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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 367520 times)

OhNoesBunnies

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Re: [0.6.1a] Interstellar Federation v1.26
« Reply #555 on: December 19, 2013, 01:38:57 PM »

The Cyclotron Eviscrator is not in game. :(
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LostInTheWired

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Re: [0.6.1a] Interstellar Federation v1.26
« Reply #556 on: December 19, 2013, 04:35:22 PM »

The Cyclotron Eviscrator is not in game. :(

I have no idea what you're talking about.  Is that a weapon or something?  Didn't see any files for something like that.
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keptin

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Re: [0.6.1a] Interstellar Federation v1.26
« Reply #557 on: December 19, 2013, 05:26:38 PM »

So, I've uploaded it so you vets can better balance and integrate with your mods, but I thought doing some of this work would help.  I think I balanced it good enough, but I don't have enough experience to know for sure.  I tried to make each ship similar to a vanilla ship of the same stature.  It should work with all of the CR and Burn stuff now, though.

Awesome, I'll take a look next week.  It's pretty cool seeing community peeps come together and contribute to making IFed usable again.


The Cyclotron Eviscrator is not in game. :(

It used to be!  There may even be residual files from it...I want to built it into a mission at some point, but right now it doesn't fit in with the current lineup.  It was intended to be part of the Jardain expansion to IFed, but I burned out shortly after that.  Looking forward, the Jardain elements will play mission roles, but never be a playable campaign race.

Zudgemud

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Re: [0.6.1a] Interstellar Federation v1.26
« Reply #558 on: December 22, 2013, 09:18:27 AM »

Oh god yes, this mod is the *** and I've missed it so much!
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MesoTroniK

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Re: [0.6.1a] Interstellar Federation v1.26
« Reply #559 on: December 22, 2013, 08:43:26 PM »

What about putting the Jardain into the campaign as a non playable faction? Even making the ships 100% uncaptureable / buyable.

HELMUT

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Re: [0.6.1a] Interstellar Federation v1.26
« Reply #560 on: December 23, 2013, 12:04:53 AM »

I don't know about the Jardain, however if it means i can eventually have that Cyclotron gun, go for it! The sprite is gorgeous.
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Ishman

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Re: [0.6.1a] Interstellar Federation v1.26
« Reply #561 on: January 07, 2014, 07:53:19 PM »

12743634 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Weapon spec [cifed_ain] not found!
java.lang.RuntimeException: Weapon spec [cifed_ain] not found!


Spelling error in lostinthewizard's excellent update inside InterstellarFederationConvoySpawnPoint.java, change cifed_ain to ifed_cain.
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keptin

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Re: [0.6.1a] Interstellar Federation v1.27
« Reply #562 on: January 08, 2014, 01:45:58 AM »

Thanks for pointing that out Ishman, I've fixed it in this official patch release.

Interstellar Federation v1.27 released

Changelog:
Code
InterstellarFederation v1.27

-Incorporated balance updates & unique names, special thanks to LostInTheWired!
-Modified weapon sound for neutron weapon system

Lopunny Zen

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Re: [0.6.1a] Interstellar Federation v1.27
« Reply #563 on: January 08, 2014, 12:39:13 PM »

Maybe i can make the Jardians...the cyclon cannon gives me an idea on what they would look like and it would be cool...what do you say :)? i just have to learn how to make ships...i dont know if its possible to make on adobe illustrator or not..what do people use to make the ships?
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MesoTroniK

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Re: [0.6.1a] Interstellar Federation v1.27
« Reply #564 on: January 08, 2014, 01:00:17 PM »

A couple of Jardain ships already exist, they just are not on display anymore.

Lopunny Zen

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Re: [0.6.1a] Interstellar Federation v1.27
« Reply #565 on: January 08, 2014, 01:38:18 PM »

it says scythe class not found when i boot it with exerlin mod is thre a way to fix this?
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Zaphide

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Re: [0.6.1a] Interstellar Federation v1.27
« Reply #566 on: January 08, 2014, 01:54:37 PM »

it says scythe class not found when i boot it with exerlin mod is thre a way to fix this?

You could wait till the next version of Exerelin (which I have updated for this latest IFed version) :) or you can edit your current Exerelin version and prefix all the IFed ships with 'ifed_'.

You will need to edit (in Exerelin):
 - data/world/factions/interstellarFederation.faction
 - data/scripts/plugins/exerelinCharacterCreationPlugin.java (lines 575-579)
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Lakis

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Re: [0.6.1a] Interstellar Federation v1.27
« Reply #567 on: January 08, 2014, 10:10:15 PM »

Squee hahaha! It's alive!
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http://fractalsoftworks.com/forum/index.php?topic=8100.0 - Metelsons Faction Mod - Occasional contributor - mostly a cold dead planet.

LostInTheWired

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Re: [0.6.1a] Interstellar Federation v1.26
« Reply #568 on: January 09, 2014, 08:13:30 AM »

12743634 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Weapon spec [cifed_ain] not found!
java.lang.RuntimeException: Weapon spec [cifed_ain] not found!


Spelling error in lostinthewizard's excellent update inside InterstellarFederationConvoySpawnPoint.java, change cifed_ain to ifed_cain.

Aww man.  Sad to see I missed one.  Still, glad someone caught it.  Tried to be a thorough as possible.  ^^
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keptin

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Re: [0.6.1a] Interstellar Federation v1.27
« Reply #569 on: January 09, 2014, 06:55:43 PM »

The Jardain Empire is something special I want to save for the future.  I started to develop the style, best represented by the Reaver:


I'm waiting until missions and the campaign becomes more customizable in the story sense--the ability to tell a story.  Right now the player is just kind of plopped into a battleground where the mission is always to "blow everything to bits".  I want a variety of missions: trade, rescue, patrol, convoy, etc. that I can use tell a campaign story with and develop the IFed.  The Jardain is part of that story, but I can't tell it until the game allows for that...which might be some time away.
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