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Messages - LiquidStang

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1
Discussions / Re: The How to, videos thread.
« on: January 14, 2014, 04:53:15 PM »
How to wash your hands in space.


2
Suggestions / Re: The Admiral AI- some general thoughts
« on: January 14, 2014, 04:46:05 PM »
It's totally cool when it arrives this way initially. but in long battles, there seems to be an issue. Duhhhh, it's a major problem, you! ;)

3
Suggestions / Re: Looking Forward (really long)
« on: January 07, 2014, 04:12:57 PM »
Once the width of the back and the destruction of hundreds of shots, one of the Accuracy and the weapons are sufficient. A huge group of numeric for the net, an attempt to locate the enemy trying to drone the energy, I know that in the control group to kill. War and mutual technical Hebrews is one person that will be the field, you can see on the T-34S with the same core group for four issues, you want to control the use and support for binary liquid year rights to have all the five statements below which are crappy.

Just my 2cents.

This is the best post in this thread so far.

Thanks.  ;)

4
Suggestions / Re: Text highlighting (AAR), and scrolling action text
« on: January 07, 2014, 02:57:18 PM »
Excellent suggestion! Thanks for posting.

5
Suggestions / Re: Battle sandbox - a more flexible version of missions
« on: January 07, 2014, 02:51:21 PM »
Nice post.

6
Suggestions / Re: Looking Forward (really long)
« on: January 07, 2014, 02:50:38 PM »
Once the width of the back and the destruction of hundreds of shots, one of the Accuracy and the weapons are sufficient. A huge group of numeric for the net, an attempt to locate the enemy trying to drone the energy, I know that in the control group to kill. War and mutual technical Hebrews is one person that will be the field, you can see on the T-34S with the same core group for four issues, you want to control the use and support for binary liquid year rights to have all the five statements below which are crappy.

Just my 2cents.

7
Bug Reports & Support / Re: Is this AI BUG?
« on: January 07, 2014, 02:28:25 PM »
So, what's with the youku player?

8
Suggestions / Re: Looking Forward (really long)
« on: January 07, 2014, 02:26:04 PM »
I have no offence against Japan, I just wish there was a lot more going on there.

9
Mods / Re: Neutrino Corp. (v. 1.75)
« on: January 07, 2014, 02:21:31 PM »
Idk if anyone has figured this out yet, but the banshee norn is completely overpowered, (And I love it!) I equip mine with fluxless neutron pulse canons on the broadsides and four mounts at the back, I have several mods on my game at the moment and it can solo entire fleets. Several times I've actually cleared the simulator of ships with no problems. Totally happy with this mod, the weapons are wonderfully balanced and the ships have an original feel to them that makes me keep coming back for more. My entire fleet is currently comprised of Netrino ships and some of my favorites include the aforementioned banshee norn, lathe class, the END class and Floh class corvettes. Great work, keep it up.

Ps. How do I get my hands on a hammer? ^.^ or maybe one of those nifty looking unsung class ships.....

It's close, but in my game at the moment the guns and powder neutron cooker completely overwhelmed when I have several ways Norn Banshee (and love) bezflyusnoy me, him, may remain in the fleet. I once had a problem, try cleaning the ship simulator. Defense weapons with a balanced diet, and will be a great feeling to return again and again. At this point in my fleet, including some of my favorite Banshee Norns Netrino, lathes, class and power class corvettes are Floh. Good job, keep it up.  ;)

10
Suggestions / Re: Weapons
« on: January 07, 2014, 01:39:43 PM »
So a shattering spray, a PD-like thing that surrounds a ship with shards, and something pretty tricky to pull off (basically, it'd have to be timed sprite change with an effect).  The first two are easy, the last one would be fairly tricky; I thought of doing something like that for the Freeze Ray but it's a lot of work to pull something like that off.

The freeze ray will work better. I agree.

11
Mods / Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« on: January 07, 2014, 01:07:05 PM »
Well done!  :D

12
Suggestions / Re: Weapons
« on: January 07, 2014, 12:23:27 PM »
We can already put in projectiles with alpha values that would look like glass, so thats not a problem, and with scripts can make projectiles that shatter into sub-projectiles. So the real question is: What would you like the glass to do? If its normal damage, but shatters into shrapnel, then it sounds like its a cool idea we can do with a bit of work.

There are 3 things I would like the glass to do, as options:

1. Shatter glass in the enemies eyes.
2. Use the glass to form a sheild.
3. Use the glass to wrap the enemy around, (You choose what part of the body will be wrapped around)

What do you think?

13
Discussions / Re: The How to, videos thread.
« on: January 07, 2014, 12:01:01 PM »

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 07, 2014, 11:08:30 AM »
It gives a very interesting feeling. Instead of using conventional launchers, this service is SILO-crust. Billing itself. I think. Such as antennas and in some places do a great discovery, you can focus on just one thing. Various colors such as the color scheme a bit cold, and I've mentioned before, part of the mixture is used, this is a very good effect.

15
Discussions / The How to, videos thread.
« on: January 07, 2014, 09:32:03 AM »
I'll start first.



David

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