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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638500 times)

Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1020 on: January 01, 2013, 08:35:22 AM »

Hm. So i just need to replace "-" woth "_". Ok.

Wyvern

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1021 on: January 01, 2013, 08:42:46 AM »

Right.  Looks like it's just "liao1-standard" and "liao-freighter-standard" that need to be modified (to "liao1_standard" and "liao-freighter_standard", respectively) - though I'll admit, I could have overlooked something.

And, of course, they need to be changed everywhere that variant shows up - file name, variant ID in the .variant files, as well as every place they could spawn in fleets.
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Wyvern

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1022 on: January 01, 2013, 08:45:13 AM »

On a slightly different topic, the new XLE weapons look awesome, as does the Serpent class.  (Though I'm kinda surprised it didn't get dubbed Basilisk... maybe you're saving that name for something else?)
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LazyWizard

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1023 on: January 01, 2013, 09:13:16 AM »

Reporting an Exception:
I believe it is caused by OmniFactory.
It seems that Factory is unable to manufacture the "green-dragon-thingy-freighters" - Ship hull variant [liao-freighter-standard_Hull] not found!

I reproduced this defect twice. I usually try to get everything to Omnifactory. So at some point I manage to haul something to it, that it cannot reproduce.

[...]

I'll write a quick fix for the Omnifactory. Due to the issue Wyvern mentioned, I can't get the factory to work with variants named like that - but I can at least prevent it from crashing the game! :)
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FalseDead

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1024 on: January 01, 2013, 10:36:34 AM »

Wait.......

The Factory can Reproduce entire variants?

Not just hulls?

Also is there a way to turn off the factory? I have too many California class frigates and F171 Fighters
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Wyvern

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1025 on: January 01, 2013, 10:44:08 AM »

It's supposed to reproduce hulls - if you feed it a variant, it'll spit back the basic hull.  The trouble is that there's no 100% reliable way to get the basic hull, given a variant; it does the best it can, but the API it'd need simply isn't there.

And, no, there's no way to turn off the factory; it'll cap out at however many it makes, though, so once you've got, for example, six wings of F171 fighters in stock, it'll stop making more.
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n4rf

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1026 on: January 01, 2013, 03:10:32 PM »

It's cool though, you end up spending a bit of your initial game in combating, capturing, and then selling those ships/weapons to the station to be made. Its a nice kick in the butt to keep fighting increasingly more difficult targets to gather material availabilities that don't exist in the other stations. It might actually affect an economy when one exists, but for now its nice to have one station to go to thats neutral... gives you the option to aggro everyone and still arm up too.

Overall I'd say its a nice influence in forward gameplay, and it makes losing a little softer when you know you can get those ships back without waiting ages for stock.
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Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1027 on: January 01, 2013, 08:19:37 PM »

Let`s see what cool scripts LazyWizard and Wyvern will come up in future.

Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1028 on: January 01, 2013, 11:36:35 PM »

My first two vids. Tell me if those are just too huge (~50mbs each).

Serpent-class escort DE killing some fighters.
http://electrotender.ru/SF/serpent.avi

Dragon-class assault CR killing several cruisers.
http://electrotender.ru/SF/dragon.avi
« Last Edit: January 01, 2013, 11:42:22 PM by Okim »
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Doom101

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1029 on: January 03, 2013, 04:54:48 AM »

.... Come at me Cosmonauts!

does anyone else say that when smashing RSF ships into tiny pieces? no? just me... okay..

oh also this
http://www.youtube.com/watch?v=hSSrOcYSNZo&feature=youtu.be


if you want to know what made me make this video well...
Guiles theme goes with everything right? well Guiles is also in the USA military ( im not sure which branch) so i thought how appropriate pounding RSF ships into dust with the ISA ships to a theme for a USA trooper from a fighting game.

also the mod is simply awesome! great jorb.
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Also I totally had the name BEFORE the cruiser.

Wyvern

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1030 on: January 04, 2013, 10:53:41 AM »

So, I've been thinking about weapon balance.

Right now, factions are balanced using their own weaponry - so, for example, RSF ships have lower flux dissipation than ISA ships, but the RSF's (ballistic) weapons are vastly more flux-efficient than the ISA's (ballistic) weapons, so it mostly works out.
(Energy weapon efficiency is the other way around, though.  Seems odd, especially when the description for the RSF's Barnaul Cruiser claims the RSF's guns are more efficient...)

Now, this is fine... until the player comes into the picture.  The player can (and generally will) grab the best weapons they can find from any faction.  So, pick up a high-dissipation ISA ship, load it up with flux-efficient RSF cannons... Yeah.  Not exactly balanced anymore.

Now, one way to deal with this is to balance weapons purely by size and type - as the base game does - but that's kinda boring; you lose all the flavor.

So the thing I've started working on is faction-specific hull mods.  At the moment, I've only got one notion for these, but I think it's a good one:
RSF Munition Stores: an upgraded version of expanded magazines that can only be installed on RSF (or RSF-based, including some pirate or merchant) ships - for any other hull it'll just be grayed out and unavailable, like the dedicated targeting core on a frigate.  Not sure exactly how strong this should be - my first inclination is to have it triple the ammunition capacity of guns, but it could get adjusted up or down from there.

And once you have such a hull mod, you can balance ballistic weapons by ammo capacity - this will probably entail reducing the base capacity of the RSF's guns, and increasing the capacity of the ISA's guns.  At which point, yes, you could use flux-efficient RSF weapons on an ISA hull... at the cost of engagement duration; if you're just fighting a quick one-off battle, it'll be stronger - but it won't have the staying power to participate in a full fleet engagement.

Okim, does this sound like a good idea to you?  Any ideas for other faction-specific hull mods that could be worth implementing?
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Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1031 on: January 04, 2013, 12:23:27 PM »

I prefer to wait until Alex implements multiple systems and some diplomacy stuff. This way it will be easier to balance the abundance and access to faction weapons. So, for example, there would be no easy ways to get RSF weapons while being in bad terms with them. Some high level and expensive (and rare) things should not be available until you get yourself allied to RSF (and thus become a bad bad person to ISA).

Wyvern

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1032 on: January 04, 2013, 12:27:56 PM »

Hm.  Maybe.  Keep in mind, though, if you're fighting RSF ships, you'll get a steady supply of RSF weapons, looted from the wreckage of ships you've destroyed in combat.
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Thaago

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1033 on: January 04, 2013, 12:55:51 PM »

I had noticed a similar bit of balance issue with the UIN energy weapons mounted on ISA ships - they are still hard to get though, so its not a big problem.

Btw, is anyone else noticing a performance hit with this mod? My system is low end but runs vanilla flawlessly - with this mod I'm getting some framerate drops.
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Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1034 on: January 04, 2013, 01:06:56 PM »

That`s very odd. Especially taking into account that i use 'low-poly' borders for hulls (those that are used to calculate hits). Probably the amount of particles and projectiles cause these. I also heard that arc of fire may make a hit on performance.

Also the amount of stuff both graphical and text may be a bit too much to store in memory (there are just over than 100 weapons alone not counting tons of ships).
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