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Messages - zoe_zucchini

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1
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 12, 2015, 09:23:26 AM »
Really digging the Vapor, Hayle, and Draft buffs, will definitely be giving them a shot!

2
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 12, 2015, 09:20:25 AM »
Cycerin, have you considered buffing the nevermore 00's raze cannon in some fashion? I was messing around with it last night, and it wasn't a very fun weapon to use at all. Not very flashy, the projectile was far too slow, damage felt pretty anemic considering how sluggish the projectile went(not to mention the range felt like such overkill when I struggled to hit anything smaller than a battleship, and I'd like to think I'm decent enough at the game after 3 years), and I felt like I was focusing way too much on actually being able to hit things with it and not on all the pretty explosions and ships.

I know it's not necessarily meant to be a serious top tier ship but I brought the projectile speed up to 950 to put it between the gale & extended gale cannons and it feels a lot funner & more natural to fly, like a larger scale version of running a mantis with an extended gale cannon.

3
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: December 10, 2015, 07:22:03 PM »
Noticed Heaks have 0 crew, so they're stuck with a green "crew". Intended?

4
Mods / Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« on: December 10, 2015, 06:10:03 PM »
Code
350897 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 74, FP2: 5160, maxFP1: 200, maxFP2: 300
558479 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.null.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.null.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Had this happen while flying the Poseidon in the simulator twice in a row now, a few minutes in. Thought it was toggling the siege mode but that doesn't seem to be the case. Only other mod ships involved were SS+, going to see if it happens with the AI flying the Poseidon in actual battles.

5
Mods / Re: [0.7.1a] The Knights Templar v0.9.5b
« on: December 09, 2015, 08:26:16 PM »
It's an SS+ boss bounty, not really a regular battleship.

6
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 29, 2015, 09:36:25 PM »
Really diggin' the portraits, mshadowy has done some great work! Can't wait for this and SS+ to get updated so I can play again!

7
Yeah I kinda miss this mod, never used any of the ships but I remember fighting them way back when uomoz' sector was still a thing(RIP The Best Mod)

8
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 24, 2015, 11:28:15 AM »
How do I enable Corvus Mode?

9
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: October 19, 2015, 07:37:47 PM »
I absolutely love that revolver cannon idea, maybe make it actually use the magazine mechanics and give it incredible burst HE damage with a long reload?

Might be a bit difficult for the AI to use though.

10
How is the Stymphalian Bird supposed to be used? The weapon description makes it sound like the spear thrower can be charged, but I'm not sure how to do so?

11
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: October 09, 2015, 03:01:33 PM »
Well, development is still going slow but I want to have something out during October, whether or not I can do that depends on the scope. I'm interested in what people would like to see the most, the Knight rework or a Desdinova rework. The Desdinova is going to become quite a bit smaller (Roughly the size of a Hammerhead) and lose some of its weapons. In return, it will be more reliable in AI hands, harder to hit, and overall slicker. Think Medusa, you would like to pilot one, but you also wouldn't mind handing it over to the AI. Right now the ship is overgunned, oversized, and has "Conquest syndrome" - often dies in stupid ways when not player-controlled.

The question is which one to prioritize.

I could also put those features off until the next version, and just release a patch with the current balance changes, polish and the Morpheus. If I were to do that, I would def. be able to get it out during October.

Spoiler
Also, I'll find something to do with the old Desdinova sprite, whether it simply ends up as a bounty in SS+ I still dont wanna throw it out completely.
[close]

This all sounds pretty cool! I hope to see all those weird old unfinished ships from previous versions(that are no longer in the files) come back as bounties, along with the old desdinova.

12
Mods / Re: [0.65.2a] Interstellar Imperium v1.8.3
« on: September 30, 2015, 06:31:38 PM »
What's the best way to use an olympus? I don't really trust the AI to use it without giving it super specific orders. I kinda wanna use the planetbreaker?

13
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« on: April 10, 2015, 01:21:02 PM »
Are you using the Knights Templar, Exigency Incorporated, or Interstellar Imperium?  All of these mods have endgame battles.  Exigency has the harbinger fleets, the Imperium has the siege fleets, and all of the Templar fleets are endgame material.

Also, if you attack a big market's fleets for a while they will get larger.  Bounties can also get extremely large.

Spawns still feel pretty slim a lot of the time, even in the late level 60s. Maybe it's just me though.

14
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« on: April 04, 2015, 12:19:00 PM »
Is there an easy way to increase the fleet spawn sizes? "endgame"(really only a few hours in) stuff still feels way too easy, I'd like to fight fleets that are at least a little larger/tougher.

15
Mods / Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« on: March 08, 2015, 04:53:41 PM »
I think what this needs the most right now is a lot of the recent SS+ features. Randomised ship loadouts, scaled fleets/bounty spawns, bounties on the player, rebalanced skills and hullmods, etc. Right now it feels really empty past the super early game since the spawns are so small scale. Although I guess just making them compatible would also work.

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