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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - sylva

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1
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: April 22, 2022, 12:07:04 PM »
Go for it.

2
love ya'

3
Modding / Re: [WIP] Dreadnought Athena
« on: June 10, 2019, 12:56:08 PM »
Final(?) sprite.

I just need to paint some weapons and it's preferably good to (shoottopieces) go.

@eidolad:

This ship's lore will be tied to my factions lore. so the current description is just a crumb and just for the bounty. :P

@Nick XR:

Yup ^^.

4
Modding / Re: [0.8.1a] Dreadnought Athena 0.4
« on: November 10, 2018, 02:05:57 PM »
Update:

-New sprites, weapons, a fighter, and added the actual bounty.

The ship is in simulator too for now. Have fun(?)!

Hotfix 0.45:
-Athena's weapons should not be appearing in loot and markets from now on.
-Some dmg numbers are ROUND
-Tweaked the heavy pulser burst fire.

On the list:
-Rename, redo the HE Arbalest.


5
Modding / Re: [0.8.1a] Dreadnought Athena 0.3 (WIP)
« on: August 15, 2018, 04:42:41 PM »
Nothing fancy yet. I wish ti create ships that resembles the vanila Gemini transporter's style. (for some reason I like it's style)

The sprites are WIP because I messed up the shading.

https://imgur.com/KhBZ5Z8

[attachment deleted by admin]

6
Modding / Re: [0.8.1a] Dreadnought Athena 0.3 (WIP)
« on: August 15, 2018, 07:35:35 AM »
Hey Sabaton, thank you so much for your feedback, this is the kind of review I can work with.

The mod itself is on hold right now, (I'm working on a ship/weapon pack mod, plus Battle for Azeroth just released.)

,but to adress a few of your points:

-the descriptions are indeed lame, I'll get help on the discord channel for lore stuff, because that isnt my forte.
-I'll add a few more engines when I'm reworking the sprite (it is already planned)
- I wouldn't bother balancing the fuel req, supply/month stats because it will be just a hefty bounty ship. Uncapturable, perhaps some unique reward, (perhaps the mjolnirs)

question though, what do you think about the hp armor values? spot on?

7
Suggestions / ship livery/persistent ships.
« on: July 27, 2018, 08:56:51 AM »
So I was thinking the other night between IBB bounty hunts seeing thoose ships with custom paintjobs that what a cool way would be to "appreciate" a ship veteran status with custom liveries. (Ofcourse subtle ones not exactly hot rod flames etc.)

Perhaps an enforcer was the player's companion from start to a big fleet, and after it earned for example X ship disables the player could have an option to apply a said livery to it to make it personal/unique. (no stat changes ofcourse)

Even further, perhaps when the player decides to sell it, the ships stays in market, ends up in other fleets etc.

Now, this is no way priority, just a thought I had and would like to hear others oppinion about it.

I know the persistent ship option is way easier to write down the idea than actually make it happen, but that was just an aftertought. :)

cheers

8
Modding / Re: [WIP] [0.8.1a] The Crimson Alliance (unreleased)
« on: July 26, 2018, 11:36:23 AM »
I too like the Providence for some reason its really unique.

About the carrier, perhaps less greeble and more plating to show off that cool paintjob? :)

9
Modding / Re: [0.8.1a] Dreadnought Athena 0.1 (experimental)
« on: July 24, 2018, 08:02:34 AM »
Hello,

Thank you Wong!

Nightfallgemini: As of yet its just a husk, you can only find it in simulation, or if you enable dev mode for the game you can try it out. It still needs a lot of work.

I'll make versions for IBB, and Gladiator soceity, but also I think I should include 2-3 for the FreePort defense fleet in nexerelin. :P

10
Modding / Dreadnought Athena (please delete me.)
« on: July 20, 2018, 02:32:25 PM »
discontinued.

(I'm sorry mods for the lazy way, I didnt found the delete button.)
The mod won't be finished.

11
Hello people, greenhorn modder here(copypaster)

I'm working on a faction mod (corporation) and was wondering if it is possible to get the faction's capital to move once every 3-6 months to an another system. (Thinking about a smaller, mobile starbase)

12
General Discussion / Re: An Opinion about Carriers
« on: June 26, 2018, 08:08:53 AM »
In my current playthrough I decided to go with a fleet consisting mainly carriers, with officers specialised just for that. I noticed aswell that even early-mid game with only condors equipped with wasps and mining drones I could easily win fights against the [redacted] so I could scavenge the outskirts easily.

So I was thinking.. What about a new mechanic for the fighters having to reload/rearm/cooldown at the main ship? Energy fighters could generate hardflux when using weapons so they are "overheating" and need to return to the carrier for cooldown, ballistic fighters could have ammo capacity and should reload after 1 or 2 runs depending on loadout. Bomber fighters could have even more rearm time. etc.

thoughts on this?

13
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 14, 2017, 08:35:47 AM »
Thank you very much for the advice guys!

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 09, 2017, 08:32:27 AM »
Hello everyone,
this is my first sprite, a bit of kitbash and messing with GIMP.

Stagbeetle:
A low-tech ancient cruiser hull with renewed hardpoints (2 modified sledge cannons, and burst arbalest cannons and some modded sledgegun broadside 2x4 for added flavour.)

Edit: after uploading here I see now I left a couple errors behind the engines.. whoops.  ;D
Edit2: Thank you for the amazing sledgecannons Interstellar Imperium mod team, thoose are my favourites.




15
Modding / Re: First "mod", need a little help.
« on: July 05, 2015, 08:25:57 AM »
haha, that is exactly what I did.
Thanks for the advices tho, I guess i'm a bit impatient :)


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