Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Outro

Pages: [1]
1
Mods / Re: [0.95a] Weftin's Ship Pack
« on: September 25, 2021, 06:53:38 PM »
I remember these sprites were awesome, I'm glad you revived it.

2
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: August 08, 2020, 10:15:45 PM »
Recently used Cometary Capture Infrastructure on a desertic world (unknown skies).
1st round of terraforming transformed the planet into a terran world and the planet gained farmland. Then it repeat itself for a 2nd cycle and the planet gained the "hydrated" modifier, despite being terran and having an atmosphere already. The structure then queued itself up for a 3rd cycle, at which point I canceled it because this doesn't seem like intended behavior.

3
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« on: December 23, 2019, 10:25:42 AM »
I've done some additional testing on the smartguns and I'm entirely unable to replicate the issue in question. The projectiles act as intended

Without a target they will fly unguided. With a target they will home in on the locked target. I have yet to encounter a case of the projectiles flying unusually fast.

I just installed the latest version and this stopped happening. Maybe it was an odd interaction between my installed mods. Sorry for the trouble.

4
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« on: December 21, 2019, 02:05:08 AM »
The Legio Infernalis Thetra Smartgun seems to be buggy.
When fired without a target selected, they fire normal non-homing projectiles.
When fired with a target selected, they fire ultrafast projectiles with unlimited range. Projectile also don't head towards the reticle, instead heading ~10 degrees to the left.

5
Mods / Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
« on: December 01, 2019, 03:14:28 AM »
Dumb question, but does the mod actually add a faction with a planet, or is it just a collection of ships and weapons for now?

6
Mods / Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« on: December 01, 2018, 01:32:37 AM »
It happens when I'm controlling the ship as well, so it doesn't seem to be an AI issue. Unless the AI has the ability to handle that even when I'm the pilot.

7
Mods / Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« on: November 30, 2018, 10:26:20 PM »
There seems to be a bug with the Rime; the Forced Burn Catalyst activates itself constantly.
It starts activated as soon as battle begins with no input from the player and then continues activating itself as soon as it comes off cooldown. Only way to "stop" it is to vent flux, which puts it on cooldown, after which it will activate itself again.

8
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: August 26, 2017, 09:55:32 AM »

That is a long time for a post tournament update...wait, did I said tournament?

Download Neutrino corp 1.84-RC3

Spoiler
RC3
------------------------------------------------
CONTENT CHANGES

-A new ship system AI for Siege mode. That should make AI take advantage from range boost.

-Siege Fusor now fires a really shiny shot.

-Photon Torpedos now have a trail VFX.

BALANCE CHANGES

-All ships got another shield HP check. Reduced cruiser shield HP and flux capacity.

-Dual Giga Pulse Laser
 -Increase burst damage to 1250(from 1000), burst flux cost reduse to 1000(from 1200)

-Disruptor
 -Damage type change into KINETIC
 -Rate of fire increase to one shot per second.

-Antiproton Beam
 -Now has an Ion Beam like on hit effect.

-DERP Launcher
 -Reload speed increase to one 3 shots clip per 9 second.
 -AOE reduced to 110.
 -Will no longer flight out of the range too much.

-Neutrino Sigma Upgrade
 -Shield arc increase to 60 degree.
 -Will leads to a small chance of weapon malfunction when combined with Safety Override.

-Neutrino Tau Upgrade
 -Reform from Auxiliary Broadside Shield, and no longer builtin in that two broadside ships.
 -An assault refitting set for close range assault.
  Increase shield arc to 300 but lock the shield into front facing position and increase 25% damage taken by sheild.
  Optimized engine management increase max speed by 15/15/10/10 and increase zero flux speed boost by 15/10/10/5.
  But increased engine output will interferes sensors and reduce 10% weapon range,

-TheEND
 -Regain the 4 front facing medium hiden slots but were builtin with Pulsed Beam Cannons
 -Assign as a combat carrier.
 -Phase ring no longer leads to an infinite phasing, but will results additional time dilute effect when flux goes high (depend on flux level, max to another 10x).

-Schwarm
 -The core drone now randomly switch with its child drone ones per 1.5 second.
  This will confuse PDAI a little and make Schwarms act more aggression and more like a swarm.
 -Max roamer range reduced to 2000.
 -Overall DPS reduce 33%.
 -FOR THE SWARM!

-Gepard
 -Add a Pulse Beam Gun.
 -Ship system change into Decoy Flare Launcher

-Schwarzgeist
 -Now have Decoy Flare Launcher

-Drache
 -Ship system change into Active Swarm Flares

-Floh and Moskito
 -Flux capacity reduced to 500.

-Banshee
 -OP increase 10 (to 270)
 -Max speed increase to 50

-Banshee Norn
 -Max speed increase to 50


BUG FIX

-Correct the Antiproton Beam targeting behavior.
[close]

Is TheEnd suppose to not have neutronium plating anymore? I didn't see any mention of this in the changelog so I'm wondering if it's intended.

9
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.2)
« on: July 09, 2017, 06:50:44 PM »
neutrino_duelpulsebeam.wpn in the weapons folder is a typo, should be renamed neutrino_dualpulsebeam.wpn
The game crashes when you try to fire the dual giga pulse beam without fixing the name.

10
I think the modular cargo bay mechanic is excellent, and I love that it actually affects the look of the ship if you have it installed.
The tooltip is confusing though, I am unsure of what the "units" actually refer to.
For example "increases overall fleet capacity by 4 units" actually adds 240 units of fuel space to the Adze.

11
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: July 08, 2017, 11:31:16 PM »
Crash:
4845282 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data/weapons/brdy_plance_ftr.wpn] resource, not found

There's no brdy_plance_ftr.wpn in the weapons folder, but there is a br_plance_ftr.wpn and nothing in csv references it, so I just renamed the br to brdy.

12
Mods / Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
« on: August 14, 2015, 12:03:22 AM »
I dig the Legend of the Galactic Heroes names.

13
Modding / Re: Seamless pixel welding or yet another kitbashing thread
« on: August 07, 2012, 06:05:20 PM »
Here's one I made based on the Auria from IFED

Spoiler
[close]

This would be my first kitbash, technically second but I don't count that modified Toa

14
Mods / Re: [0.53a] Interstellar Federation v1.22
« on: August 04, 2012, 09:15:24 PM »
I like how the toa loos, though your version could do for a toa v2

Yea, I'd be okay with it being added as a different version of the Toa

15
Mods / Re: [0.53a] Interstellar Federation v1.22
« on: August 04, 2012, 05:41:28 PM »
First off, I love the aesthetics of your mod.

Secondly, I was wondering if you could consider using this sprite for the Toa Destroyer?
It just bothers me when ships have weapons jutting out at the very front that are grossly oversize or look out of place, which happens a lot with the Toa.



And in addition, change the 2 topmost medium hardpoints to small turrets (with the same coverage as the other 2 small turrets), then change the 2 small hardpoints in the center of the ship to medium.

I have suggestions for a couple of the other ships as well if you want to hear/see them.

Pages: [1]