvenience that may be made.

392
Mods / Re: [0.7.1a] Extra System v0.1.0f
« on: January 12, 2016, 11:03:50 PM »
This idea has been thrown around for a long time, but now it has been made! Albeit in a mod. Will try it out later when I have the time.

I have finished it in 0.652a but never publish it in the forum, and I thought maybe i could post it now! ;D

393
Mods / [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
« on: January 12, 2016, 08:25:51 PM »

A mod that make your ships stronger and stronger.


Press Ctrl+Q to call the Interaction in campaign.
Use different resources to upgrade your ship.

*The ShipLevel System*
Each ship has a random quality about 0.5~1.5. It decides the cost and the degree of upgrade.

Upgrade has about 40% chance of success at the minimum.

-What is decided by the abilities-

The efficiency-
      Frigate(10):100% Destroyer(15):80% Cruiser(20):60% Capital Ship(25):40%
         -
(It means if one of the ship's ability is upgraded completely, frigate has 100% power of it, but capital ship only has 40%)

Durability:
   Hullpoints, armor, weapon health, engine health
WeaponProficiency:
   Weapon range, weapon damage, rate of fire
Logistics:
   CR per deployment, weapon ammo, crew, ship repair rate, CR recovery, fuel use
Mobility:
   Max speed, acceleration, deceleration, max turn rate, turn acceleration
Technology:
   Flux capacity and disspation, weapon flux cost, shield efficiency

*Achievements System*(TEST)
Examples:
Spoiler


[close]
You will achieve some achievements when you finish doing something like "Gain 10000 credits."
Use "Show Achievements" to see the achievements you have ever got.

You can see these in "data/config/achievements.csv", and players or modders can use it to add your own achievements.
Just put the following code in your mod (where the achievement were achieved) after you complete your csv's editing. And, don't forget to make this code just run for one time.
Spoiler
Code
Global.getSector().getPersistentData().put("Your Achievement's id", true);
[close]

Screenshots:
Spoiler










[close]

ChangeLog:
Spoiler
3.3
Update to 0.7.2a, BUT IT NEEDS TO BE TEST.
Added Achievements System.
1.23
A bit sprites updated.
Maybe some bugs fixed?Ugh.
1.22
 Fixed the bug that quality can only affect the upgrade cost.
 Decreased the resources' cost.
 Made some tooltips like:
 
 0.1.1f released
1.17
 fixed some bug and translation mistakes.
 0.1.1a released
1.13
 0.1.0f released
[close]

394
Originem's Kitbash
Some wired sprites, a bit rough.Free to use, just tell me.
Spoiler

[close]

395
Bug Reports & Support / Re: Well, fps problem
« on: January 02, 2016, 01:46:48 AM »
If you mean you do not know how to update, first go here; http://www.geforce.com/drivers

In there the first button will download a program that will automatically keep your drivers updated, but it seems a bit complicated.

I feel it is easier for you to uninstall the drivers you have now and then install the latest ones.

If you just want the latest drivers here they are:

32bit Windows 10; http://www.geforce.com/drivers/results/96884
64bit Windows 10; http://www.geforce.com/drivers/results/96885



Oh, i updated the driver and problem solved.How STUPID i am!! :-X

396
Bug Reports & Support / Re: Well, fps problem
« on: January 02, 2016, 01:31:03 AM »
Darn it with those laptop NVidia. Lol. I do not know if it was you, but I have seen a user reporting that after updating his drivers, the game started working normally again without any lag and problems.
Gods, i have no idea to handle it

397
Bug Reports & Support / Well, fps problem
« on: January 02, 2016, 01:08:29 AM »
Win10 i7,Nvidia 960m and intercore.1920*1080
Everything works fine when i use 1600*900 to play.Fps 60.
And when i use 1920*1080, fps boom to death.Only 7.(No full screen)

398
Mods / Re: [0.7.1a] Combat Chatter v1.0
« on: December 19, 2015, 01:12:07 AM »
Wow,it seems interesting!

399
Mods / Re: [0.7.1a] ApproLight v0.3.6a (Chinese Version Released)
« on: December 16, 2015, 11:34:23 PM »
I love the portraits! Wish there were more standalone portraits of this quality.
Hey you means you just love the protraits? LOL

400
Mods / Re: [0.7.1a] ApproLight v0.3.6a (Chinese Version Released)
« on: December 15, 2015, 05:39:26 AM »

401
Mods / Re: [0.7.1a] ApproLight v0.3.6a (Chinese Version Released)
« on: December 13, 2015, 10:27:13 PM »
Played around a bit with the untranslated version.

I really, really like the weapons and ships, both in design and in gameplay. I hope we can get the translated version soon.

Cheers.
thanks a lot! i will work hard to make this mod more playable

402
Mods / Re: [0.7.1a] ApproLight v0.3.6a (Chinese Version Released)
« on: December 11, 2015, 03:23:37 AM »
0.7.1a Chinese Version has been updated but there will be a long time before English version updated.

403
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 10, 2015, 11:21:02 PM »
The whole World is Hostile?

404
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 10, 2015, 11:14:46 PM »
Doctorial for 0.652a


Doctorial for 0.7

405
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 10, 2015, 10:32:18 PM »

Just my approlight's kitbash

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