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Author Topic: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!  (Read 28349 times)

Xalendi

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Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
« Reply #30 on: November 01, 2013, 02:31:49 PM »

Blimey...some of the listed stats for the capitals is diabolical. For example, the Marza:

Code
Ship Info
Ship Type: Capital
Primary Role: Long-Range Assault/Planetary Bombardment
Shield Power: High
Hull Points: Very High
Armor Level: High
Armor Type: Capital
Antimatter: 235 (+25 per level)
Weapons (Fore): 6 x AutoCannons / 3 x Heavy Pulse Lasers / 8 x Ship-to-Ship Missile Banks /
3 Ship-to-Surface Nuclear Missiles Tubes
Weapons (Side): 3 x Pulse Lasers (Port) / 2 x AutoCannons (Starboard)
Squadrons Supported: 0 - 1
Crew Complement: 2,500

That thing *** out an obscene amount of firepower. In the simulator, it out-onslaughted the onslaught!

Also, for some reason, using the weapons listed for both ships, the Radiance managed to wear down and beat the Ankylon
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Wunder

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Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
« Reply #31 on: November 01, 2013, 04:30:03 PM »

Im sure
It cannot
take on the hegemony-blackrock
Destral Sector 6 Prototype onslaught!
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starfigter

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Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
« Reply #32 on: November 01, 2013, 04:38:50 PM »

You sir are awesome for doing this!
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Xalendi

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #33 on: November 03, 2013, 12:08:36 PM »

The TEC faction has been added, and the mod updated to version 0.7
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avallanch

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #34 on: November 04, 2013, 06:42:37 AM »

anyone tried to integrate this to exerelin?
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ValkyriaL

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #35 on: November 04, 2013, 07:03:29 AM »

Pretty sure this is a total conversion, would make sense.
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Xalendi

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #36 on: November 04, 2013, 08:47:33 AM »

It's not a total conversion, the original stuff is still there. This mod just adds (currently) two new factions. I believe it could be made compatible with Exerelin, but lack the knowledge of how to do so.
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HELMUT

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #37 on: November 04, 2013, 09:15:18 AM »

That's weird, that mod doesn't seem to work with other modded faction, i tried with Valkyrians, Patrians and Nomads, always got an error when i start the campaign.

Code
81245 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignOrbitalStation.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CampaignOrbitalStation.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addOrbitalStation(Unknown Source)
at data.scripts.world.valkyrianGen.generate(valkyrianGen.java:43)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Otherwise, i understand you still have to work on the balance but your mod is still massively overpowered. The Javelis in particular with 6 Pilums, that's crazy. Have to try more stuffs but i recommend you using the ship BalanceSuite 5000 or the Codex 20.

http://fractalsoftworks.com/forum/index.php?topic=2382.0

http://fractalsoftworks.com/forum/index.php?topic=2749.150
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dmaiski

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #38 on: November 04, 2013, 09:47:21 AM »

seems like you made some sort of mistake when adding a station...

other things of note:
your sprites need to be cleaned up (when you made them you left some near invisible bits of colour floating in space) thats what causes them to have a haze/random sploches of colour around them when damaged

also your ships are more then a bit OP(when refit with tachyon lance/plasma cannon in Large slots, pulse lasers in med): x6 forward facing on the discord this is insane... (it has the flus to use all that and mout 360deg shield...)

my discord(pwns paragon while taking 0 damage and never droping shield):
Spoiler

x6 pulse lasers, dosent need anything else cause pd drones are op...
[close]
« Last Edit: November 04, 2013, 09:54:22 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Xalendi

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #39 on: November 04, 2013, 10:17:32 AM »

Yeah, I had a couple ideas about that. The slots they have now are sins accurate, especially if you equip them with the weapons that their official variants have. I'm thinking of making "civilian" versions of each ship, and making those the playable ones, whereas the current ones with the canon loadout are given to the TEC and Advent fleets roaming around.

As to the invisible particles, I keep trying to get rid of those. Nothing works! Even putting different coloured backgrounds behind the images in photoshop won't reveal them.

I do not know why my mod does not work with others. Maybe it's because I edited the starting ship file? The planets and stations should be fine. I literally just copy-pasted the Askonia system, changed the name, renamed the planets and station, edited a couple variables such as location and colour, and Bob's your uncle, had a new system for each fleet.
« Last Edit: November 04, 2013, 10:21:28 AM by Xalendi »
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dmaiski

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #40 on: November 04, 2013, 10:42:30 AM »

what program are you using, in paint.net just cut along the outline of your ship and move it to a new canvas(when making a new canvas CTRL+A DELETE the background to make it clean of evrything posible)
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Xalendi

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #41 on: November 04, 2013, 10:45:16 AM »

Photoshop CS4. After a bit of experimenting, I figured out what to do. I copy and paste the ship into a new layer, and lock transparency. Then I flood it with white, and magic wand the ship. Invert selection, delete the paste layer, and everything that is not the ship is now selected. Press delete, save.
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Xalendi

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #42 on: November 04, 2013, 04:01:11 PM »

AHA!! Fiddled around with the settings in the dev version of Sins. Found a greenscreen option that is perfect for taking screenshots of the ships. No longer will mostly invisible stars be the bane of my sprites!
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Xalendi

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Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
« Reply #43 on: November 13, 2013, 03:11:53 AM »

Thought about this, and I'm locking the weapon selections on the ships. That way, I can have sins accurate weaponry (despite the colour), without it becoming unbalanced because people can swap the weapons.

I also have "civilian" sprites for each ship (They have the race colours disabled) that can, despite having lower stats and smaller weapons, be changed and customised.
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