Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 - Vensalir

Pages: 1 [2]
16
Mods / Re: Magician's mod (wip)
« on: November 26, 2013, 11:53:58 PM »
Those sprites look really really cool, especially the Cyclops : it sort of reminds me of the Golden Heart from the movie adaptation of "Hitchhiker's guide to the Galaxy"  :)

17
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 05:27:37 AM »
Last hotfix fixed everything for me, both the "special offers" crash and the join military bug (for UIN), great job !

18
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 02:01:59 AM »
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)

Also, a couple things for Okim :

In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.

Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.

Hope this helps :)

As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !

Short trading routes are intended. Mostly for the case when you got ruined by some random pirate popping out of nowhere and blasting your shuttle with precios cargo. A way where you can continue playing without the need to restart.

Look at the bottom of the log file in starsector-core folder after you get a null error. By 'more trading options' you mean 'browse special offers?".

Just to make sure - there was a hotfix yesterday that fixes some errors - did you get it?

Yes, sorry, I meant "More trading options" :)

I'll post the log results next time I get an error, but truly that's the only bug I've found so far, mod otherwise runs smoothly for me.

And yes, I was running the hotfix :)

19
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 04, 2013, 05:09:50 PM »
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)

Also, a couple things for Okim :

In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.

Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.

Hope this helps :)

As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !

20
Beautiful. I like the Flamberge in particular  :)

21
I have tried the campaign and I have to say it feels a bit empty. All of your ships are fun to play and balanced, not to mention the superb quality of the sprites. The soundtrack, both in and out of battle is great, and reminds me of EVE Online (While I'm on topic : Why hasn't anyone made an EVE mod yet ?).

I think UsC is so fun because it's extremely varied and there is lots of stuff happening, whereas the TuP campaign is a bit, again, empty. I think it needs a bit more dynamism, more factions, more random events. And it never hurts to have more ships and maybe even a few vanilla-friendly guns to play with   ;D

All in all, I think it's a great start, it only needs more content  :)


22
Mods / Re: Hiigaran Descendants v1.00
« on: June 27, 2013, 01:22:32 AM »
Love the look of your ships, they're very Homeworld-ish.

@Spardok: Dunno if it was the intention of the mod's author, but Higaraan ions were red in HW1  ;)

23
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: September 05, 2012, 03:24:48 PM »
Great job as always, the UIN ships integrate quite well I think, and the sprites are excellent ! As an added bonus, I can now own a Germany-class Cruiser called ISS-Rammstein  ;D

24
Mods / Re: Blackrock Drive Yards - First version release!
« on: August 30, 2012, 12:50:45 PM »
Just tried out your mod and.. Well, I'll just be blunt.

SO MUCH WIN !

Beautiful sprites, balanced ships and sniping frigates with the AM lance is pure pleasure. Excellent sound effects, too ! Can't wait to see more  ;D

25
Mods / Re: Blackrock Drive Yards
« on: August 20, 2012, 03:27:33 AM »
Those ships look great, can't wait to see the rest  :)

26
Suggestions / Re: Shipyards
« on: February 22, 2012, 09:25:07 AM »
Like it, especially the part about hunting down UACs to be able to order higher-tier vessels. Fits in well with the lore, too, I think.

27
Suggestions / Re: "Upgrading" of Ships
« on: February 22, 2012, 09:22:50 AM »
I think that's a good idea, but it would definelty have to stay confined to outdated or remodeled vessels.
Why not adding a tree-type progression instead of a linear one ?
OP suggested the Hound Mk II would have enhanced propulsion systems (Which I too find to be the best possible upgrade), but why not a MkIIB with increased armor instead ?

28
Suggestions / Re: Flight Decks
« on: February 21, 2012, 03:10:00 PM »
Sounds good  :)

29
Suggestions / Re: ship variant sugestions.
« on: February 21, 2012, 03:06:46 PM »
Like the idea, tho I think no ship should have more than two or three. Example :

Dominator-class cruiser

 Mod A: Standard loadout

 Mod B: All-Big-Guns approach; only two med slots and four smalls but with an extra large turret or large forward mount

 Mod C: Anti-pirate version; since pirates rarely operate anything larger than a destroyer, this variant would be less armoured but faster and more manouvreable, and forego the large mounts for extra missile slots or guns.

30
Suggestions / Gravitational wells and a few other suggestions
« on: February 21, 2012, 02:57:17 PM »
Lo Everyone ! Bought this game a few days ago and I'm totally loving it.. I have played the campaign for some time now, and would like to make a couple of humble suggestions  :)

1) Gravity wells : Another user (sorry, can't remember the name) suggested to introduce engine boost in campaign map in order to allow bigger ships to catch smaller ones by burning up extra fuel. I find that to be an excellent idea. On the same line of work, I think we could add specialized "gravity well" modules that slow down ships on the map or even in tactical battles very much like planets do. The slowdown effect would be proportional to the size of the affected ship and on the power of the generator. For instance, you could mount a low-power version on a medium or large slot of any vessel or a much more powerful one aboard a specialized ship, which could come in a variety of classes, ranging from frigate (starter level, good for catching lone pirates but incapable of affecting ships over x mass due to limited power) to cruiser-sized or maybe even a new "support capital" class for slowing down whoel fleets. In order to avoid abuse, activating the well should require a special, expensive, new resource or maybe even cause damage to the player's fleet due to gravity shears. I think this would create intresting tactical scenarios, especially if the AI is allowed to use the module as well. Proper countermeasures for the well might also be a good idea, whether as a specialized new design capable of protecting your vessels from the effect or as a hull modification. Higher end well generators may also have a double-function mode, where mode A would slow down and mode B would shield your fleet.

2) Missile tubes/racks : I've noticed that most missiles come in 3-shot racks. While this is indeed appropriate for frigates and fighters, I feel that bigger designs should have the option to mount internal tubes,more like a torpedo launching system. Choosing a tube setup would require a bigger slot, for instance, the "Sabot SRM, Tube mount" would require a med missile slot instead of a small, but it would have a faster rate of fire, more ammo and more damage resistance. New frigates could be designed around this concept, as well as allow the player to use missiles as their primary firepower source instead of just using them as a finisher or a situational weapon.

3) Cruise missile and decoys: I've also noticed there isn't  a medium/big missile type, you jump straight from Pilum to Torpedo. Adding an intermediate level would increase tactical possibilities. For instance, a medium-sized "cruise missile" with an approx damage of 1500-2000, fired in pairs , capable of high speed and launching small decoys in it's final approach. The tube/rack mechanic should be applicable to this as well. If you wish to maintain roman/latin names I suggest either Ballista or Scorpion  ;)

4) Energy point-defense: Energy-type small weapons seem to lack effective PD capability. While ships that mount energy weapons are usually more manueverable and have better shields than their projectile-based counterparts, larger vessels have little chance to effectively defend themselves from missiles. Beam PD lasers have to remain locked on single missiles for too long in order to destroy them, and higher-tier ones like the burst laser PD have too low a ROF to be able to stop swarms of missiles, while a simple pair of vulcans will easily dispatch all missiles save for Pilums and MIRVs. Raising the beam's DPS might be a solution, I think.


5) Tracking Enhancer: I've noticed the standard AI tracking on large guns is rather sloppy, and sometimes chooses inappropriate targets. I believe larger ships should be allowe to mount,either as a module or a hull modification, a "Tracking Enhancer" mod, that would give turrets a better leading mechanic and the ability to better discern it's targets by prioritizing larger vessels in case of med/large mounts or guns with slow bullets or ligher ones in case of small or high-speed weapons.

That is pretty much everything I could come up at the moment, more coming if I get positive feedbacks  ;)

Also, I'm fully aware I'm a bit.. verbose  ;D Thank you for your patience in reading my little post.

Pages: 1 [2]