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 - keptin

Pages: 1 [2] 3 4 ... 28
16
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 15, 2014, 11:25:40 PM »
Thanks guys, appreciate the feedback.

a little more work on the lighting (for example, the Dakota's engine section should get some shadow from the hull, being lower and back)

I totally agree, earlier I took note note of a few touch ups to make and that was one of them.

17
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 15, 2014, 07:37:51 PM »
Adding a couple more updated ships to the line...a style is starting to come together.



Criticism is welcome.

18
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 14, 2014, 11:49:59 PM »
what else are you working on outside of starsetor? KSP?

I started working on the Kerbal Aircraft Expansion (KAX) mod (http://imgur.com/a/hXkEA), but it's shelved at the moment.  I'm just poking around here and there when I have time to spare outside of work & life.

19
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 14, 2014, 09:47:05 PM »
Working on a graphical update to IFed as time permits.  Here are a couple comparisons between new and old sprites:




20
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 14, 2014, 03:40:30 AM »
Alright folks, I'll bite.  I've been playing around with graphically updating IFed.  Here's the Dakota-class for comparison:

New/Old


Let me know what you guys think.

21
General Discussion / Re: Need Mods for Starsector 0.54.1a
« on: January 10, 2014, 11:41:27 PM »
One day, perhaps...one day.

22
General Discussion / Re: Need Mods for Starsector 0.54.1a
« on: January 10, 2014, 04:57:48 PM »
Stop teasing and come back already old mod-god!

Wow, a god, that's a lot to live up to, especially with Blackrock on the scene.  Have you seen Cycerin's work?! Damn boy, them's sprites is lookin' fine!

23
General Discussion / Re: Need Mods for Starsector 0.54.1a
« on: January 09, 2014, 08:45:38 PM »
Ah, 0.54, the good ol' days...  this was a fun little challenge.

You can dig up ancient links using a web cache search like, http://web.archive.org/web/20130504080732/http://fractalsoftworks.com/forum/index.php?board=8.0

You can check older and newer captures to find more 0.54.1a compatible mods from back then.

1) Right click on the [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection) link and copy its address: http://web.archive.org/web/20130504080732/http://fractalsoftworks.com/forum/index.php?PHPSESSID=de609691410c29337e434bd7ef218650&topic=1799.0

2) Strip out the address (this bit: http://fractalsoftworks.com/forum/index.php?PHPSESSID=de609691410c29337e434bd7ef218650&topic=1799.0) and plug it into the URL cache search like so, http://web.archive.org/web/*/http://fractalsoftworks.com/forum/index.php?topic=1799.0

Looks like there were two captures in the past, one around the 0.54.0 era.  That might work in 0.54.1a.  

3) Right click on the download and copy the link address.  We get this, http://web.archive.org/web/20130207155930/http://www.mediafire.com/?1uuvg1tk5yuco80

4) Strip out the download link, http://www.mediafire.com/?1uuvg1tk5yuco80

5) And bam! We're lucky! It's still an active download link.  Tisk tisk Uomoz, not cleaning up old downloads.  ;)

24
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 09, 2014, 08:00:26 PM »
@Viymese, Even missions have the same limitation; they're all "destroy the opposing force".  It's very limiting from a story telling perspective if everything is a battle.  It's boring.  Now imagine if there was a map 10x as large with fog of war where you had to scout for an alien relic ship while evading enemy patrols guarding the area.  ...Reminds me of this mission in C&C Tiberian Sun.

@MesoTroniK, Yeah, some of it may change.  I'd like to eventually overhaul all the sprites, but the story will come first.  Starsector is sweet, but it lacks depth at the moment.  This is why I'm taking a break from development until the game matures--there's only so much you can do at the moment.

25
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 09, 2014, 06:55:43 PM »
The Jardain Empire is something special I want to save for the future.  I started to develop the style, best represented by the Reaver:


I'm waiting until missions and the campaign becomes more customizable in the story sense--the ability to tell a story.  Right now the player is just kind of plopped into a battleground where the mission is always to "blow everything to bits".  I want a variety of missions: trade, rescue, patrol, convoy, etc. that I can use tell a campaign story with and develop the IFed.  The Jardain is part of that story, but I can't tell it until the game allows for that...which might be some time away.

26
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 08, 2014, 01:45:58 AM »
Thanks for pointing that out Ishman, I've fixed it in this official patch release.

Interstellar Federation v1.27 released

Changelog:
Code
InterstellarFederation v1.27

-Incorporated balance updates & unique names, special thanks to LostInTheWired!
-Modified weapon sound for neutron weapon system

27
Mods / Re: [0.6.1a] Interstellar Federation v1.26
« on: December 19, 2013, 05:26:38 PM »
So, I've uploaded it so you vets can better balance and integrate with your mods, but I thought doing some of this work would help.  I think I balanced it good enough, but I don't have enough experience to know for sure.  I tried to make each ship similar to a vanilla ship of the same stature.  It should work with all of the CR and Burn stuff now, though.

Awesome, I'll take a look next week.  It's pretty cool seeing community peeps come together and contribute to making IFed usable again.


The Cyclotron Eviscrator is not in game. :(

It used to be!  There may even be residual files from it...I want to built it into a mission at some point, but right now it doesn't fit in with the current lineup.  It was intended to be part of the Jardain expansion to IFed, but I burned out shortly after that.  Looking forward, the Jardain elements will play mission roles, but never be a playable campaign race.

28
Mods / Re: [0.6.1a] Interstellar Federation v1.26
« on: December 18, 2013, 11:30:47 AM »
I haven't familiarized myself with much of the new content yet.  If someone puts together an update with supply use variables and/or prefixed ship names, I'll review and post a new patch. 

Officially, IFed development is still on hold until a future date where I'll dig into it more extensively.  I will not be maintaining the mod in the mean time.

29
Mods / Re: [0.6.1a] Interstellar Federation v1.26
« on: December 17, 2013, 04:33:32 PM »
Thanks for pointing that out helmut.  If it is a unique names issue, then it's unlikely to be solved on IFed's end until some future point when I overhaul the mod.  There are no guarantees that IFed plays nice with other mods with the exception of the versions tailored for mod compilation releases, such as Uomoz's Sector and Exerelin.

30
Mods / Re: [0.6.1a] Interstellar Federation v1.26
« on: December 17, 2013, 01:04:44 AM »
Interstellar Federation v1.26 is up! IFED is now compatible with Starsector 0.6.1a thanks to kazi!  A thousand years have passed since the last sighting of a Federation ship in interstellar space.  Long ago there was a war to end all wars between the Jardain and Federation.  The Federation was victorious, but it came at a great cost.  Only the most inner worlds had remained habitable.  War had ravaged the outer sectors, leaving a wake of destruction in its path.  Nuclear fallout left many planets irradiated beyond the point where life could grow.  The war had ended, but the struggle to survive had just begun. Billions starved as entire farm worlds perished.  A team of the Federation's brightest minds was assembled to create what they needed most: time.  Time for the planets to naturally recover, to preserve their culture and technology until they could regain their strength and rise again.  The Santaria mining belt was a collection of seven worlds selected for their vast subterranean tunnels.  A deep-stasis network of unimaginable proportion was constructed to house the remaining population in self-maintained sleep tubes.  And so they slept.  Their planets abandoned, their ships empty and adrift in space.  An entire civilization in hibernation for a millennium.  Until now...


Changelog:
Code
InterstellarFederation v1.26

=Compatibility Patch by kazi=
-Special Thanks to kazi for making IFED compatible with 0.6.1a
-Updated sounds.json file for compatibility
-Modified internal fleet objectives for mission compatibility
-Added some of the IFed ships as possible opponents in the simulator
-Added an easter-egg Antares variant

Pages: 1 [2] 3 4 ... 28