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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Foxer360

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1
Modding / Re: [0.8] Starsector Rebalance Pack 1a
« on: May 27, 2017, 12:49:49 PM »
4 OP antimatter blasters? Have you tried fitting 9 OP AM blasters on an Aurora in vanilla SS? It's already borderline OP to just dump 8 AM shots onto a target and slip away Plasma Jets. At a glance, I personally think these balance changes are made on the logic of "How could this be used" rather than "how could this be broken", which is not a good way of thinking if you're trying to "fix" balance.

2
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 20, 2017, 12:24:51 PM »


So here's a little taste of what I've been working on. The left is a modernized and relatively new-age heavy frigate, while the right is a supposed to be a dated heavy-bomber kept in service for many cycles. Bonus points if you can figure out what game they are recreated from (and if I've told you before, it doesn't count!)

3
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 10, 2017, 01:04:44 AM »
Thanks for the feedback, I appreciate it - and yeah it's for ASP :)

By 'more colour' - do you mean 'more saturated colours', or a bit of variation in colours - i.e. try and bring out some greens or blues or whatever (but not all same brown) in say the 'upper' parts of the buildings?

I think it's *very* brown, like mecca/sandstone buildings turned cyberpunk or something. With ASP ships being light blue and such, I'd assume there'd be something similar in the buildings - but hey, it's pretty good for a flying city scene otherwise. Painting pixel ships is far different from that concept-art grand-scale bizness.

4
Blog Posts / Re: Fighter Redesign
« on: August 24, 2016, 10:08:17 PM »
Daaaamn Alex, back at it again with the carrier mechanics!

Shameless stale memes aside, this'll be interesting to play with once it releases! Can't wait to show all the other spacers my TridentX 970 Superclocked chipset getting 6 gigatorpedoz per volley.

5
Blog Posts / Re: Exploration & Salvage
« on: July 17, 2016, 07:22:57 PM »
Awesome! Seeing some lore flesh added to the bones of this game is great.  ;D

An FTL: Faster than Light total conversion is looking more and more possible with the addition of a salvage system! Custom wrecks simulating random events and randomly generated sectors... hohoho.

6
Blog Posts / Re: Developing the Mora-class Carrier
« on: May 16, 2016, 07:12:28 PM »
Sweet, sweet work. Love the ship and the writing. :)

The technical aspect of this blog post is definitely going to be useful if/when I get back into the modding groove! So, thank you for taking the time to painstakingly write it all out. I'm sure writing a 1/2 of War & Peace can be a little draining at times.

Carrier mechanic rework, hype!

7
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 06, 2016, 06:38:35 PM »
Hi everyone.

First, I'd like to apologize for not replying or addressing to the issues that you are all having. It's irresponsible of me.

Secondly, I would like to let you all know that I'm having a bit of a rough time right now. A few considerable issues IRL have been weighing me down and affecting my mood, which doesn't leave me much energy to mod. I approve of any fixes that you upload for now, because I'm unable to make my own.

Lastly, I'm going to say that I am definitely not happy with the current iteration of Citadel. With the next update I do, I'm like to make major lore and background changes, which is a lot of work. In the mean time, I'll just try and get over the struggles I'm having outside of this great modiverse, and I hope you all have fun playing around with the other neat mods coming out instead. Sorry.

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 30, 2015, 06:20:43 PM »
Why u no shade :P


9
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 29, 2015, 09:16:19 AM »
Honestly, Snrasha, I think your reworked Aurora needs more detail. However, I did this in around 5 minutes too. My work is messy, not really even that good, but you really need to shade things!




10
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 27, 2015, 01:47:55 PM »
Very beautiful, i do not like just missile mount diagonally in right and left. It is ugly(or just too difference with others missiles mounts) for me.

You use what for give this armor to semi 3D?

Mhmm, removing those diagonal ones and replacing them with hardpoints rotated at 90 degrees would probably be the other move I'd make.

As for semi-3D, a simple few strokes with the Darken tool in Krita (A painting program), or even a black brush at really low opacity would do the work. For large areas like your reworked ships, I suggest you use a very large brush at an extreme low opacity, since the human eye can easily distinguish little differences in lighting.

11
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 27, 2015, 11:09:54 AM »
Hey all, me again, I'm sorta not dead.

I need a 2nd opinion on this Heavy Missile Frigate.

or ?

Which is better?

Also, feel free to destroy my only feeling by critiquing the style/design. i can take it! :3



Just a quick 5-minute edit of your stuff. It's good and has potential to be awesome, but you gotta shade!

12
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: December 15, 2015, 12:26:53 PM »
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):

Please do not overwrite the files. Delete and fresh install is what should counter most of these.

Some minor typos:

Thanks! ^^

13
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: December 12, 2015, 07:23:19 PM »
Noticed Heaks have 0 crew, so they're stuck with a green "crew". Intended?

Yes, they are drone fighters for now.

Dunno if you already did this, but the Nova Cruiser's "Citadel Experimental Systems" should probably be changed to disallow the addition of safety overrides.

CES increases engine durability by 250% and increases passive venting by 75%. It's weakness is that active venting is 50% slower. Obviously not an issue when SO disables venting.

Honestly, I should just rework that system entirely. Sorry, not a lot of time to do that right now.

14
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: December 08, 2015, 10:31:05 AM »
I have put up a second dev with higher burn speeds. Perhaps that has not been downloaded?

15
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: December 08, 2015, 09:57:43 AM »
Is a balancing pass planned? Many citadel ships currently have ridiculously low supply costs (Comet, a full scale combat destroyer has 3.5 vs 3.0 for vanilla Hound). They also have very low credit prices.

Indeed. That, along with a few other updates and polishing features, are planned when I have more time. Those require a full playthrough, but with finals coming up, I simply cannot afford to distracted in any way. I do appreciate the concern though!

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