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Messages - Buttery

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31
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 01, 2017, 09:58:07 PM »
Well, the gundams will mainly be melee only with a few mobile suits having a melee option, but I'll wait a bit to really get into fiddling around with it and prob look at tart's stuff for reference when I do. Setting up the animations doesn't seem too difficult, it's just mainly figuring out how exactly they'll swing since the main melee robits use two handers.


Speaking of melee, are the mass production MS getting melee weapons as well?

Once I get started on it I'll probably change the ones with a hand free to carry a melee weapon, like an axe for the graze types, and add in some alt versions for the rest.

32
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 01, 2017, 08:22:08 PM »
Now that I think about it, the Mobile Armor could pair pretty well with the Remnants. Both killer AIs after all.

yeah that's what I was thinkin about doing with them, definitely just an enemy only ship

The Mobile Armors should be able to fight teeth to teeth to the heavy wanzers. And since Tartiflette made the wanzer more animesque (sword-wielding mecha, anyone?), maybe you can follow up with the more exotic mobile suits mechanics-wise.

Well, the gundams will mainly be melee only with a few mobile suits having a melee option, but I'll wait a bit to really get into fiddling around with it and prob look at tart's stuff for reference when I do. Setting up the animations doesn't seem too difficult, it's just mainly figuring out how exactly they'll swing since the main melee robits use two handers.

33
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 01, 2017, 07:03:52 PM »
Wow, been away from the forum for a bit while trying to piece by piece my mech mod and this comes out. You beat me to the punch damnit ;D

Anyway, its nice to see someone actually made a gundam mod for this game. Looks good. A little suggestion tho.

-Man Rodi and Landman Rodi have hand grenades on them. Maybe a standard bomb bay to mimic it?
-Bazook variants for the Graze and Shiden units.

A quick question, are they also implemented to be used by the NPC fleets?  Been running around in the sector for 3 game years and still haven't encountered a fleet that uses them.

Hmmm, I'll try to work in the grenades for the rodi's and bazookas for the other two.

They should be, I set up variant files in the faction list. They could just not be used for some reason, if that's the case I'll prob just have it set up to not use vanilla variants.

34
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 01, 2017, 12:00:31 AM »
Quite cool, mechs make any sci fi cooler. Do you think you'll make the mobile armor at some point?

Thanks, and possibly, if I do it wont be for a while, and prob wont be a player ship but who knows on that really.

35
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: April 28, 2017, 11:06:25 PM »
New updated, several things changed and a few more suits added.

36
depends on what you're looking for, this is a good place to start to look for tutorials:

http://fractalsoftworks.com/forum/index.php?topic=3342.0

breakprob and pieces are handled by the game, you just put the numbers in and it'll do the rest

Well, I'm more so looking for how to make a custom hull mod or ship system to use, like Auxiliary Thrusters or Maneuvering Jets for example. And alrightie, thanks.

37
Is there a tutorial or something on making custom hull mods/ship systems?

Also for ship data would I have to create a separate sprite for the breakprob and pieces, or is that handled by the game?

38
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: April 26, 2017, 09:55:15 PM »
New version, fixed a problem where the carrier variants were replacing the vanilla ones and themselves, also added in a few more variants, mainly just the heron.

39
Mods / Re: [0.8] Gundam: Iron-Blooded Orphans Mobile Suits
« on: April 25, 2017, 09:40:34 PM »
New version up, added in some more MS' and variant files so they'll show up in faction fleets.

40
Mods / Re: [0.8] Gundam: Iron-Blooded Orphans Mobile Suits
« on: April 25, 2017, 02:30:45 PM »
I have a suggestion for you, too.
You know that there are the ships that launch the gundams?
You should make those ships.

Yeah I'd like to at some point, but at the moment I'm sticking with just the mobile suits. Maybe once I get enough experience with spriting I'll move to the ships but until then it's robits

41
You need a .faction file for ships/wings to appear in markets, yeah.
(For fighters in particular, I think the faction owning the market need some carrier variants that carry said fighters as wings defined in their .faction file, for the LPCs to appear in the store)

Actually I don't believe this is the case. My mod The Silent Armada doesn't have a new faction, or even any ships operated by existing factions, yet the fighter LPCs will still spawn in markets.

They literally should just spawn. If they don't seem to be, try dropping the tier or rarity down a few notches. When the sector generates, markets tend to stock only weapons and other equipment (fighter LPCs included) of a tech level of 0 or 1.

That seemed to fix it, thanks for the help

42
You need a .faction file for ships/wings to appear in markets, yeah.
(For fighters in particular, I think the faction owning the market need some carrier variants that carry said fighters as wings defined in their .faction file, for the LPCs to appear in the store)

So basically if I want it available to all carriers would I have to add in variants of all of them, and basically just create the variant files then add those to the faction files right?

43
Mods / Re: [0.8] Gundam: Iron-Blooded Orphans Mobile Suits
« on: April 25, 2017, 04:36:49 AM »
I saw this on the 4chan thread.

There's a glaring problem.

You can't see these suits against the backround of space Butter. And I'm not sure how you would fix that without *** up iconic color schemes from the various suits.

I dunno, I can see the ships pretty clear against the background, could just be me though.

44
How would I go about making fighters show up in the market? I figured I had it solved but it seems not when I got some feedback on it, I had the worlds folder set up with the factions and what not but it didnt work at the time so I removed it, I assume thats needed though?

45
Mods / [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: April 25, 2017, 03:07:38 AM »

Mod will no longer be updated, but has been integrated into Laroustine's mod located
>>here<<



Adds in various Mobile Suits from Iron-Blooded Orphans (and probably other MS' from the Gundam series).

DOWNLOAD LINK


===== Changelog =====
v1.7
-Add Persean League and Hegemony faction variants of the Shiden and Graze respectfully, and an Isaribi variant for each.
-Further balance changes.

v1.6
-Several bug fixes
-Balance changes

v1.5
-Added in new ship, Isaribi. Should appear with the independent currently.
-Fixed factions not actually using the variant files to have mobile suits.
-Added in bazooka version for Graze types and Shiden.
-Changed rodi types to now carry grenades for the left arm.
-Various balance changes and bug fixes (mainly to due with typos for the faction files and variants)

v1.4
-Added in Alaya-Vijnana System as a hullmod to custom variants.
-Added in Space and Dáinsleif Graze variants.
-Re-did/edited all sprites, some more than others.
-Changed various texts in descriptions and names.
-Edited variants more, and added in a few for the Space type.
-Various balancing changes.

v1.3
-Fixed variant files where they were just outright replacing the vanilla ones and themselves so now certain factions will have different mech types. Pirates will have the Man Rodi, Luddic and independent will have the Shiden, and the rest will have the Graze. Customs wont be implemented into faction fleets currently.
-Added a few more variants that will pop up.

v1.2
-Added in Mobile Worker Space Type, Ryusei-Go I, Shiden, and Shiden Orga Custom
-Added in variant files so Graze, Man Rodi, and Shiden will show up in faction fleets
-Edited stats so the custom versions are slightly different, and show up less common.

v1.1
-Added Landman Rodi and standard Graze.
-Edited tiers so the basic versions (graze and landman/man rodi) will show up more often in the market place.

v1.0
-Initial Release

Uses the wanzer bases from Tartiflette and FlashFrozen's Diable Avionics mod for reference.

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