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Messages - Cycerin

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31
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: February 26, 2019, 04:34:19 AM »
No probs... let me clarify what I posted last time, since I've been quiet lately. I had a lot of half-finished stuff strewn about going into Starsector 0.9a's release, and I decided to not prune and cut things from the mod in order to quickly make a compatibility update. More work that wouldn't be going towards actual content. I'd rather provide something that actually is different and better when people come back to it. I'm also actively avoiding posting teasers here as I want the next release to have some fun stuff to discover in terms of new/changed ships, weapons and other stuff.

For short, this "outage" is due to my interest in the mod, not due to a lack of it. If I didn't care I would probably view it as a chore and do bare-minimum release, and move on to other stuff.

Maybe you should just use this time to take a look at the other amazing mods on offer, and when you come back to BRDY, maybe you'll discover something new or things will feel more fresh as a result.

32
The solution with the extra ship hint certainly bails me out of a lot of extra work, thanks Alex!

33
The rules for what stuff goes below other stuff, in order of priority:
- Is a hardpoint
- Is a larger weapon size
- Is a missile weapon that renders loaded missiles
- Is further away from the spine of the ship
- Is further away from a line through the center, perpendicular to the spine of the ship

Though "further away from perpendicular" could override "further away from spine" if the distance differential is high enough.

If you could get me a mini-mod with a specific example, and what's desired, I could take a look.

I seem to recall it was set by weapon slot number before, which allowed precise control over what went where for cases where several small turrets are clustered together. At least, that's my only explanation for why things don't look the way they used to. Would it be possible to override somehow, based on that? With the way it is now I'd have to redo several ships fundamentally to avoid edge cases where overlap looks bad, because there's no way to finesse the current system to do what I want it to do.

E: Here's an example of what I mean (using the biggest small weapons makes it very visible)





34
Seems like weapon render order was changed to an automatic system in 0.9, at the very least a bunch of ships have overlapping turrets in the wrong order now where before it worked fine. Assuming this is set by distance from ship or sprite center, is there any way to override it or control it?

35
General Discussion / Re: Alex's tweet [18/12/21]
« on: December 22, 2018, 01:03:35 PM »
Looks like a Prometheus Mk. II to me, yep.

36
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 07:54:47 PM »
0.9 is fantastic fun so far, great work Alex. ;D

Some oddities I've noticed:
-I restored a falcon(p), ended up with a normal falcon with an illegal loadout (way over OP allowance due to the hullmods) that you can then keep using provided you don't refit it afterwards
-You can colonize non primary orange stars, they have 100% hazard rating and no other features. Not sure if it applies to other stars as well
-It seems to be really hard to find certain pather bases connected to your colonies. I've scoured about a fourth of the entire sector trying to figure out who's supplying the cells on my main colony but no luck. Is there any trick to it that I'm missing?


37
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: November 18, 2018, 05:20:44 AM »
Updating for "barebones compatibility" is not a priority right now. I'd rather wait for the issues with getting mod content to interact with all the systems in 0.9 to be ironed out first, as well as finish the new content I have been tinkering with while waiting for 0.9.

Are the Stenos' Neutrocyte drones supposed to be manned? Seems a bit weird, with them being flagged as drones and all.

Nice catch! Fixed it.

38
Mods / Re: [0.8.1a] Legacy of Arkgneisis 1.0
« on: October 04, 2018, 05:30:04 AM »
Need to check this out. The weapons look like great fun. Props on your follow-through and grats with a nice juicy 1.0 release, Gwyvern.

39
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: September 02, 2018, 12:24:59 PM »
Like I said, there are other changes as well, so I'm not sure anything much re: balance makes much sense to talk about without accounting for those.

You telling us there will be another changelog to feast upon soon?

PS: another destroyer would srsly be rad, I think combat destroyers is one of the main content holes in vanilla. You've got a good point of origin with that idea. :)

40
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: September 02, 2018, 02:55:35 AM »
As long as it can't be used to reverse, it's fine. The movement is a bit too sudden for the ship's mass IMO, but it's a good take on burst jets-type systems. Although honestly I'd rather see it on a smaller ship than the Odyssey, like, if you were to make a destroyer-sized ship with the odyssey's mid-high tech level and slap it on that, that would be rad.

41
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: August 13, 2018, 05:27:34 PM »
One's a brick, as in, a true, dedicated heavy cruiser brick, but with a few nasty surprises. The other is a light destroyer that has some fancy tech, but tones it down a little compared to the other exotic ships. I'm still workin out the details anyway.

Throwing in some new modular weapons as well, a new small ballistic and large energy.

Sprites:





Imagine Rudy and Kreiger from the show Archer both giving their best "thank you" in chorus.  A few here and there is okay, but half of a random pirate fleet being Robberflies is more obnoxious than Templar gank fleets, at least I can run from Templars.

Honestly it's kind of impressive what a giant pain in the ass Robberflies are. Got to the point where I'd have a dedicated bugzapper ship with lasers to get them to *** off in the early game.

42
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: August 10, 2018, 05:32:01 AM »




I have been working on some new ships and weapons when I can find the time to do so. Release when? Depends on some s t u f f, but things mainly need to be playtested and polished, which ironically is what takes the longest time to do. Just letting you know the mod is more undead than strictly dead. :V

43
Suggestions / Re: About the Alpha Trailer
« on: June 28, 2018, 03:01:57 PM »
Yeah what the ideal release trailer would be kinda hinges entirely on what the game becomes by then.

44
Suggestions / Re: About the Alpha Trailer
« on: June 28, 2018, 12:32:05 PM »
The ol' alpha trailer doesn't really convey what the game is, "sell" the feeling of what it's about, as well as it could.

I mean, no reason to inject narrative into the trailer or anything, but there's something about that essence of Starsector that's absent, like the feeling of being alone at odds against the entire Sector and scraping by, and transitioning into having real power as a roving space-warlord-tycoon.

I'm picturing something that shows how the player can slowly make it and scrape by, slowly showing fights and campaign gameplay as it builds up and the player acquires some better stuff, and then having it all torn down by a stray reaper torpedo from a pirate ship or something. Then a lot of quick-cut footage of different possible player fleets and ships being piloted, different campaign sights, yadda yadda, I don't know

Also, try to stage a fight where a Wolf circles an enforcer which is currently emptying 4 harpoon racks at it, while the wolf gets at the enforcer with a heavy blaster. That would look ace. Some salamander dodges... split second shielding, a phase ship getting behind an eagle.. just some stuff that actually shows off how cool and positional the combat is.

45
Modding / Re: Custom Trail Script (Nicke's Toybox)
« on: June 23, 2018, 01:40:04 PM »
Really cool and exciting. Going to be playing around with it for sure. Great work!

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