EDIT:
Perhaps replace those side mountings on the Venator with a pair of flight decks?
I'd love to see a triangle ship to match the Omega. A ballistic dreadnaught to match the energy dreadnaught.
The Executioner Bears a striking resemblance to the Nebula Class Star Destroyer
http://images3.wikia.nocookie.net/__cb20081004171829/starwars/images/3/3a/Nebula-class.jpg
I'd love to see a triangle ship to match the Omega. A ballistic dreadnaught to match the energy dreadnaught.
Well, your talking to a person, who already made a big ship, likes triangle shape ships... and is stil saving the name executor :P So.. it might ring a bell, the thought came on my mind ;D buut.. its a long way. What I wanned to mention I did not think I would make the ships pure Balistic :x. Idea behind that - If hegemony decided to improve, they would be using energy weapons, which are advanced (rank up?).. Or there could be two Hulls - one for energy, second type for ballistic (which is kinda cheeze, but.. )
So IF, just in theory, you made another super-capital like the omega out of the eagle-hawk line of ships, it would be best if it at least had half of it's mounts be ballistic and the rest maybe be a mix of energy, universal and a few missile mounts (just like the eagle has a mix of ballistic, energy and a few missile mounts).
I play on a laptop, 1300~ by 760~. So yeah, bottom left half of the Omega is untouchable, nor are the guns at the rear, all hidden under the UI, or out of sight entirely. And even though people have said that's possible to zoom, I think it's only possible with a mouse wheel, which I don't have on a laptop. A reworked Omega, big enough to be super-capital, but not so big that it goes off screen might be nice, but at the moment, I'm more curious to see the Onslaught and Hawk's bigger brothers.Finger gesturing? Touch zones?
Hmm.. no touch-pad ? My friend told me he can use Alt and "+" or Alt and "-" to zoom in/out.Yes, this too. Ctrl though I think. Check your controls.
Day-um yo, that ship's pretty frikkin' ill. Nice work.
You wouldn't mind if I took that ship for project CAELUS, would you? :D
Liking the new Venator, though I prefer the big engines of the older version. Will that be 2 launchbays? Or just one? I hope two.
EDIT:
Their tiny preview images in firefox kinda look like a off-colour Pulse Laser, and an off-colour Exo. (Exo being from Purifiers in the Relics mod (found in Uomoz's Corvus))
http://puu.sh/zNO5
I am so going to steal those ships! ;D
Hrm, I kinda want to think up some background stories for these ships, but I don't wanna impose. :-X
I'm going to steal the ships for a new faction in CAELUS, redo the lore a bit so it matches the CAELUS universe, and then give you what all modders want:
Credit. And a cookie.
Here is cookie
(>^.^)>#
I'm going to steal the ships for a new faction in CAELUS, redo the lore a bit so it matches the CAELUS universe, and then give you what all modders want:
Credit. And a cookie.
I've stopped looking in the Caelus thread because of that. I have a feeling all the ships are gonna have drastically different styles, with sprited ships, kitbashed ships, and whatnot, all mixed together.
Every time i look up your ships i got irresistible urge to draw one particular ship and i fail in that many many times. DAMN! What i wanna say is, your ships look great ;D
Well thank you, thats always nice to hear. And out of curiosity.. what is that particular ship you mentioned ?
Ok, it should be Omega killer, huge (1000x1000), bulky, nasty,
Hey there, big fan of everything you've made since I posted, although I think you're trying too hard to make the entire ship uniform.
Let's start with this one.
(http://desmond.imageshack.us/Himg835/scaled.php?server=835&filename=slasher.png&res=landing) to (http://desmond.imageshack.us/Himg28/scaled.php?server=28&filename=slasher100mlong.png&res=landing)
This is my favourite one, possibly because it reminds of the Hind (http://en.wikipedia.org/wiki/Mil_Mi-24) which is my favorite vehicle ever.
First thing I notice was that you simplified the cockpit, why? It was pretty neat before and now it's just more plain. Secondly, all of your *** pits have been blue. That's fine if you want to go for a stylistic choice, but what are they reflecting that's blue?
Second is the indentations that were the darker, more orange colour but are now the same beige, again I don't see why. It just makes your detail more plain. The old colour was better in my opinion.
Third is the from your orb-like platform to the more squarey ones. This is fine and I like both, but the sphere-like shape was more original.
As for both versions, the hard points look likely to break off, slip them inward a bit.
If you'd like, I can talk about your other ships as well.
..."I really think the orange-y color"...
Spoiler(http://desmond.imageshack.us/Himg515/scaled.php?server=515&filename=rightarrowx.png&res=landing)
This sprite needs a ton of improvement, there's only really one colour with some shading, and I don't event know where the weapons are supposed to be mounted. Start over, basically.[close]
(http://desmond.imageshack.us/Himg535/scaled.php?server=535&filename=spearhead.png&res=landing)(http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=spearhead126mlong.png&res=landing)
I'd also say that these lay outs (the weapon slots) are different enough to warrant being entirely different ships.
I'm going to steal the ships for a new faction in CAELUS, redo the lore a bit so it matches the CAELUS universe, and then give you what all modders want:
Credit. And a cookie.
But he did give permission to us. Otherwise, I wouldn't be asking, you see ;)
You realize that, if he didn't give you permission to do that (which he did, thankfully) not all modders want credit or want their stuff used by someone else?
But he did give permission to us. Otherwise, I wouldn't be asking, you see ;)
He did, however, impose conditions on your use. You'd probably do well to follow them.
Just as a note on the new frigate designs: they are, overall, much better; the improved shading makes a huge difference. I do think they'd be even better with the changes suggested by Austupaio; but the base hull is much improved.
Hi! I have played in your awesome mod (v0.1) and here several remarks:
Hawk:
Some problem with turrets WT9 and WT10 - their weapons from saved variants don't want to load
Kiwi:
I think it's more effective (powerful?) cruiser than vanilla Eagle, so 15-16 fleet points (fp) would be more reasonable
Vulture:
Shield flux/damage: 1.4 - so ineffective?
Same as Kiwi 15-16 fp
Spartakan:
It's "Heavy Destroyer" and with "Heavy" variant we can see "Heavy Heavy Destroyer" :)
And 7 fp is deficiently, I would suggest 9-11 fp
Opperessor Fighter Wing
Imho a bit overpowered ::)
Also I think you should more differentiate capital ships and cruisers in terms of fuel/cargo capacity
I have made some variants, probably they may interest you:
https://www.dropbox.com/s/af6d4e7ipmm3oo1/variants.zip (https://www.dropbox.com/s/af6d4e7ipmm3oo1/variants.zip)
I would say that these ships could be turned into a sort of splinter faction of the Hegemony, as the Neutrino is a splinter of Tri-Tach. (Or is Tri-Tach a splinter of Neutrino?) But yeah, Uomoz said the mod felt like a bit of mess, which makes me sadface, because I quite like all the factions in there.
Any chance of this getting campaign integration? Even just the ships being sold in the stations would be nice.
By the way, I'm not sure how much this is worth, but I really liked the rendition of the Hawk that was in the CAELUS Demo 3. It had a few medium ballistic mounts supported by this gigantic swath of IR pulse lasers. I loved it. It was unique beyond anything I've seen. The new Graviton + Heavy Blasters theme is... alright, I guess. But I liked the pulse laser theme more.
You can still do it. It's just missing a lot of the small energy mounts, I think. Other than that, I'm eagerly awaiting seeing the ships in the next CAELUS demo.
Actually, I think these ships would be right at home in Uomoz's mod, too. I'd go pester him about it, but he mentioned the mod being too cluttered, so I suppose I'll hold off on that for now.
Still, great mod. I still love the unified aesthetic these ships have.
Hrm, I may give the lore a go, but what order did the ships come in, again?
IIRC, the Hawk is the original, then the Venator, I think, but I don't know what came after that.
You really like the word "Batshit insane OP", don't you? :D
Have you considered running your ships through BalanceSuite? It seems to work for a lot of factions.
And yes, they do seem fairly balanced. At least, they're not completely batshit insane OP. :D
If for some reason you don't want to use balancing programs, it could be not so bad idea to add all ships you want to compare, to some campaign integrated station, there you can see almost all available information and (what is more important) you can test them by starting new campaign :)
I think you might've been looking for this place (http://fractalsoftworks.com/forum/index.php?topic=3250.0).
;)
Wow! :O
I'm going to make it perfect..
;D
MY PRECIOUS !!!!!!!! ;D
Then i DEMAND a COOKIEZ!!!!! ;D
Im very unsure about the campaign.You don't have time or you don't plan to implement it?
You don't have time or you don't plan to implement it?
How about to make this two fore hardpoints hidden, with just small outer "signs" what they exist here?
Yep weapon could be beneath ship or make weapon as ship part with hidden mount.
Btw, how about to add some minor visual (only visual) difference between mk1 and mk2?
Maybe add some canards on the front with turrets on them?
i can play the mission but it randomly crashes
Canards are "front wings." Often show up on delta-winged planes because they obviate the need for tail wings.
(http://upload.wikimedia.org/wikipedia/commons/thumb/6/60/SaabViggen_Canards.jpg/300px-SaabViggen_Canards.jpg)
sdmike1 could you please post 10 lines just before error message you already posted? They should contain last loaded files, hope this could clarify something :D
And there is still a chance that this is because of some weapon from other mods, so could you reset this mission and play it without refitting your ships?
never mind, i forgot that my brother was messing around with the Mirv's weapon files :P
(http://desmond.imageshack.us/Himg515/scaled.php?server=515&filename=rightarrowx.png&res=landing)
This sprite needs a ton of improvement, there's only really one colour with some shading, and I don't event know where the weapons are supposed to be mounted. Start over, basically.
Dammit, Why are you copying the acclamator?
The only thing they where good at in Star Wars: Empire At War was dying. And taking other ships with them/distracting them for your main force :P
EDIT: Gonna give you a quick update: completed the .faction files for you, now it's time for me to start working on the scripts. Still going to take your newest ships for me ;D
I actually really like the "dual bridge."
Could you try to slightly redid bridge "underground" to more correspond the dual one?
About colouring: I like yellow more, probably red could be good too...
P.S. Are you sure that transport Mustang should have no shields? How about some cheap "civilian" shield?
These ships are amazing. Simply brilliant.
Please tell me you're considering adding a campaign version of these ships?
These ships are amazing. Simply brilliant.
Please tell me you're considering adding a campaign version of these ships?
I agree. These look pretty damn good.
MrDavidoff, if you need a hand getting these ships into the campaign, I beleive I could help you with that, if you're wanting/willing.
...Upgradecap got banned?
...Upgradecap got banned?
I suppose you want an update on my work? Well, i have completed the spawn scripts (made some completely random fleets, you can chang them totally if you want, whenever you want) , and am on my way to make the convoy scripts. Do you want an new planet, or just a station? That's important stuff for me to know. :)
EDIT: in exchange, i want those ships PMed to me in raw sprite format ;D
0 dmg?
It's beatiful ! Are you gonna use it in Lotus ? ;D
Those ships look AMAZING. I can't wait to use them! They are satisfying a craving I have for decent battleships in SF, a craving that the conquest just can't fill. That being said, I think there is a slight blooper in one of your ships. The third ship on the bottom row has the little "edge lights" on the rear port side, but not rear starboard. Just pointing out this tiny asymmetry.
Keep up the hard work!
can you fire somebody you never really hired
can you fire somebody you never really hired
can you fire somebody you never really hiredThe answer to that is blindingly obvious: "No"
:P
@MrDavidoff: This mod is looking fantastic. Good work mate
You pay him and he didn't do a thing :o Dude i think you can sue him. Yeah. Sue him for all he got. :P
Alright, good news. Upgrades work reminded me of the Duke Nukem development.. with there being no work done at the end, so after firing him...Bold part Upgrade, you was paid but you didn't deliver...
Indeed, but considering Upgrade was hired, for the price of my sprites, so he is fired. In space we would throw him out off the airlock. :DHired part ;D
Upgrade did you see he's fleets? Did you see power? Did you see theirs numbers? What do you think will happen if he unleash them on Caelus? Dude i wouldn't mess with him, he got more firepower then you... Just saying ;D
HA! so Upgraecap was RIGHT!!! He did make you campaign.... :P
You do realize you just hid the Download button for everyone, because of this, riiiiight ? :P
Ok i'm ready i pop enough popcorn.... FIRE IT UP!!!!
You know.. that its gonna take me at least another two and a half months to make another sub-faction, right ?
do you have place for someone else in your home, arciblade? ;D
do you have place for someone else in your home, arciblade? ;D
^^ Why are you crying?
yes but im the root cause if i better explained myself this would not have happened also those are tears of happyness
Left it is then.You sure?
117087 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull [mrd_vulture] variant [mrd_vulture_Balanced]: slot id [WS 7] not found for weapon [heavyblaster]
java.lang.RuntimeException: Ship hull [mrd_vulture] variant [mrd_vulture_Balanced]: slot id [WS 7] not found for weapon [heavyblaster]
at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.new(Unknown Source)
at com.fs.starfarer.title.C.OO0O.õÖÕ000(Unknown Source)
at com.fs.starfarer.campaign.save.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.A.õÔÓ000(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.super.öOÓ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
1: love the ships
2: love the guns!
I have 3. total. apparently forever. What stations can they deliver to? I found them at the pirate base the first time, but I have never found another one anywhere. Do I need to start killing the new guys to get them?
5: The ship data list has one ship that can teleport... is it for sale or do I need to kill things?
Give us more color combination you scrooge ;D
For the love of God man! Your fans have been waiting for the mythical "Hegemony equivalent to the Omega" for months now!Why you have forsaken us?!
On a more serious note,I absolutely love this mod of yours.The ships,the weapons, and most importantly,the Omega are absolutely brilliant.I don't think anyone would mind seeing some more good work of yours,especially if it involves big ass ships and the like(hint)...
No pressure man.Just keep up the good work in your pace! There's still plenty of time left till Starfarer is actually "released".Though I have to admit I have been playing it for almost a year now on and off...
Just tried it out, you have some balancing issues in the fighter section, drop the flux on the bombers because 14k flux on a bomber wing that well armed is stupid, that's on par with a cruiser. same with oppressors , 2k flux with 600 dissipation, its just to much for a fighter.
Well, DL my mod and do a sim against it, you will actually find it underpowered, believe me, it might look like "wow, that thing is so not balanced in any way" but i managed and I'm very proud of it. ^_^
Yeah, i think insane would be a better term than stupid, sorry bout that
but they don't need high stats and so on to survive, carriers keep them alive and if they are fast or small, they won't get hit, a fighters job really is to capture things and be very annoying, not command and conquer, that is the job of those other juicy ships you have there. ;D
MrDavidoff I certainly agree with you on the bomber loss. (..describes basicly why I gave them such high flux in first place)
..if you could have them u-turn into each other or u-turn in opposite directions after shooting off a payload,
..if that's not possible maybe just having them slow down when launching a payload so they can just stop and reverse speed to get away.
(talking about Hounds and Oppressor stats...) ..the general feeling of the mod(being overpowered
That's 14 large mounts right? Just seems a bit too much....When I play with a ship that has 4 large mounts things melt in seconds..
Sure, maybe controlled by the computer it might not do well because of limitations, but put that in any players hands.. :S
Every single ship is overpowered when the player controls it, you cannot balance it with that in mind, the ship can only fire one of
its broadsides for a few seconds before its flux is maxed, and it will cap it instantly if its surrounded.
I've been lurking for a long time but I created an account just to say that this is my favourite mod by far and I really hope that you continue to
work on it. I was disheartened when you posted something about stopping awhile back. I love the look and feel of your ships :)
I will also agree with you that Valkyrie's Mk IV is *** :P
MrDavidoff I certainly agree with you on the bomber loss. (..describes basicly why I gave them such high flux in first place)
..if you could have them u-turn into each other or u-turn in opposite directions after shooting off a payload,
..if that's not possible maybe just having them slow down when launching a payload so they can just stop and reverse speed to get away.
Im glad I wasnt the only one with sorrow, why i lose the hounds :)
Sadly, I dont know, if the ways you give example of, how not to get them killed are possible. (Alex, LazyWizard, Arcibalde..anyone? Help, please?)
Although since thats how the AI works, I woudl go with - i dont think thats possible. Sad part is, that even macro managing them doesnt always
work (not to mention, say you get even only two of them, it breaks the battle flow.. and the bombers are not really that important part of the
fleet that you need to babysit)..
Im kinda thinking that maybe give them higher speed and slightly more maneuverability, so they could get out of the hotzones fastter. Right now,
they dont really have the acceleration, or "turn-speed" for it, although I would not want them to be too agile.
And thats where I would come in and say.. lol, if you think thats crazy, I wish you could see, what Im working on right now
I'm not sure if fighters can have subsystems or not but, maybe adding something that activates at a certain amount of flux or hull loss? Possibly a form of engine burn or a sort of emergency boost to the shield arc/FPD.
MrDavidoff i do now on behalf of upgrade, me and the caelus mod ask if we can use still use some of your newer ships, so the War Hawks can get some new and more ships and more variation in their fleets :P
upgrade is unable to do this atm cuz his internet is sort of f***ed up so i do this instead ;)
Now you're just being evil...
I agree with a few of the things that were said recently,mainly that having ships which are "overpowered" is great end-game content.Since Starfarer is all about combat for now,becoming an ultimate badass with something like the Omega and stomping an entire fleet to dust with just one ship is mounds of fun.
Now MrDavidoff I think it's only fair you give us a screenshot of the delicious new thing you're working on as gratitude for all the feedback ;)
I would like to keep this one a "WIP" (or Top-Secret, if your feeling dramatic. ) However, some clues were already given.
The question is, how do you balance a titan to vanilla? the ship is simply so big and has so many guns, no matter what weakness you give it, it won't really do much in the long run.You can balance it. You do not give it some crazy flux or vent rate or armor or HP. You make those value compare to vanilla ships values. That is how you balance it. End it will be fight between two titans, no small ships there ;D Unless MrDavidoff is chicken out :P
You can balance it. You do not give it some crazy flux or vent rate or armor or HP. You make those value compare to vanilla ships values. That is how you balance it. End it will be fight between two titans, no small ships there ;D
The question is, how do you balance a titan to vanilla? the ship is simply so big and has so many guns, no matter what weakness you give it, it won't really do much in the long run.
Unless MrDavidoff is chicken out :P
Fighters can have sub-systems.. dunno about it being activated at some certain hull damage, but I would imagine, that
would be possible, if I wanned to try and have a go at this, I would probably start here.
And would temper with Psiyon´s work, if he allowed it. (http://fractalsoftworks.com/forum/index.php?topic=5266.0)
However, I dunno how.. just "imagining" this would be the right way .. question is, if its worth the effort. And what kind of
a upgrade should the system provide.. as I would imagine it, the "certain hull dmg" (not flux, thats bit to loose imo.) would
trigger or enable the ship system.. and I were to pick one form existing ones.. probably mod the "burndrive", but allowed
the fighter to maintain its maneuverability(or some of it), because I wouldnt want the AI to burst right into a capital, that
is suposed to get away from -.-
I believe they return when the wing as a whole has taken 50% damage or if a bomber has dropped all its bombs.
Again, mr. arcibald is over-acting it , because Titan, approximate long axis is 8,000~16,000 meters. .. that wont happen. ::)I didn't think literally Titans. I just use it to describe something big, bigger than, well, anything* at moment present in Starfarer.
Hmm with what Psiyon scripted in that I'm curious if you could also force a return call to the carrier when it dips down to a certain HP. They don't seem like they enjoy returning back till at least one is dead.
I believe they return when the wing as a whole has taken 50% damage or if a bomber has dropped all its bombs.
I didn't think literally Titans. I just use it to describe something big, bigger than, well, anything* at moment present in Starfarer.
*it's just wild guess ;D
just enough OP for total amount of guns and perhaps 50 OP worth of vents/caps and hullmodsBut guns do not have same OP cost.
I dont think we must enforce any treaty on what "tonnage" should our ships be. After all, weFine with me ;D
are in war time gentlmen :P
Uuuuh... New guns! ;D I'd have to say either the second or the third variant.They look much better.The first one seems kind of bland and looks a lot like a heavy burst laser.
A nice T-shaped version of your ships might be nice for super capital.
As for the super capital maybe you could make something less...triangular.Like some of your smaller ships(there's a destroyer in particular which looks awesome,the Phantom I think it's called).Either way looking forward to seeing the update!
MrDavidoff,
I understand that longer ships are a potential issue, but the Super Capital would only be living up to the standards as VERY dangerous and powerful ship. Couldn't the shields have been treated as a sub system like flares or boosters? For a ship of that caliber, I'd recommend adding a recharge time before the next possible shield activation, giving any opposition a chance for their weapons to hit home. If this has been tried already, then oh well. It was worth a shot. :)
I'm looking forward to your next update! You have awesome ships! ;D
Keep up the good work!
What about a larger version of the 3rd ship in the first row? I love that thing.
hopefully the quick ride isn't into a slippery slope of balled up *** :<. I HAD TO SAY IT!
Did you finish your Dreadnought? it could fit as the titan in our little competition :P
wonder how far Archibald has come on his.
SpoilerAnnouncement - while this update adds, changes a lot of stuff and I said I wanned to finish the "supers" first,
I will release the update without the super ships, as I simply dont have the time to work on the mod that it would
need atm, so the release wont have super-capitals, the "oldish" version of Omega still will be available in two
missions though.[close]
... And Arci is illYes, but illness isn't why i'm so behind, i playing wot atm, and i have 9 days of prem so after that expire i'm finish damn thing :)
as far as I know.. and he still has a long way to go on his ship.
Yes, but illness isn't why i'm so behind, i playing wot atm, and i have 9 days of prem so after that expire i'm finish damn thing :)
Like.. dude, I was helping you there, its better to be ill, than not "work" :D But yeah I remember you said thta also ;)::)
That's LARGE spoiler. But i like it. Keep up the good work. ;D
And thank you for this mod it's one of must have 8)
Wow these look nice.More SW please 8)
Them Star Wars feels.
IMO this mod needs more fighters, hopefully inspired by SW.
After playing with the Alliance and Centurion for a while, I think they need s pretty big re-balance. The Alliance's built-ins are really OP, and it's maneuverability is less than impressive. I'd say lower the damage of the built-ins and raise the speed slightly, and increase the maneuverability. Just my take on the design eh?
The Centurion could use a good speed increase as well, all those engines on a small ship screams speedy attack craft.
http://i.imgur.com/vKybzRO.jpgAfter playing with the Alliance and Centurion for a while, I think they need s pretty big re-balance. The Alliance's built-ins are really OP, and it's maneuverability is less than impressive. I'd say lower the damage of the built-ins and raise the speed slightly, and increase the maneuverability. Just my take on the design eh?
The Centurion could use a good speed increase as well, all those engines on a small ship screams speedy attack craft.
Thanks for the tips :)
I already
1) lowered the top speed on defender (gave it better acceleration though..)
2) defender´s cannons now generate much more flux
3) adjusted the Ventaro and Alliance built in weapons too, I see them as high-dmg dealing weapons, so they will
generate more flux, while the dmg output will remian closely the same
4) alright, gave centurion and prefect more speed and acceleration, however I stick with them not being perfectly
maneuvrable (they are basicly long pipes, how do you drive that :D ) and it shoudl be similar to the Counselor.
5) Alliances gets maneuverability boost, gave it a modified Burn drive - smaller jumps, but less time to regen it.
http://i.imgur.com/vKybzRO.jpg
It's not so much it's speed or maneuverability, it's just the sheer firepower. Those two cannons dish out, what, 1000 energy DPS between them? It allows me to do things like the above with almost casual ease.
It's ALIVE!!!!! OMG! Dude you are not zombie now... or something like that, right?
I'd be totally fine with playtesting as I seem to have turned into Raphy's playtester for Valkyrians anyway. Everyone says they're OP, I don't know why. ???http://i.imgur.com/vKybzRO.jpg
It's not so much it's speed or maneuverability, it's just the sheer firepower. Those two cannons dish out, what, 1000 energy DPS between them? It allows me to do things like the above with almost casual ease.
Its an very old post, I thought I would update you guys on what Im doing, but then my net got disconnected. I lived with the fact, that the cannons are OP, Ive nerfed it in many ways. Obviously in more than three months a lot has been changed. However, if you volunteer to be a tester, your welcome! :DIt's ALIVE!!!!! OMG! Dude you are not zombie now... or something like that, right?
Constructive, as always ;D
Your ships are gorgeous. You must have put a lot of time into this faction, I can't wait to see what you add.
It would be interesting to see your take on the Tri Tachyons.
The Tri-Tachyon? Glorious overkill (http://i.imgur.com/LFrVg.jpg).
At least let us know if you're working on an update....?
And yes.. if you want an estimate, If I was optimistic, I would say new ver. will be finally out in a week.
If I was to be realistic(5outta7 days I spend at work.. theres a lot of toher stuff I need to do.. and the mod needs some tweaking, tetsting..) I would say it will be out in two weeks.
Two weeks later.....
Spoiler(http://oi42.tinypic.com/2vv732r.jpg)[close]
Sorry guys, you have no idea how shait my life has been for last month.
They look great!
Also, are those Neutrino cargo containers? :D
As Freddie says, I want it all, and I want it now :D
Very impressive MrDavidoff. While i'm not very fan of the bigger ships (particularly the Centaur which look a bit flat), most of them are really good. I have a soft spot for the Avenger and the X-5N2.
By the way, are you okay that i use your sprites for Kitbashing? Your greebling style would help me a lot to make some High-tech Kitbash as i have trouble Kitbashing Tri-Tarch ships.
Mind you, its not as if no work has been done. In fact, Im more confident, pleased, with the ship sprites, as I ever was. Its just that I couldnt work on the mod as much as I have planned, wished and tbh in combination with the "shait" Ive experienced bit of a burnout(not just modding-wise).
Anyways, I hope I will release a new version of the mod, before a year passes :D
Youve waitted very long, so - a bit of a late xmas present - check out the updated ship sprites.
(warning - very, very, very long picture)(warning - very, very - I MEAN IT! - long picture)Spoiler(http://imageshack.us/a/img703/2694/nxk8.jpg)[close]
Soon TM
#Hardonforhadron
Hello,
Your mod helped me acknowledge receipt for Starsector. You deserve much credit from me for making this mod congratulations!
For scientific reasons, I'm gonna have to ask if I can see that Behemoth in a more organic fashion, in the campaign where I'm not restricted in any way. :P
Hello,
Your mod helped me acknowledge receipt for Starsector. You deserve much credit from me for making this mod congratulations!
Decided to beef up the "Behemoth" - a enemy for the player in one of the missions.Spoiler(http://oi41.tinypic.com/nzkokx.jpg)[close]
And something totally unrelated, when i tried to upload the pic:
(my name is david)Ive freaked out a bit :DSpoiler(http://oi39.tinypic.com/2d1pa8g.jpg)[close]
My god, he lives....
Though I don't think everyone keeps the last versions of their mods for a specific 0.x, so you'll just be playing the mod by yourself.
Is it just me or some cruisers from the Council Loyalists look a little bit like the Republic Cruiser in Star Wars?
EDIT : Oh wait, it is named Venator.......
it basically is star wars, but in starsector, even the turbolaser sounds are the same. =I