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Messages - vagyr

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1
You should have an email from BMTMicro in your email. Two of them, one is the receipt, the other holds the code. Unless you deleted it....

I think I deleted it by accident...
Not smart.

2
Pretty much what the title says. Had to reformat and now have no way to play the game.
I dont have any email with an activation code that I can find, does anyone have any suggestions as to what to do?

3
Suggestions / Re: Hardcore mode
« on: June 17, 2012, 12:47:20 AM »
IMO,

the only reasonable "hardmode" would be if the game autosaved when you enter and left combat thus forcing you to fight the battle and accept the results.


things like harder to find stuff / pricier stuff / lower sell value for stuff / harder enemies / more ships in NPC fleets would just be kinda cheap.

I agree almost completely with this. But I would like to see the addition of if you lose all your ships instead of getting in a rookie ship you need to start a new game.

4
Discussions / Re: EVE online and dust 514
« on: June 15, 2012, 07:43:02 AM »
Just wanna say me and a friend of mine did a low sec roam and killed a 900 mill ship and looted a 350 mill module that dropped. A few days ago we where part of a null space roam on a 25 man fleet in cloacking ships which resulted in us killing quite a lot of ships and losing a few and had to run to avoid a larger gang that almost killed us.
That is why eve is awesome for me. Its about doing what you want and stories sorta get made on their own.

5
Suggestions / Re: Marines Gun Things
« on: June 11, 2012, 07:29:55 AM »
because i post this in every thread that brings this idea back up

how should they get inside the ship, through a wall that even bullets can't pierce?
Easy. Cutters or use the ships weaponry. Can't be that hard to go through a hole a hellbore cannon made in the side of the ship.

A cutter that will be hand held will be able to cut through metal that takes several man sized projectiles that are fired at very high speeds?
Lol wut?
If that was the case screw bullets just throw a bunch of magical cutters towards the enemy ships and it will get shredded to ribbons...
Sure cutters will obviously be able to eventually break through armor but it would probably take a few hours if not a day if we are to make them parallel to modern day heavy machinery and what it can do.
On a more practical level its been suggested atleast 4 times before and it has been beaten to the ground as to why its a weird thing to have...
Also you need to remake the game engine to make that work since it will need to check for the crew value of ships in mid battle at all times and then check if marines are attacking and check for that too at all times and make sure that it will add crew from reserves in the ships that needed from the cargo and a whole bunch of stuff that should be added to the point where I do not feel like thinking about without even starting to touch on how the marines are put in the enemy ship or how you balance it.

6
Suggestions / Re: Unrealistic but cool idea
« on: June 11, 2012, 07:21:04 AM »
While being negative without a real argument is fun the main reason why this sort of thing will not work in starfarer is that the fighters in a shoot em up is the main focus.
In starfarer fighters are just one of the units. If you add sprite details where you make them look like they physically bank and run what about frigates?
They will look like an image in comparison since they move at similar speeds and are able to perform some pretty fast turns. Suddenly anything that is not a fighter category without the added detail turn sprites will look hollow thus ruining the look and feel of the game. Secondly thats quite a bit of work you want to have added for a small return. In a typical fight fighters are not that prominent so it will be hard to even take note of the added detail. You are asking the developer to take a lot of time remaking sprite work as well as the engine to   do that effect.
If you look at a typical sprite work in one of those planes you need 7 additional sprites, 2 to show slight turns (seeing how some fighters are not entirely symmetrical you will need to make a sprite for each side) 2 for major turns 1 for upside down and 2 more for the extreme bank before the barrel roll. Thats quite a bit...
Now imagine if every modder had to create such states for their fighter sprites. Noone would do it and the feature would be A) underused and B) make modded fighters look bland and not good.

So in conclusion it has 3 major negative effects
1) A lot of development time both code wise and art wise that could be spend refining or adding more needed features to provide what is ultimately a feature that will not be that noticeable due to scale.
2) Makes large sized vessels look impossibly bland and without character when the feature is noted due to the stark change in graphical fidelity and detail between a fighter that moves and can be seen physically turning to a frigate (eg) that just turns what essentially is its top down image about).
3) If implemented modders will have a very hard time creating the many sprite states required to keep their fighter sprites from looking presentable making most mods that use fighters look unrefined unless a crazy amount of time is spend making the tiny sprites look good (remember most modders are not unprofessional pixel art makers)

7
Discussions / Re: Rate the above posters Song/Music!
« on: June 11, 2012, 02:13:14 AM »
Pretty upbeat. I quite liked it 7/10

While we are at the sun songs

8
Modding / Re: the caravan new faction work in progress alpha out
« on: June 10, 2012, 07:08:44 PM »
Hehe yeah all of the ships are a bit more or less inspired from homeworld also it looks like a graphics glitch since its only the main body done no detail work or anything else added in like the rest.
(the battleship for example has a two prong look to it like the vaygr battleship and the faction uses missiles as main weapons like again the vaygr)
Its a good way for me to actually find how to design stuff since being entirely original is hard on me noggin. I have to complete this sprite plus touch
the rest of them to make them look a bit pretty and then i'll work on weapon sprites (have 4 turrets and 3 projectiles planned up) and afterwards i'll
start to actually code everything together!

9
Modding / Re: the caravan new faction work in progress alpha out
« on: June 10, 2012, 06:40:29 PM »


A very early work in progress ship.
Its one of the two flagships and this is going to be the support variant.
(Main reason of posting is to say hey mod is not dead still working on stuff incase anyone was interested in seeing this thing completed)
size wise its about 2.5 times larger than the atlas so rather big as its supposed to be not so much a ship as a moving space station.

10
Discussions / Re: photoshop skins
« on: June 10, 2012, 01:26:38 AM »
This (http://pixlr.com/editor/) is a photoshop type program, but it is free and completely on the internet


not sure what this has to do with changing the look of photoshop but thanks anyway ill give it a look and keep the link as an alternative in case i am stranded with no image editing application.

11
Discussions / photoshop skins
« on: June 09, 2012, 09:50:41 PM »
so my pc decided to break (which is why my mod had no updates) and since i am reinstalling everything i was wondering if its possible to get/create alt skins for photoshop as im trying to give a unified look to my desktop with mathing colour and art themes for the majority of my programs.

12
Modding / Re: Mod stations *question*
« on: May 20, 2012, 12:56:41 PM »
yeeeah that's kinda my problem...
I dont see how to add a faction specific station that is not linked with the current station system...
To rephrase it inorder to make it more clear.
How can I add a new station type in a fashion similar to the .ship files we have?
I want a completely new station with different texture that is unique to that and that resides only in my mod not a global thing.

13
Modding / Mod stations *question*
« on: May 20, 2012, 12:25:51 PM »
Simple question.
So is there any way to add a different texture to a station?
If there is one I somehow missed it...

14
Modding / Re: the caravan new faction work in progress alpha out
« on: May 20, 2012, 12:17:42 PM »
Huzzah!
I am actually in the process of retouching all the previously done ships in order to give them a battered and used feel.
The whole idea is to turn them into a race that need to reuse everything (which is why they rely on shields since it takes less material to make a circuit board instead of an armor plate) that go into deep space so all of their hulls will have scorch marks from projectiles and lazers and burned fronts where they had to go through a micro asteroid belt for example.

Old untouched ship

New weathered ship

Do you guys think that its an improvement?

15
Modding / Re: the caravan new faction work in progress alpha out
« on: May 20, 2012, 07:18:35 AM »
Reworking the ship models to give them a battered and used look to better fit the the lore.


Heavy missile cruiser

A simple and reliant design, this ship has 6 medium missile launchers as well as 4 point defense hullpoints. It oftentimes escorts shipyard class flagships providing a good mix of agility and firepower or it may serve as the command hub of small raids and expeditions thanks to its single flight deck and unusually armor for a caravan design allowing it to take a few hits even without its shields up.

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