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 - Inotna

Pages: [1]
1
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 30, 2017, 12:26:37 PM »
Update. Overhauled side armors and area around turrets. Matched the colors of the turret mounts a bit, and revised front turret hard-points. Leaving this as it is for now.
Spoiler
[close]

2
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 29, 2017, 08:54:40 PM »
Thanks for the c & c, I'll revise it when I have the time.

3
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 29, 2017, 12:38:44 PM »
A cruiser based on the Hammerhead

 

4
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 18, 2017, 02:13:52 AM »
Fixed! Hopefully. I'm going to leave this as it is, for now.


5
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 17, 2017, 10:26:18 AM »
This is quite impressive for a first sprite, a battlecruiser no less. I agree with Alfonzo though, the top half looks quite flat, and the contrast a bit weak (although Alfonzo clearly overdid it on the rear and side armor plates).

By the way, was it entirely hand-painted? Or kitbashed from some concept arts? Also, once you're done with it, i'll probably ask you if i can borrow it for kitbashing, there are some very interesting parts there.

Thanks! Yes hand-painted in photoshop and added some subtle textures, except the turret mounts which are kitbashed from the onslaught or conquest I think. I'm still working to fix that upper half (when I have the time), and will post it here again.

Yes, you can borrow it for kitbashing.

6
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 16, 2017, 06:24:06 AM »
Wow, that's a very detailed comment.Thanks! I'll try to fix those 'wings'. I did add more contrast, but yeah maybe not enough. So those metal bits are called greebling? That's a new word for me.  Anyway,thanks again!

7
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 16, 2017, 04:23:51 AM »
My first SS ship! A battlecruiser that retains the triangle profile and turret placements (mostly) of the eagle. With side engines for maneuvering jets.


     

8
Mods / Re: [0.7.2a] Starsector+ 3.5.0
« on: April 30, 2016, 06:33:15 AM »
Wow, it is compatible with Dynasector?
Eager to try it later. Great work!!

EDIT: Working fine and no bugs, crashes, or anything weird so far. :D

9
Mods / Re: [0.7.2a] DynaSector 1.0.2
« on: April 28, 2016, 10:05:52 AM »
Oh wow, that explains everything, thanks everyone for responding!  ;D ;D ;D

10
Mods / Re: [0.7.2a] DynaSector 1.0.2
« on: April 28, 2016, 03:22:43 AM »
Well okay then, I don't mind if the skills are reverted back to vanilla.

Still got some issues though:
1.The random bounty generator is only generating 20k credits worth of bounty every time, regardless of player fleet size. It's as if the game isn't recognizing the player's fleet size.
2.No more Vengeance/Hit fleets? Or is that an SS+ feature?

I wonder if anyone else is having this issue or it's just on my end..

Thanks for that navigation skill explanation, didn't know about that.

11
Mods / Re: [0.7.2a] DynaSector 1.0.2
« on: April 26, 2016, 01:44:51 AM »
I just switched to Dynasector and its supported mods from SS+ and its supported mods. (Using all supported mods except Nexerelin, plus PCB, Neutrino and Hiigaran) The things I noticed first are:

1. Combat aptitude passive that lowers combat recovery cost doesn't work anymore.
2. Some skill in leadership tree are gone (notably the one that gives bonuses to fighter wings).
3. Experience progression reverted back to vanilla? (was level 93 in SS+, after save transfer is level 75 in Dynasector)
4. Flux dynamics and its associated hull mods from the Technology skill tree has been reverted to vanilla.
5. Navigation skill doesn't have the perk that allows the use of dangerous jump points.

I'm just wondering which is intended and which is going to get updated.

BTW thanks for all the great work, DR!!

Pages: [1]