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Messages - FalseDead

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

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

Mods / Re: Project Ironclads, version 4.0 (0.54 with campaign)
« on: December 10, 2012, 02:49:44 PM »
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed.  Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway.  (If there even are other capitals around that don't have shields; I haven't checked.)

There are, after all, a number of things that are already ridiculous if you've got skills at level 10.  For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.

Am I the only one thinking ramming speed upon reading this?

Mods / Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« on: October 19, 2012, 10:59:17 AM »
love My russian carrier, nothing can beat Me. :D

Yeah nothing can beat it ;D

So why don't you go after that Alien Mothership and its escorts......... :D

Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: September 14, 2012, 11:31:43 PM »
Why don't you say what the skills do :(

Why, to fuel rampant speculation, of course.

Well then in this spirit:

Evasive Action (perks: Evasion, Deflection)

The evasion perk will cause a certain % of projectiles to pass through the user - if the user is surrounded the ships on either side will be shooting each other!

The deflection perk will cause a certain % of projectiles to bounce off the hull at semi-random angles determined by the bounding polygon.

Hows that for rampant? :P
Skill: Trap Evasion

It's a Trap!

+1 Points in stating the obvious

-100 points in avoiding traps

+100 point's becoming a meme....

 :o ;D

General Discussion / Re: Question: Crew Exp
« on: September 11, 2012, 10:20:44 AM »
better ship/fighter wing piloting

Sure about that? I thought it were only the three things mentioned above. 

I'm quite sure of that. I've noticed that my talons and broadswords are surprisingly more survivable with elites than greens.

That would be the only take 90% damage and moving 10% faster (Maybe some benefit from being able to hit the enemy fighters as well)

Announcements / Re: Blog Posts
« on: September 10, 2012, 09:53:00 PM »
I would kinda like to see the benefit's be a little random

Sure have some "locked in" Benefit's for choosing a class/skill/aptitude, but also have a sacrifice to the random number god

Every level of skill/aptitude could, rather than providing a fixed percentage or whole number improvement, give a series of random random rolls:

1) to choose a minor benefit from a associated Skill/Aptitude list( Example, Mechanic's having a list including: increased ordinance, reduced ordinance cost, improved hull integrity, improved flux capacity Etc..)

2) type of improvement ( whole number or percentage)

3) amount by which it is improved

4) random chance for second benefit (repeat step 1-3, do not pass step #3 do not collect 200 dollars)

This would make each playthrough be unique and represent each character learning at his own pace

Plus it would prevent, the game from stagnating later on if done without a hard cap

Edit: plus imagine what a great modder "cough" Okim "cough" could do with such a system....

Mods / Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« on: September 10, 2012, 12:28:10 PM »
Beautiful ship!

Not my style, But it will look good covered in explosions! ;D

Also What do you think of the latest blog?

Mods / Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« on: September 10, 2012, 09:32:04 AM »
Since you asked!

Favorite Warships

Fighter: 171, all those missiles make it amazing at intercepting Fighters, Frigates, and Destroyers

Frigate: California, use the four outer smalls for SRM, the two center for Hvy Blasters, and the medium for Laser beam, Kills Frigates, Destroyers, and can endure long enough to cripple/Slow Cruisers

Destroyer: Indiana, use the four corner mediums for Killer wasps and the smalls for either 2pdr or 50mm, and medium 8pdr

Cruiser: used to be Kansas, but I am having trouble dealing with universals that were changed to the ballistic mounts, so I don't know anymore

Capital: Michigan, Basically use a entirely energy weapon complement with a couple missile to deal with small ships that are running

Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: September 05, 2012, 04:16:17 AM »
While description's are nice, I have been wanting to try this update since you first put the new RSF models up.....

Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: September 04, 2012, 05:42:30 AM »
These are some of the best ships and factions on this site!

These ARE the best ships on the sit

Also best mod in my opinion ;D

Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 31, 2012, 07:02:57 PM »
If you do decide to rework ISA please consider first providing us with the updated RSF Sprites to tide us over......Please...... :'(

Also if you need a list of ship names feel free to ask those of us on the site

We probably could make you a big heaping list of warship names...

Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 31, 2012, 02:35:17 PM »
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.

Up to you....

Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 31, 2012, 09:58:24 AM »
I mean simultaneously. Like, say, a burndrive and phasing cloak.

F-171 got two Stinger launchers. It now carries 4 anti-ship and 4 anti-fighter missiles. Going to test this loadout a bit.

I was going to ask about whether or not you would add a stinger.....But it felt kinda rude....

Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 31, 2012, 06:23:21 AM »
Today my boss brought his son at work and left me to nurse him. He also brought a nice assemble model of F-117 for his son`s entertainment. Well, here what ISA has now:

F-171 is a phasing missile fighter that heavily relies on carrier support (it has no other weapons, just 4 missiles).

Phasing cloak makes its approach much easier, but it can operate just for ~5 seconds. This means that interceptors will not have trouble with hunting them.

F-171 carries 2 Piranha SRM missiles and 2 Eel SRM missiles. The wing consists of 3 crafts (so its 6 Piranhas and 6 Eels) and is quite expensive in FL (9) and money.

Looks cool but the armament seems a little low for a bomber style craft

Doe's it have a ECGM Mod on it? cause that would certainly make me consider it

Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 30, 2012, 01:03:20 PM »
I hope i didn`t ruin your expectations :)
I tried to combine the new style with original flat deck. In addition i`ve added a large port access point (lorewise - this is used by T610/620 large crafts).

note: weapons are all the same except that large fixed missile was replaced by large universal turret. Drone hatches were moved to the starboard and reduced to 5 (10 drones in total with extra 10 in reserve and 1 drone being assembeled per 10 seconds). Launch bays remain as they were (3 bays, one on the flat deck is not used).

Not, what I expected.....and I really ain't totally sold on the appearance.....

But the turret placement's and the Omni-Large make up for that ;D

I`ll release the new version as soon as i finish RSF ships.

Wait a minute....

Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.


The idea and implementation are the same ( RSF ships being armored more heavily with crude plate's)

He just is updating the artwork to fit the newer ships and to re-balance the older ones after the systems/ built-in weapons update...

Edit: also, Okim, I been meaning to look this up, but instead I will just ask: doe's the Laser cannon ( not beam) use Advanced optics?

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