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Author Topic: Adding custom ships  (Read 230354 times)

mendonca

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Re: Adding custom ships
« Reply #270 on: February 01, 2012, 05:36:32 AM »

Hi, someone can explain me the difference between hardpoint slot and turret slot?
Thanx
A hardpoint picks the 'hardpoint' graphic, and turns a lot slower than a turret (which picks the turret graphic).

In the future hardpoints may get range benefits on turrets.

Also all hardpoints in vanilla have only got a 5 degree arc, turrets obviously a lot more flexible.

e: infinity², that looks awesome.
« Last Edit: February 01, 2012, 05:38:59 AM by mendonca »
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InfinitySquared

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Re: Adding custom ships
« Reply #271 on: February 01, 2012, 05:53:03 AM »


Also, another one.
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Ivaylo

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Re: Adding custom ships
« Reply #272 on: February 01, 2012, 06:36:35 AM »

Very impressive!
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megal00t

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Re: Adding custom ships
« Reply #273 on: February 01, 2012, 08:17:38 AM »

is it able to take sprites from battleships forever, edit them in photoshop and then add them to the game? :/ was just wondering..
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Avan

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Re: Adding custom ships
« Reply #274 on: February 01, 2012, 08:21:39 AM »

yeah - its pretty easy. probably would want to give credit to the sprite pack makers though.

megal00t

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Re: Adding custom ships
« Reply #275 on: February 01, 2012, 09:13:08 AM »

yea would be smart xD
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Avan

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Re: Adding custom ships
« Reply #276 on: February 17, 2012, 03:41:07 PM »

Ok, a couple new ships before I leave today and can't make any more for the weekend (conveniently anyways; all my computer where I shall be will have smaller, single monitors >.<)

Manta - Designed to be the converse of the Odyssey, while also a relatively fast exploration vehicle with a flight deck, it focuses primarily on defense with armor rivaling that of the Paragon and good shields [By concentrating the shield bubble just over the 'head' of the ship, they can be raised much faster than if they tried to encompass the whole ship, however, they are not as efficient as the Odysseys, due to having only 2/3rds the size of a max flux pool; then again, given its armament is meant to be primarily PD, that gives the shield a bit of breathing room], a large number of small energy turrets, 6 medium energy turrets, 4 small missile hardpoints (rear-facing, meant to take out small ships which think they can attack your unshielded engines like they can an onslaught), and 2 medium universal turrets, and an OP cap similar to the Odyssey's. While, yes, theoretically you could toss on 8 heavy blasters [a medium slot weapon], but a single volley will eat up a large portion of your flux reserves, forcing you to vent, which will take some time; the ship deals much better with point defense systems installed, though it can handle a pair of heavy blasters decently.


Rhino - The origin of this ship is something of an enigma, theorized to have been an early prototype blueprint created shortly before the collapse of the gate network; while the gadgetry employed in this ship is technologically astounding, putting it up with the likes of the Hyperion - hence the theorized date of design, the Rhino exhibits few of the contemporary design philosophies. From aesthetics to tactics, the rhino sticks out among its contemporaries like a sore thumb. While it has impressive flux reserves and efficient shields providing decent omni coverage and can support a good number of high-power weapons, its also abnormally heavily armored, and is one of the slowest destroyer class ships known, almost landing in the domain of cruisers were it not for its lower slot count and smaller profile. The speed issue seems to be a result of the combination of heavy armor and the designer using the widely available engine design from the standard Buffalo freighters, likely to save on time so they could test other components of the ship, or perhaps to save a little extra power so it could support more powerful weapons. Currently, the only known copy of the blueprints is held by the Green Sun pirates, though a number of trickled out to other users primarily through the rare sale or gift to allied pirate clans, or the occasional captured ship by mercenaries or military forces.

ClosetGoth

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Re: Adding custom ships
« Reply #277 on: February 17, 2012, 04:26:22 PM »

BEAUTIFUL! I love the new ships! And, now I see what you meant when you asked if you could prevent a ship from getting the omni-shields hullmod. Actually, that helped me get a better picture of what the shields were to look like!

I love how the missile launchers make the Rhino stick our even more! They almost look like flagella...
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Kilvanya

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Re: Adding custom ships
« Reply #278 on: February 17, 2012, 07:05:03 PM »

add a triple line of HeavyAcs and that thing will dish out a pounding
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Flare

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Re: Adding custom ships
« Reply #279 on: February 17, 2012, 08:58:04 PM »

Those ships are like works of art.
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Avan

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Re: Adding custom ships
« Reply #280 on: February 18, 2012, 10:05:04 PM »

 ;D Thanks

So right now I am working on a HUGE list of rebalancing things to do; I did almost all the weapon rebalancing, and fixing most of the ship OPs, but I have some weapons to make (filling niches, fixing some graphics), and a large list of ship rebalances to do.

MShadowy

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Re: Adding custom ships
« Reply #281 on: February 19, 2012, 01:55:29 PM »

Well... I guess this is how do, eh?  Greetings, I am a wandering loser artsy type who somewhat enjoys modding.

I was initially just planning on adding captain portraits to the game after 0.5 released but as I played the campaign this slowly changed and... ah hell, just look.



Just the basic silhouette (at roughly 2x the final size) with a few marks giving a vague idea idea of the hulls geography I'm afraid; this vessel would be the Charybdis class "Battle" Carrier.  Cruiser sized, designed sometime before the Astral class supercarrier.  Still somewhat infamous despite the collapse for the massive boondoggle/corruption scandal surrounding it's design -- namely that somewhat early in the design process the class was effectively hijacked by the brass, who wanted a carrier with "punch".  And speed.  And enough flight decks to repair and rearm it strike craft quickly.  And...

The end result of this interference was a design cycle three times as long and several times more expensive as anticipated for a craft that excelled as a harasser and deep strike vessel but did not operate terribly well in the standard order of battle.  Only rarely shows up in Tri-Tachyon fleets, and not at all in the Hegemonies Order of Battle; mostly a ship favored by well to do Mercenaries or especially successful pirates.  Has earned a bit of a reputation as that 'lone wolf carrier.'  It can cause some hurt, but it's also especially fragile, even for a new design, and its Flux Capacity is comparatively meager.

It took me about a week to come up with this, largely because I kept trying to figure out how to visually show that this design suffered from a  number of odd compromises and half measures; about the only particular remaining that I initially intended was the heavily exposed flight deck.

Stat Block (Provisional):
Fleet Points: 16-18      Ordnance Points: 110

Hull integrity: 4000-5000      Shield Type: FRONT/OMNI (Undecided)
Armor Rating: ~500      Shield Arc: 360/270 (Undecided)
Flux Capacity: 10000   Shield Upkeep: 470
Flux Dissipation: 800   Flux Damage: 0.6

Hangar Space: 25-30
Top Speed: 50-60
Turn Rate: 30
Maneuverability: Medium

1 Large Energy Hardpoint
2 Medium Energy Mounts
3-5 Small Energy Mounts
2 Small Missile Mounts
Flight Decks 1-2

Er... yeah, probably a bit early to consider the stats.  Maybe I kinda overthink things...

Well, that's all I guess.  Farewell!

-EmEss
« Last Edit: February 19, 2012, 02:17:25 PM by MShadowy »
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Avan

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Re: Adding custom ships
« Reply #282 on: February 19, 2012, 04:20:27 PM »

Bluh, not much time, since I'm about to head out for a while, but I somehow ended up making two more ships, both midline tech; I'll try to get them operational later tonight, but atm I have only the graphics for each. One is a light, speedy, cruiser, the other is an explorer capship.

Ehtremaerd

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Re: Adding custom ships
« Reply #283 on: February 19, 2012, 07:07:15 PM »

First of all I love your art Avan, truly inspiring work.

So I decided to post my question here rather than make a whole new topic considering I don't use any forums too often.

I've spent the last 9 hours trying to figure out how to get my custom made ship(s) into Starfarer. I've kept running into this guy and I've done everything I can think of to get past it.

12188 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [ShadowWar/graphics/ships/BloodShardFighter] resource, not found in [D:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\ShadowWar,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [ShadowWar/graphics/ships/BloodShardFighter] resource, not found in [D:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\ShadowWar,../starfarer.res/res,CLASSPATH]

I can't seem to find /starfarer.res/res,classpath

If that's even something I can find. It's probably something wrong with my PC because no one else has seemed to have this problem on the forums or google for that matter.
I'd love any help your all willing to throw at me.

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Avan

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Re: Adding custom ships
« Reply #284 on: February 19, 2012, 07:11:35 PM »

You can ignore the starfarer.res thing; that's only useful for creating variants in devmode. (for reference, they are saved under fractal softworks/starfarer.res/res/data/variants)

As to your specific issue, the game is unable to find the image file; it looks like you specified an improper path; the path specified in the .ship file should look something like "graphics/ships/shipimagename.png", where shipimagename.png is the name of the png.
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