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Messages - WarStalkeR

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16
Mods / Re: Project Titan by Uomoz & Elate
« on: September 30, 2012, 03:42:47 PM »
I was first one who ripped off EVE's trailer music and used it in my trailer. Uomoz is second. Now who else want to join EVE fan party? :) By the way Titans now looks awesome.

17
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
« on: September 17, 2012, 04:31:05 AM »
I wonder if my future sprite for Abel's Ark would fit in starfarer, =O its going to be 12 AU's long "12 million pixels" hurray for Arkships  ;D
Quite old relic of forgotten technologies you showed me out :) Also 1 AU equals 149,598,000 km, so it will be harder to implement :) Xenosaga is quite nice Anime, but Abel's Ark is too huge and too useless for its size, it even can't travel through abyss environment -_- (open soon-tm.info, go to "TECHCENTER" and then read article "The Abyss: Concept Explanation"). Moreover, it's battle capabilities are too low for its size :P

it's curious that all the factions save the scourge are humans, the antediluvian's are the closest to not being humans but their just far flung cousins or so the lore leads me to believe.
Hmm... IDF consist, from many different race, some of them human like, some of them humanoid and some of not even biological beings. Same goes for Hierarchy, except all races that joined IDF are not part of them, i.e. you won't see elves or phaseshifter on Hierarchy's side. Anyway lore explains a little about IDF :P

Race: Automated Menace
Behavior: Aggressive and intelligent super AI.
Motto: Surrender ( its all they ever say)
Traits: 100% mechanical ships, uses numbers and absolutely massive ships to overwhelm its enemies.
Goals: Self-replication, Extermination of the human race.
Sounds interesting, but mod currently on halt. It will be continued after couple more updates :)

i'm not sure a badge would be applicable for my race, i'd never thought of it before and they are all robots they have no pride in their accomplishments nor any need to distinguish themselves from others. ( also i have no idea what it would be..)
Well, even Nexus from Warzone 2100 had it's own badge :) So, take your time and think about one :)

18
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: September 13, 2012, 01:29:45 AM »
Nice, changes!

Alex, what about giving HP to heavy projectiles and adding pierceSet to them in order to make railgun type weapons in 0.54?

19
Modding Resources / Re: Making Spaceship from Scratch (Tutorial)
« on: September 07, 2012, 09:07:06 AM »
There is not really a way of drawing people easily just like drawing sprites.
Well, I already know what I need to make my anime style drawing learning curve easier:
1) Wacom Cintiq 24HD
2) Adobe Photoshop & Manga Studio
3) Mastering Manga with Mark Crilley
4) Money...
5) Guts!

20
Mods / Re: Nyan Cat Mod v0.1
« on: September 01, 2012, 10:21:33 PM »
Oh god... damn...

Lazor, Nyan Torpedoes, Love Beams, Rainbow Missiles, Cannon of Happiness... Even Low Orbit Ion Cannon... FTW Memes!!!

Psiyon you surely know how to implement memes in to games :)

21
Modding Resources / Re: Making Spaceship from Scratch (Tutorial)
« on: September 01, 2012, 12:37:31 PM »
This is one of the most detailed tutorials on spaceship spriting I've seen yet. Very nice work.
Thank you :) After looking for a hours at Okim's sprites I understood that I desperately need to create unique style for IDF ships. Then I got an idea and decided to test it. After finishing work on IDF Frigate, I understood how to draw ships from scratch in simple and stylish way. After finishing more IDF ships, I decided to share this way of making sprites with everybody who willing to make ships with their own unique style from scratch, but don't know where to start :)

Now only left for me to learn how to draw people, both in normal style and anime style :) If somebody knows simple yet effective way to draw them, please share :)

22
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: September 01, 2012, 12:24:39 PM »
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.
There is no need for ISA's complete remake, but yes, just make an mirrored light orientation, like I did with my ships. I'm sure you always keep original PSD of the ships, so adding mirrored light orientation shouldn't be a problem for you, Okim :)

23
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
« on: August 31, 2012, 12:15:42 PM »
Ehhh...

Just completely randomize the subsystems for the TimCORP?

I've always been thinking of them having a FTL-railgun on their BS and up ships, able to crack ships open at the expense of their entire flux capactiy. The TimCORP ships will mostly use electronic subsystems and jammers.

:)
TCN Delta (Battleship)
TCN Ksi (Battleship)
TCN Gamma (Battlecruiser)
TCN Beta (Battlecruiser)
TCN Alpha (Battlecruiser)
TCN Angio (Cruiser)
TCN Iota (Cruiser)
TCN Rho (Destroyer)
TCN Omega (Destroyer)
TCN Theta (Frigate)
TCN Zeta (Frigate)
TCN Upsilon (Frigate)
TCN Omicron (Gunship)
TCN Mu (Bomber)
TCN Kappa (Fighter)
TCN Eta (Transport)

Now you have the list of your ships, just write near every ship what subsystem you want to see in it.
If you want me to add to ship completely new subsystem, then explain me first what it does :)

And... -_- there is no such things as normal bullets with FTL... Because every unprotected object, that have FTL speed = pure energy.
If you want this FTL Railgun, then don't forget to explain me what kind of subsystem it is -_-

24
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
« on: August 31, 2012, 11:46:02 AM »
I personally think it needs some major rebalancing, the overpoweredness makes the game mighty fun though.
I managed to destroy an entire Xox Main Fleet using just one Jerusalem Cruiser Class, netting me 11M from mission and loot, and things got boring...
I think the way the missiles work and the Shotgun anti-missile just make it a bit unfair. The missile's range is far greater than any of the main armaments of the Hierarchy and since the shotgun never guns down all of the missiles, each salvo shot is essentially a risk free attack. Plus, infinite missiles since they regenerate! (I like this bit though so don't remove it please)
How I beat the Xox Main Fleet is pretty much kiting them around into a large group whilst firing missiles at them, occasionally going in to destroy a destroyer or cruiser that's detached from the main group.
I personally think the Hierarchy ships should be tweaked so that they are much faster than the IDF to counteract this, since from my perspective they're a faction that would prefer to run head on and guns ablaze (maybe add burners? the ones that increase speed temp?). Slower ships tend to fortify themselves with shields so they won't get gunned down before getting to the opponent.
Anyways, sorry for the essay, I just liked your mod and wanted to point out a few things. I'll be waiting for your next release since the universe is quite barren right now :p
For you information, I will provide some lore-related examples:
IDF Frigate "Hesed", controlled by skilled pilot can obliterate 100 ship Hierarchy's cruiser-size fleet and be undamaged.
IDF Destroyer "Malkhut" can easily rip apart Hierarchy's battleship without a scratch.
IDF Cruiser "Negev" can easily wreck havoc and disrupt infrastructure for years deep behind enemy lines with it Cover Ops configuration.
IDF Battlecruiser "Jerusalem" can easily break solo through tough enemy defense perimeter and survive with minimal damage.
IDF Battleship "Samekh" can easily decimate and crack up entire planet or even cause supernova by destroying star's core with it's main cannon.
IDF Freighter "Akko" doesn't needs escort, because any raiding pirate party will be dead by the time they will try to lock it on.
IDF Fighter "Nesher" doesn't need any carrier ship to resupply or refuel, it completely independent and can support pilot life and fly for centuries.
IDF Bomber "Shiry" can easily raze cities and crush any capital ship on it's way due it's anti-capital and bombing weaponry.
IDF Gunship "Keter" can easily fight head-on big ships as well transport troopers to the planet surface through thick enemy anti-air defense unscratched.

But for the sake of the balance, lore-related power of IDF ships almost completely ruined.
What you will see in next release of this mod:
1. I will add to every IDF ship specific subsystem:
        IDF Frigate "Hesed" will be equipped with Lambda Drive
        IDF Destroyer "Malkhut" will be equipped with Rift Drive
        IDF Cruiser "Negev" will be equipped with Oblivion Drive
        IDF Battlecruiser "Jerusalem" will be equipped with Swarm System
        IDF Battleship "Samekh" will be equipped with Tavor Weapon (Tavor Main Caliber Multipurpose Weapon)
        IDF Freighter "Akko" will be equipped with Hazard Drive
        IDF Fighter "Nesher" will be equipped with Infernio Rockets
        IDF Bomber "Shiry" will be equipped with Particle Emitter
        IDF Gunship "Keter" will be equipped with Interdictor Drive
2. I also thinking about what to add to Hierarchy ship, its probably will be some analogue of Burn Drive/Maneuvering Jets that will be active for limited amount of time.
3. I also will try to complete TimCORP branch for mod.

P.S. UPGRADECAP! IF YOU WON'T TELL ME WHAT SUBSYSTEMS MUST BE ON TIMCORP'S SHIPS I WILL PUT ON THEM COMPLETE TRASH!

25
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
« on: August 30, 2012, 04:02:03 AM »
Download v1.0.1.7 Compatibility Patch for 0.53.1a from MediaFire.

Just download it, and overwrite original "Fight_For_Universe_Sector_Xplo" folder. At least game runs now, still I haven't done any test on campaign...

26
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
« on: August 29, 2012, 12:29:50 AM »
is there an ETA for the mod being updated now that starfarer is in 0.53.1?
Nope, but I can upload fix, that makes possible to play 1.0.1.7 on 0.53.1a without implementation of new stuff.

27
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
« on: August 25, 2012, 06:20:05 AM »
Ack, the Sunhammer dreadnought is about as wide as that fleet lineup and six pixels longer (800*1000)
at least
I plan to make it that big ;3
It's still less then Dreadnought, but already more than battleship :)

28
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: August 23, 2012, 10:19:48 PM »
EDIT: I just realized... Is this mod actually for .53.1a? Or is it for a different version? Having the compatible Starfarer version number in the thread title would help :3 Just sayin'
Yep I forgot to add, it's only for 0.52.1a, 0.53.1a still not implemented :)

29
Modding Resources / Re: Making Spaceship from Scratch (Tutorial)
« on: August 22, 2012, 11:49:11 AM »
Is the gradient there a transparency one or solid colour?
Well, I was selecting empty space between lines with Magic Wand and then feeling it on another layer using Gradient Tool with 2 colors: Dark Grey and Light Grey.

30
Modding Resources / Re: Making Spaceship from Scratch (Tutorial)
« on: August 22, 2012, 12:54:05 AM »
Well, now that I've found out how to do that using my old kitbashed ships, I'm turing quiet a profit. :) Made two fighters in the space of ten minutes, and both look great!  I thank you once again for this.
Can you post your work? I interested to see it :)

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