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Topics - arcibalde

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31
Bug Reports & Support / Bug with escort command on Enforcer
« on: November 24, 2012, 09:35:19 AM »
Really simple. I have 1x Enforcer and 2xLasher.

In battle, i select Enforcer and then click on Light Escort. It got escort icon on my Enforcer but non of two Lashers go for it. Then i change it to medium escort. Still nothing. Then i change it to heavy escort and still nothing.
So, i select left Lasher and click on Light Escort. And there is green arrow going from right Lasher to left Lasher. I try it with medium and heavy escort and it always add right Lasher to left Lasher as escort. But it ain't adding Lasher/e to escort Enforser.

So, is this bug?

32
Discussions / Limit Theory: An Infinite, Procedural Space Game
« on: November 23, 2012, 10:28:11 AM »
http://www.kickstarter.com/projects/joshparnell/limit-theory-an-infinite-procedural-space-game


 YEEEEAAAAHHHHHHH     8)

Quote
You are an Admiral.  You command a ship that dwarfs everything in sight. Frigates and cruisers hover about you, pretending to offer protection, but you don't need it. At the first sight of an enemy, hundreds of bolts carrying terrawatts of energy pour out of your ship, vaporizing the unwanted presence in seconds. Slowly and steadily, you drift from system to system, steamrolling those who oppose your authority. You conquer the universe.
;D ;D ;D ;D ;D

33
Suggestions / System map - Ambush! O.O
« on: November 12, 2012, 11:54:01 PM »
Dang i didn't search for something like this. I'm sorry if its suggested before.


What are you thinking about possibility to hide in asteroid fields or planets or stars? When you click on any of those space body's when your fleet arrives you have options to hide there. This would be cool for AI to do, pirates could ambush convoys that way... Or player  ;D

Hiding wouldn't be always same. Bigger fleet or larger ships would lower % of "hide" effect. Fleets with more advance ships (maybe adding sensor range in ship_data.csv or something) would have better chance to detect hiding fleet (oh, yeah, when you detect hiding fleet they do not know that so you can surprise surprsers) and it would depend on behind what you hide, so asteroid belt would give large hide bonus to smaller ships and fighters/bombers and small or no hide bonus to bigger ships, planets would be neutral - no bonuses and stars, well they would give bonuses depending on armor value, higher armor bigger bonus (those are hot so ships with ticker armor can be closer to it and that way hide better). Something like that.

And when hidden there should be something that would indicate how good or bad is it (just visual thing for player). Not numbers, some picture like eye. Widely opened would mean bad hiding and close shut would mean good hiding and half open would mean so-so hiding.

And there should be slight change in system map visibility mechanic. Now, fog of war would be too much but flickering (fleet disappear and then reappear again). More distant fleets from your fleet would flicker more and longer and more closer fleet would flicker less and shorter. There would be maximum sensor range of your fleet. In that sensor range there would be no flickering. Flickering thing is only because of player, to make him unable to see when AI is making ambush.

So, what do you think?

34
Mods / Vanilla addon - variants mod V2.1 (0.54.1a)
« on: October 24, 2012, 02:22:26 PM »
First of all most important thing: this mod wouldn't be possible if there wasn't master coder LAAAAAAAAZYYYYYY WIIIIZAAAAAAARD (LazyWizard). All i have was idea and this dude make my idea reality :) So he did all new code and i did all variants :)





This mod adds 296+ (new variants in vanilla game. Only variants of vanilla ships. There is no new ships in this mod. None :)
This mod randomize all vanilla variants in all vanilla fleets. It do NOT CHANGE vanilla fleets composition. So , this is mod for all those people who love to play pure vanilla game it will not introduce any new weapon, nothing. All variants are in vanilla OP boundaries.
So, to sum it. You will face same vanilla fleets with same ships BUT all ships will have different variants every time new fleet is spawn. Well i hope you like it :)

Update 2.1:
Added new "elite", variants for Paragon (Alex's Paragon ;D, he choose it), Onslaught, Dominator, Odyssey, Medusa, Hammerhead and Enforcer. This variants have 50% more OP so they can simulate AI captains with Technology skill on max :)

Version 2.0
So, what did I do in this version?

Pirates - have own set of variants.
Independents - have own set of variants.
Hegemony - have own set of variants.
Tri - have own set of variants.

This means that all faction will have variants that will only appears in that fraction fleets.


Compatible with other mods that use vanilla fleets compositions.

UOMOZ CORVUS COMPATIBILITY EXPLANATION:

Ok people with LW guidance i manage to make UC compatible with vanilla addon mod. So this is what you must do:

1. Change Corvus.java located in Uomoz Corvus\data\scripts\world\corvus    with this one: http://www.mediafire.com/view/?hacihaq6cj929po

OR

2. In Locate Corvus.java in Uomoz Corvus\data\scripts\world\corvus  open Corvus.java and find this:
Code
                SectorEntityToken token = system.createToken(0, 15000);
HegemonySDFSpawnPoint sdfSpawn = new HegemonySDFSpawnPoint(sector, system, 30, 1, token, hegemonyStation);
spawnSDF(sector, system, hegemonyStation);
         
Now, change last line so it go like this:
Code
                SectorEntityToken token = system.createToken(0, 15000);
HegemonySDFSpawnPoint sdfSpawn = new HegemonySDFSpawnPoint(sector, system, 30, 1, token, hegemonyStation);
  sdfSpawn.spawnFleet();          

Both methods do same thing :)
That is it. Now UC is compatibile with Vanilla addon, but remember if you want to play UC without vanilla addon you must get back that line or entire Corvus.java.


35
Bug Reports & Support / Condor Support variant
« on: October 23, 2012, 01:33:17 PM »
This is line in condor_Strike.variant file:

"displayName": "Support",
    "fluxCapacitors": 17,
    "fluxVents": 0,
    "hullId": "condor",
    "hullMods": [],
    "variantId": "condor_Strike",

Shouldn't it (variantId and .variant) be condor_Support?

36
Bug Reports & Support / Sound bug
« on: October 21, 2012, 12:22:22 PM »
Really simple. I put SOUND VOLUME and MUSIC VOLUME on 0%, then click on "save". Exited game by hitting escape on main screen and clicking on "yes" on confirmation windows for exiting game. I entered game again and SOUND is on. In settings SOUND VOLUME is on 0% (and music too). If i move sound bar over 0% and then put him back again on 0% sound is off again. I did this couple of times and it's always like this.

37
Discussions / XCOM - Enemy Unknown
« on: October 15, 2012, 10:19:06 AM »
I wish that Alex have time to go over XCOM devs and fix their game. It's totally screwed -.- It have some nasty skills bugs and some skills do not work or work only occasionally it's so frustrating and... and... that's not all there is much more... Some stuff in core mechanic that should be flushed out in alpha... Why more devs are not like you? WHY!?  :'(


So, who else play this?

38
General Discussion / Ships die to fast or it's just me :)
« on: October 06, 2012, 03:04:29 PM »
Sooooo, as title says. Do you think that ships in this game die to fast?

Not Omen vs Onslaught or something like that. Normal fights with ships of same class. I was toying with Onslaught and when i was ready to test weapon load-out i simulate fight against Conquest. Conquest died really fast, like 15 sec. Then i tested it against other Onslaught and that fight last about 30 sec... For me, it's fast. Too fast. AI do not have time to redeem itself from mistake. It's like, make a mistake BLAM your gone, done, kaputt.

Would you like for fights to last longer? It would be buff to armor/HP, but with shields it would be tricky because flux is used for weapons too so maybe shield eff rating should be buffed... What do you think?

39
Discussions / Blackspace @ Kickstarter
« on: September 29, 2012, 12:20:30 AM »
 :o

Kickstarter link
http://kck.st/PP8eqV


Video link
!

40
Suggestions / Admiral Smeagol true NPC hero
« on: September 25, 2012, 07:05:11 AM »
Ill just describe in hope that someone will understand me.

So, we have NPC admiral and his name is Smeagol. He is not only one NPC admiral, there are much more of them but we will follow this one.
Smeagol have small fleet, 2 Hounds and 1 Lasher. After some time and couple good victories our brave admiral buy himself new ship, Enforcer. Now, for simplicity lets forward story a bit. After couple of decade and countless victories and couple of defeats our brave and experienced admiral  now have Onslaught in his fleet.

So, is something like this possible to make in game? To have NPC admirals that can buy new ships and slowly progress as time goes by? At beginning of new game every NPC admiral would get randomized max fleet composition (like this: 3x frigates, 5x destroyers, 2x cruiser, 7x fighters, 0x capitals) so when NPC decides to buy something he would buy to fill in spot in his imagine fleet. This would allow different NPC fleets every time we star new game.

Bottom line is, i would like to see NPC admirals that would act as players, they would progress or digress depending of what they do. Some of them could become pirates or traders or whatever. What do you think?

41
Discussions / Strike Suit Zero PAX
« on: September 01, 2012, 11:19:11 AM »
Just watch trailer  8)

!

42
General Discussion / Ships behavior
« on: August 31, 2012, 05:50:43 AM »
Alex could you check this video out:
http://www.youtube.com/watch?v=D5QUd85q2ck&feature=youtu.be
I don't get it, why is Sunder so not aggressive. He should come closer so Hammerhead is in range of his big gun, but noo he decides to be far away...

Watch from 1:11 closely. In 1:16 you can see that Sunder have only 1/3 flux build up and Hammerhead is flux full BUT Sunder back down instead of pushing. Why?

43
Mods / Project ONI
« on: August 27, 2012, 05:49:29 AM »
Perception is the key to create different image with the same pieces.




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Concept phase test - successful
Drawing phase - successful
All phase completed - successful

This is mod that contains only 1 mission. Test mission. There you can test new ship type. Ship that is build of pieces and when you lose one part of ship you lose that parts weapons. This is just showcase what is possible in Starfarer.

44
Bug Reports & Support / Unfocusing from targeted ship
« on: August 16, 2012, 10:46:22 AM »
I just played Sinking the Bizm'ark and in that mission i putted my ship on auto pilot and set Onslaught as target pressed Z to focus on him and after some time game just switch me to my ship and Onslaught wasn't marked as target any more. Then i mark him again hit Z and after some time (20-40 sec) it happened again, etc. So is this bug?

45
Suggestions / Rare loot (yeah i know BUT it's not ships)
« on: August 12, 2012, 12:43:05 PM »
I use search and didn't find any suggestion about this. I'm sorry if this been suggested before.
So, what about some rare and unique weapons. It could be completely new weapons (  not very likely, make bunch of weapons sprite so it cold be only found once... ) OR it could be moded version of current weapons with slightly color change or something like that.That weapons cold have better dmg or range or flux consumption or fire rate or, well you get the picture.I think it could be loreable, when Domain collapsed some prototypes was scattered all over the place changing hands and having astronomical ( or less) value on black market. Some was hidden, some was lost some was in use etc. It would give player an tiny edge over it's opponents but not too much :) And if you lost ship with that weapon it's lost for gooood :)

So, what do you think?  ;D

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