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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - WarStalkeR

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Modding / Re: Ponies in space?
« on: March 29, 2012, 10:04:15 PM »
Theory? Bah! It's magic.
Magic - very advanced science/knowledge that can be used without fully understanding it. Basically Magic - its advanced control of matter on molecular armor.

It's true the show doesn't show much in terms of magic, but since we are going into future space combat we might as well amp it up to a high fantasy setting as well, and then everything becomes possible.
And a magic as all other science can be: countered, dispelled, dissipated, jammed & scrambled.

Which kind of gets me in the mood for a spelljammer mod. That would be cool as well.
MCSSF Emitter will be enough - Matter Control Suppression & Stabilization Field Emitter.

Modding / Re: Ponies in space?
« on: March 29, 2012, 03:23:38 PM »
You do realize that ponies can teleport right?
Never heard of about Multidimensional Particles Scrambler? Also, what kind of teleporation in this? On which theory it based? Molecular? Particle? Lambda?

Their ships/fleets never really take any actual casualties.
Then Independent Defense Force will be first one to inflict so much damage, that there will be no end to casualties count.

Once a ship is beyond repair they just wisk themselves back to the magical land of Equestria.
Multidimensional Particles Scrambler?

And planets are still untouchable right now so no luck there.
Challenge Accepted. Independent Defense Force will just blow up whole star system, or even galaxy. And supernova/blackhole will finish the job with "magical lands of Equestria".

Mods / Re: Independent Defense Force v0.71
« on: March 29, 2012, 01:39:51 PM »
Some of these battles are TRUELY MASSIVE.
That is whole point of this mod :) Not just add new race, but make battles more great, more gratuitous, more epic :)

The Stafarer log said only a missing ship ID.
Can you please post what ship ID it was missing?

Modding / Re: Ponies in space?
« on: March 29, 2012, 11:19:08 AM »
You see this guy, right?

He strongly against ponies in space...

Modding / Re: Ponies in space?
« on: March 28, 2012, 11:27:07 PM »
I have a reaaally bad feeling about this...

Loading Kernel XRS-IDF.......................................Loaded
Checking Security Status...................................Complete

Status....................................Ramat Sikun Shtaim, Katom
Deactivating Lockdown Protoclos............................Complete
Activating Additional Power Lines..........................Complete
Activating Interstellar Targeting Protocols................Complete

Status...............................Main Caliber Weapon on Standby

Modding / Re: Ponies in space?
« on: March 28, 2012, 09:15:17 PM »
If ponies will be found in space, I will make sure, that Independent Defense Force... hunts... each... last... one... of... them... and puts their annihilation on top of the highest priority objectives list.
P.S. No offense...

Modding Resources / Re: New Ship Art
« on: March 28, 2012, 09:09:27 PM »
Great work Eric! I suggest you to go for more original bright style, that was from start, or bright cooper style to give your ships unique look. Clear metallic style fast becomes very common.

Mods / Re: Independent Defense Force v0.71
« on: March 28, 2012, 02:40:28 PM »
Updated to 0.71.

Mods / Re: Project Ironclads, version 2.2 (0.51a with campaign)
« on: March 28, 2012, 07:12:07 AM »
Damn! ?ussians ar3 Coming! Run away!
Hello Okim, Good mod you're doing here :)
And, yes, nice to see you here too -_-

Mods / Re: Independent Defense Force v0.7
« on: March 28, 2012, 03:39:23 AM »
Missile Weapon uses more OP then Railgun, its for case if player wants to install only missile weapons on ship. Samekh will get downgrade in speed. All IDF ships will get small downgrade in flux dissipation and in total flux, making shields hard to use with firing all weapons.

Mods / Re: Independent Defense Force v0.7
« on: March 27, 2012, 07:53:09 PM »
Had some fun with the mod. You might need to rebalance the ships, I found that you can basically take on an entire Hegemony defense fleet, you know the ones with 5 orts and 6 onslaughts, with just the samekh  ::)(it might have to do with the leftover OP) [btw I thought it was a really weird name choice and then I realized I was reading samekh as samaech :P]
Actually it doesn't need rebalancing. AI needs to be upgraded - when I tried to fight 1 vs 1, Samekh vs Samekh, I won easily, AI needs to be more aggressive. To make final push. For example, if Oorts/Onslaughts were just to ram Samekh from all sides, Samekh is good as dead. Leftover OP - it's for the case of smaller ship, to make them completely only missile type. Also if you think that IDF is overpowered, in near future couple of my friends will start working on their own mods: "Uni-T" and "Praetorian Industries", I also will add some powerful enemies, to make gameplay with IDF hard an exciting :)

Possibly, I will reduce the amount of fleet for deployment.

Mods / Re: Independent Defense Force v0.7
« on: March 27, 2012, 01:36:39 PM »
Updated and ready for download :)
If somebody wants to add Overpowered Space Reich, go for it, I will support you :)

Mods / Re: Independent Defense Force (New Race) [Work in Progress]
« on: March 24, 2012, 10:34:58 AM »
looks very cool i don't really like the yellow black striped barrels. or are those placeholders or something?
Nope, Its actual color of weapon, maybe later I will change them in to something other...

Mods / Independent Defense Force
« on: March 24, 2012, 09:56:44 AM »

It was a while from when I bought game when it was only 0.35a till now, and now I've decided to mod it. Step by step Starfarer goes more and more into epic scales. Yesterday it was only skirmishes, today we have whole solar system to mess up and who knows, maybe tomorrow we will get whole galaxy/universe/universes to destroy, dominate, obliterate, subjugate, assimilate, conquer, unite for the greater good & etc. Real recoil of turrets and actual missiles fly-off launcher was enough to capture my heart as of modmaker and fan of old-school style games and push me to start working on my own mod. And here I am representing Independent Defense Force mod. Now IDF is part of Fight For Universe: Sector Xplo.

Known IDF Ships, which been encountered so far:
Class: Samekh
Type: Complex Battleship
Long Axis: ~640 meters
* Resistance Suppression
* Interstellar Warfare
* Fighter Maintenance
* Long Range Support
* Locations Defense
Class: Jerusalem
Type: Invasion Battlecruiser
Long Axis: ~400 meters
* Defense Penetration
* Spaceship Boarding
* Perimeter Control
* Long Range Support
Class: Negev
Type: Strike Cruiser
Long Axis: ~280 meters
* Suppressive Support
* Fighter Maintenance
* Frontline Strike Ship
Class: Malkhut
Type: Pursuit Destroyer
Long Axis: ~220 meters
* Fleeing Forces Pursuit
* Small Ships Interception
* Rapid Deployment
Class: Hesed
Type: Interceptor Frigate
Long Axis: ~120 meters
* Fighters Interception
* Bombers Interception
* Gunships Interception
* Frigates Interception
Class: Akko
Type: Battle Freighter
Long Axis: ~320 meters
* Main Fleet Support
* Resource Containing
* Resource Transportation
Class: Keter
Type: Strike Gunship
Long Axis: ~40 meters
* Precise/Heavy Fire Support
* Troops Deployment
Class: Shiry
Type: Strike Bomber
Long Axis: ~25 meters
* Capital Ships Hunter
* Planetary Bombardment
Class: Nesher
Type: Strike Fighter
Long Axis: ~15 meters
* Rapid Target Interception
* Advanced Perimeter Control

Little Lore Information about IDF Race:
* They are technologically very advanced. Enough advanced to travel between universes.
* Ships are crew and fuel efficient, only 1 IDF pilot/driver required per ship/vehicle and fuel automatically synthesizes over time.
* Hulls and Armors of any IDF vehicle consist from Biotrinium Composites, that can regenerate and adapt to any kind of damage.
* Ships of IDF not just constructed, but more like "grown" in special production facilities, like any IDF vehicles.
* Modular basis of all IDF vehicles allows easy and cheap repairing as "evolution" in to another ship class when ship and pilot ready.
* Weapons have built-in Ammo Replication Facility, but requires immense amounts of energy.
* All IDF ships and vehicles equipped with Einsof Power Generators, which produce immense amounts of energy.
* Weapons they using are: PPCA Railguns, Multipurpose Guided Rockets, Missile and Torpedoes.
* PPCA Railguns is very different from normal Railgun you've seen in Quake, or in Wikipedia.
* All ships equipped with Main Caliber Weapon, which function and firepower are unknown.
* All ships have Multiphased Temporal Shields, which also requires immense amounts of energy.
* All weapons hardly usable on any standard ships, due their compatibility requirements.

* Some of my textures based on original awesome textures from Gratious Space Battles.
* Thanks to Trylobot and his Ship Editor, it made creating of new ships easier.

Version 0.7:
* Initial Release.

Version 0.71:
* Added "Artificial Planetoid" in sector Corvus, for future purposes.
* Independent Defense Force ships rebalanced a little.

Version 0.78:
* Player don't start with Samekh-class Battleship.
* Over some time IDF might come to sector and build station.
* Added Negotiators, they can help you... with connections...
* Or even get you an actual enlisting pass... But it comes with a price...
* You think you're cool? Try to take down IDF Outpost Defense Fleet.
* Added new awesome Icons.

Version 1.0:
* Now IDF is part of Fight For Universe: Sector Xplo.

Modding / Re: Creating new Engine Exhaust Flames, Shield Colors, etc?
« on: March 24, 2012, 02:29:08 AM »
Then question to Alex directly:
Are you planning to add ability to modify Engine Exhaust Flames and Shield Colors?

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