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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!  (Read 197983 times)

Austere

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #15 on: March 05, 2022, 10:56:27 PM »

Neat idea and I would love to see the mobile suits to be more developed overtime. Right now they feel like paper doll cutouts. :(

The audio clips are fun and the new system is very nostalgic.  The new ships and the weapons I tried were fun to use.


Hmmm........ Making Mobile Suit look and feel more realistic is not easy, but I'm looking forward to make them better for sure :D. Do you have any advice? e.g better animation or better sprite?
Thank you and it's great that you like the mod, enjoy

Interesting got the EFSF and Zeon to be allied for now.



Oh wow, how do you do it? amazing  ;)
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balordezul

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #16 on: March 07, 2022, 10:33:10 AM »

The feel is still extremely nostalgic.  I would talk with the creators of Arma Armatura or Diable Avionics if they are willing to chat this you.  Both of them have done a great job creating a mobile suit system that fits into the game.  I does look very challenging but you good sir are the first person to really jump on that classic IP and should be applauded for that.

I look forward to seeing what you come out with in the future.

I also want to add that the location of the Prime system is great.  Being on the edge of the core but not trying to mashed into the mix.  Also you can take on Diable Avionics or Iron Shell and the Hegemony.
« Last Edit: March 07, 2022, 11:04:11 AM by balordezul »
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Austere

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #17 on: March 11, 2022, 11:01:57 AM »

The feel is still extremely nostalgic.  I would talk with the creators of Arma Armatura or Diable Avionics if they are willing to chat this you.  Both of them have done a great job creating a mobile suit system that fits into the game.  I does look very challenging but you good sir are the first person to really jump on that classic IP and should be applauded for that.

I look forward to seeing what you come out with in the future.

I also want to add that the location of the Prime system is great.  Being on the edge of the core but not trying to mashed into the mix.  Also you can take on Diable Avionics or Iron Shell and the Hegemony.

Sorry I've forgotten to reply your message until now. Thank you very much for talking to creators of Arma Armatura or Diable Avionics for me. Actually they've been helping me since the beginning of the mod, I really appreciate their help.

Currently I'm planning to add more Mechs to push the timeline forward and exploring any possible system from other mods that's suitable for Gundam Mod. I'm really happy that you enjoy the mod, that really encourage me to go further.
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Eterna2002

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #18 on: March 13, 2022, 03:07:24 AM »

Can you please make a list of all Gundams and ships that available on this mod?
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IGdood

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #19 on: March 14, 2022, 02:15:56 PM »

The AI doesn't really use the Bigro class well with the melee arms
It just sorta....hovers just right out of range
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ShogunTrooper

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #20 on: March 15, 2022, 01:31:14 AM »

Well, time to reenact the Battle of Loum.
...probably with me in place of the Federation Navy, getting steamrolled by Zeon Mobile Suits, but that remains to be seen.

One thing I have to mention relating to the visuals: The Mobile Suits look a bit, well, weird, at least to me. Every other ship and fighter is depicted from a simple top-down perspective, while the Mobile Suits have that odd slightly frontal(?) view. Something that's especially visible on the Ball and Guntank, which are, in relation to the camera, seem to be lying on their backs.
They don't look bad by any means, they look great, but they stick a out from the crowd a fair deal.

Might just be me being nitpicky though. It's space, after all, there's no up and down, and the guns all point the right way.
« Last Edit: March 15, 2022, 01:34:07 AM by ShogunTrooper »
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IGdood

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #21 on: March 17, 2022, 04:47:05 PM »

I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright

Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.
« Last Edit: March 17, 2022, 05:00:55 PM by IGdood »
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Obsidian Actual

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #22 on: March 17, 2022, 05:39:24 PM »

I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright

Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.

My best guess? The excessively high mass values assigned towards all vessel entries within the mod's ship_data.csv file. Unless I'm recalling incorrectly, these values factor heavily into deciding how much damage a ship deals (and sustains itself) from collisions with other entities, be it asteroids or other ships.

While I know comparing vanilla values to mod ones for the purposes of balance may be considered an exercise in futility... take a look at the base game's Paragon with its 3500 mass -- or even the Atlas' 4000 -- as opposed to, say, the whopping 68000 of the Pegasus Assault Carrier in question.

Ultimately, it would be up to the mod author to decide whether or not to trim down some of these values (maybe by a factor of ten for some of the capitals?).
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IGdood

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #23 on: March 18, 2022, 11:15:01 AM »

I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright

Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.

My best guess? The excessively high mass values assigned towards all vessel entries within the mod's ship_data.csv file. Unless I'm recalling incorrectly, these values factor heavily into deciding how much damage a ship deals (and sustains itself) from collisions with other entities, be it asteroids or other ships.

While I know comparing vanilla values to mod ones for the purposes of balance may be considered an exercise in futility... take a look at the base game's Paragon with its 3500 mass -- or even the Atlas' 4000 -- as opposed to, say, the whopping 68000 of the Pegasus Assault Carrier in question.

Ultimately, it would be up to the mod author to decide whether or not to trim down some of these values (maybe by a factor of ten for some of the capitals?).

I'm going to give those an edit.  Might help.
Good theory, thanks for the reply
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Kieshdor

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #24 on: March 19, 2022, 02:42:47 PM »

I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.
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ShogunTrooper

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #25 on: March 26, 2022, 07:53:12 AM »

I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.
From what I can see it's only stuff from the original Mobile Suit Gundam. I am not sure about the capital ships, since some of the Federation vessels in that series look really similar, but it doesn't have stuff from the 08th MS Team or War in the Pocket, for instance.

There is at one exception, the Zaku Sniper, which came from Gundam Unicorn, but there aren't any Goufs or GM Snipers, Zudahs, Camoufs, or the more esoteric Zaku Variants, nor Gundam variants beyond the RX-78 that Amuro pilots.
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Austere

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #26 on: March 26, 2022, 01:24:17 PM »

Sorry guys for the late reply, as currently I'm busy with work and life.

Can you please make a list of all Gundams and ships that available on this mod?

Ok, I'll spend sometime writing them on the front page of this mod.

I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.
From what I can see it's only stuff from the original Mobile Suit Gundam. I am not sure about the capital ships, since some of the Federation vessels in that series look really similar, but it doesn't have stuff from the 08th MS Team or War in the Pocket, for instance.

There is at one exception, the Zaku Sniper, which came from Gundam Unicorn, but there aren't any Goufs or GM Snipers, Zudahs, Camoufs, or the more esoteric Zaku Variants, nor Gundam variants beyond the RX-78 that Amuro pilots.

I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.

Agree, Zaku Sniper was meant to be a testing MS I use to test out sniper appears as a weapon ingame. Goufs is in the mod.
Zudahs, Camoufs and other IGLOO MS will come soon, as I'm still polishing the fundamental of the mod and focusing on anime series MS first, MS appears in manga, novel and other MSV will slowly add in after the main has been completed. (apart from some interesting one)

I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright

Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.

My best guess? The excessively high mass values assigned towards all vessel entries within the mod's ship_data.csv file. Unless I'm recalling incorrectly, these values factor heavily into deciding how much damage a ship deals (and sustains itself) from collisions with other entities, be it asteroids or other ships.

While I know comparing vanilla values to mod ones for the purposes of balance may be considered an exercise in futility... take a look at the base game's Paragon with its 3500 mass -- or even the Atlas' 4000 -- as opposed to, say, the whopping 68000 of the Pegasus Assault Carrier in question.

Ultimately, it would be up to the mod author to decide whether or not to trim down some of these values (maybe by a factor of ten for some of the capitals?).

Noted, I'll look into it to match better with the base game.

Well, time to reenact the Battle of Loum.
...probably with me in place of the Federation Navy, getting steamrolled by Zeon Mobile Suits, but that remains to be seen.

One thing I have to mention relating to the visuals: The Mobile Suits look a bit, well, weird, at least to me. Every other ship and fighter is depicted from a simple top-down perspective, while the Mobile Suits have that odd slightly frontal(?) view. Something that's especially visible on the Ball and Guntank, which are, in relation to the camera, seem to be lying on their backs.
They don't look bad by any means, they look great, but they stick a out from the crowd a fair deal.

Might just be me being nitpicky though. It's space, after all, there's no up and down, and the guns all point the right way.

Agree, I've big problem when deciding what to use for gundam MS sprite. After dozen of testing with the sprite, I found current angle is best suit Gundam MS as it shows the differences and we could recognize the MS better than straight top down.

The AI doesn't really use the Bigro class well with the melee arms
It just sorta....hovers just right out of range

Agree, I've edited Bigro a little by buffing it's missile, along with its main beam it does damage it suppose to be. But I keep the claws and its function, will probably try out different ways to make the claw works.
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Mosthra

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #27 on: March 29, 2022, 10:31:47 PM »

Omg, a great mod. t am imagining Mod Navy Warhammer 40k vs Gundam mod vs Halo. This will be very interesting. let's continue with it. fighting
« Last Edit: March 29, 2022, 10:33:55 PM by Mosthra »
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Austere

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Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
« Reply #28 on: April 01, 2022, 10:59:30 AM »

Omg, a great mod. t am imagining Mod Navy Warhammer 40k vs Gundam mod vs Halo. This will be very interesting. let's continue with it. fighting

Thank you very much, much appreciate your like towards the mod. Wish you enjoy the mod and have fun on Starsector ;D
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SakuraMai_Enka

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Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
« Reply #29 on: April 05, 2022, 10:11:34 AM »

Very good mod, I love it very much. Who doesn't like Gundam?
But...hmm...I see you requested "Arma Armatura" but there doesn't seem to be an elite squadron?
I'm not sure if it's available on Mobile Armour because I haven't gotten Zeon's MS/MA yet.
I'm not sure it's possible to give birth to an ace in this way that
But I think it would be better if it did, or maybe you could be asked to create a patch? So that battleships can spawn elite
————————
Okay, I admit I asked a very stupid question.and…
I found a problem, I don't know if this is normal, MAN-08 was shown to have a flight deck at production, but after production it was found that this deck is provided through a mod and is not a built in mod, I guess this means... I can take out the Bit?
2022.4.10.
——————

————From translation software


« Last Edit: April 09, 2022, 09:24:00 AM by SakuraMai_Enka »
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