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Messages - MinusUdn

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16
Mods / Re: [0.8a] Green Knight Security (v0.9)
« on: May 13, 2017, 02:25:44 PM »
-v0.9 re-balances the weapons to make them more vanilla friendly, the ballistic weapons should fill the niche between high OP cost, long range and high damage needlers and low cost medium range average damage auto canons, and the energy weapons should fit between short range high damage repeating lasers and long range low damage tac lasers

17
Mods / Re: [0.8a] Green Knight Security (v0.7)
« on: May 13, 2017, 09:01:22 AM »
Not sure if a bug or not, but the Strauss Carrier cost 300,000 credits even in the black market. Thats like the same price tag as a capital ship.

Yeah that was a typo, but don't worry v0.8 should fix it

also fixed the linnormr system, now it doesn't auto giv missiles but instead there is a small chance over time that they will fail, good against slow missiles like javelins not so much against fast ones like sabots

18
Mods / Re: [0.8a] Green Knight Security (v0.7)
« on: May 09, 2017, 05:31:09 PM »
v0.7 is out, balanced the supply cost of some ships and added a new electronic warfare frigate

19
Mods / Re: [0.8a] Green Knight Security (v0.6)
« on: May 08, 2017, 03:10:34 PM »
Name it Echidna because why not.
It would be nice (for me) if you could say where balance-wise you see your ships - I mean, I called Vir overpowered for being able to destroy 2 cruisers with 2 destroyer escort, but I also did it with Aurora...
Also, Ghent seems a little to... Uncatchable to me, but then again, it's wayfarer's level of efficiency. It'd be more interesting if it had only its medium mount, so it could either be invulnerable to missiles or able to kite bigger ships, but not both.

I think SRA is already using the "Greek mythological creatures" theme in their names (right now I'm using germanic and roman names but I really need to find a solid naming theme, something green or knightly).

Balance-wise, well, they should be balanced with the AI piloting them, I don't mind if someone can take an Onslaughts with a frigate, as long as the AI can't take one that is balanced in my book (since a vanilla kite can solo an Onslaught), right now the Vir dies to an Aurora but can take an Eagle, that isn't bad but I might bring back the weapons AI hullmod and reduce the ordnance points, I'd like the ships to be fast and with good range.

The Ghent is a blockade runner so being uncatchable is a requisite (the ship is meant to be a solo/early game trade ship not a late game bulk trader), right now it doesn't have enough flux/OP to take bigger ships head-on; the medium mount is there mainly to deal with hounds or similar fast ships, and only a madman would pilot a ship without PDs or at least that is what our engineers say :p

So why does this faction have no home system? Or any station?


Two reasons mostly, first this faction is meant to be a mercenary faction that the independent planets, that are not part of the Persean League, can contract to protect their trade fleets/planets so if you install this mod you will see GK Security ships flying with the independent fleets and in their markets and second because creating a home system takes time and I'd rather finish adding the ships I have planned.

But don't worry I plan to add some size 2ish military markets orbiting most of the neutral planets and a big one in the Arcadia system (instead of the Hegemony's citadel station), lore wise GK Security is being employed by the Ko Combine so I might even add them as a faction (big maybe), later on I also plan to add a system south of Arcadia and turn it into the home system.

20
Mods / Re: [0.8a] Green Knight Security (v0.6)
« on: May 08, 2017, 05:14:47 AM »
Thanks for the awesome ideas! I'll get to it as soon as I finish this new light cruiser, what do you guys think about a ECM/ECCM cruiser? should I make the missile hardpoints hidden or would that cause too many problems? also naming ships is hard!

Spoiler
[close]

21
Mods / Re: [0.8a] Green Knight Security (v0.6)
« on: May 07, 2017, 09:10:17 AM »
Kala maintenance seems like a typo, being 11 for 250 cargohold (Mule require 7 w/more OP/weapon points and longer peak perf. time), not comparing it to buffalo with 3 maint. for 300 cargo and less fuel req. 11 is a Sunder w/ big energy amongst other slots.
It's peak time being 180 also more fits phase ships and shuttles.
Maybe add or alternate it to have command HQ built-in, so it would worth it to haul around, with bit decreased maintenance cost.
Shielded cargohold, as side effect for low-orbit capabilities wouldn't harm too.

Haven't tried .6 yet, but Kala isn't mentioned, thus posting.

Thanks, yeah it is sort of a typo since the ship used to have more cargo and fuel capacity I'll get to it tomorrow, i'll wait a bit longer for more feedback before releasing the next balance patch

22
Mods / Re: [0.8a] Green Knight Security (v0.6)
« on: May 06, 2017, 05:42:41 PM »
So which ships do you think are more broken? Any suggestion on how to fix them?

23
Mods / Re: [0.8a] Green Knight Security (v0.5b)
« on: May 06, 2017, 05:18:51 PM »
I guess that makes sense, fast ships with extra range seem to be a bit too OP, I'll change it and get a patch ASAP, are you guys testing the ships in 1v1 battles or in big team battles? the AI can't deal with these ships in 1v1 since they usually out range the vanilla ships.

Also light cruiser soon, and AWACS destroyer once 8.1 releases (since the radome doesn't want to spin).

Thanks for the feedback

24
Modding / Re: Radomes?
« on: May 05, 2017, 09:17:20 AM »
I found this script in the Atlas' dish, but can't get it to work in game, the dish doesn't spin and when I try to compile and add it to to a mod the game crashes  :-\

Code
package com.fs.starfarer.api.impl.combat;

import com.fs.starfarer.api.combat.WeaponAPI;

public class SensorDishRotationEffect implements com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin
{
  public SensorDishRotationEffect() {}
 
  private float currDir = Math.signum((float)Math.random() - 0.5F);
 
  public void advance(float amount, com.fs.starfarer.api.combat.CombatEngineAPI engine, WeaponAPI weapon) {
    if (engine.isPaused()) { return;
    }
    float curr = weapon.getCurrAngle();
   
    curr += currDir * amount * 10.0F;
    float arc = weapon.getArc();
    float facing = weapon.getArcFacing() + (weapon.getShip() != null ? weapon.getShip().getFacing() : 0.0F);
    if (!isBetween(facing - arc / 2.0F, facing + arc / 2.0F, curr)) {
      currDir = (-currDir);
    }
   
    weapon.setCurrAngle(curr);
  }
 
  public static boolean isBetween(float one, float two, float check) {
    one = normalizeAngle(one);
    two = normalizeAngle(two);
    check = normalizeAngle(check);
   

    if ((check >= one) && (check <= two)) { return true;
    }
    if (one > two) {
      if (check <= two) return true;
      if (check >= one) return true;
    }
    return false;
  }
 
  public static float normalizeAngle(float angleDeg) {
    return (angleDeg % 360.0F + 360.0F) % 360.0F;
  }
}

25
Mods / Re: [0.8a] Green Knight Security (v0.5)
« on: May 04, 2017, 05:43:27 PM »
Hi. Nice modifications, look like actual tech mixing. Makes them feel immersive.

There are some file name case typos that prevent game from booting on Linux:

Also i think you really should add variant for your Sunder with Locust SRM, 2xCorsair Battery, 2xPrivateer and 3xBuccaneer. It is not only good all-round combo, but also looks great.


Thanks for the feedback, I don't have a Linux so thanks for testing the compatibility for me.

Do you want to name that Sunder (GKSec) variant? I can add it to the mod as a goal variant if you want  ;D

26
Mods / Re: [0.8a] Green Knight Security (v0.4)
« on: May 04, 2017, 05:14:40 AM »
Two issues I see with the sprites:
One: The Sunder looking variant looks unshaded on the top rear portion of the ship that is shaped like an A
Two: The Vir looks WAAAAAY too similar to the Diable Avionics tanker ship it was based off of
let me see, is this better now? made the A part darker
DA in green?  :D
added some stuffs(some plumbing and engines) to make the not!Rime look less obvious, slightly better now? feedback on how to not look like Diable but still look clean, sharp and solid is welcome

27
Mods / Re: [0.8a] Green Knight Security (v0.3)
« on: May 03, 2017, 03:56:11 PM »
Since you got them from the sprite dump, it kinda looks like their ships were pirated of some sort.
(In a cool starsector way! Not stealing XP.) Looks pretty cool!

ahahah yeah I plan to put the faction homebase in Agreus(Arcadia system), the description says that the planet is a center of ship-breaking and ship-reconstruction so I guess it is fitting  ;D

28
Mods / Re: [0.8a] Green Knight Security (v0.3)
« on: May 03, 2017, 08:33:37 AM »
V0.3 is out, hopefully more balanced this time & V.0.4 includes a new ship

29
Mods / Re: [0.8a] Green Knight Security (v0.1)
« on: May 02, 2017, 05:43:41 PM »
Play tested these ships a bit in the editor. The ships themselves feel alright, but the custom weapons might be a bit too op compared to vanilla. Especially the Buccaneer PD system, it basically outclasses the Burst PD laser system in every single way possible, with just a higher OP and flux cost.

Edit: It's actually insane how good the Aegis Cruiser is. I was able to completely negate an Atlas's fighter and bomber compliment with it.

Ah thanks for the feedback, I'll nerfbalance it in the next version
Spoiler
funny how the Buccaneer has exactly the same stats as Diable's Burchel beam repeater, I guess I'll have to make it more vanilla friendly
[close]

30
Mods / Re: [0.8a] Green Knight Security (v0.1)
« on: May 02, 2017, 03:06:19 PM »
Cool! Are you planning to add all the pictures for the ships soon?


Sure, do you want me to post the sprites of the ships? I can do that yeah


To do:
-Create a NPC/Market where you can acquire some mercs (GKS fleet that will follow you and help you in battles) for a set period of time

I would LOVE such a feature. Nexerelin has something similar where you have a "follow me" ping for allied fleets. However it's rather wonky and fleets get sidetracked very easily. I imagine it's one of the harder thing to do.
Good luck!   

I'll try yo cannibalize some code from Nexelerin, but I can't promise anything before 0.81

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