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Messages - WarStalkeR

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46
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: July 18, 2012, 12:54:38 AM »
Is this mod still in development?
It is, but slowly.

47
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 16, 2012, 11:03:31 AM »
Well, to be fair, you're not *supposed* to have any trouble seeing a phased ship :)
I think we started to misunderstand science fiction terminology. Originally:
Phased Out Ship - can be seen as distorted half-transparent shadow, but can't be damaged due the fact because it's in another dimension or sub-dimension. It also can't damage other ships because phased out ship is... in another dimension.
Optically Cloaked Ship - can be barely seen as transparent distortion, it can be damaged by incoming fire, including random one. Can ship fire or not in cloaked state is rather depends from quality of cloaking device, as well as amount of spatial distortion caused by ship.
Phase Cloaked Ship - same as phased out ship, but also cloaked. Almost Fatal Combination. It's not the limit for it, it can be advanced further using M-Theory and M-Physics, but we will pass on this one :P

I hear what you're saying, though. More neat stuff (such as an optical cloak) is always nice
Sure, C&C: Tiberium Dawn & Predator Movie showed us how cool should look effect of cloaking device :)

but have to draw the line somewhere, or things will never get finished. That's probably the hardest part - deciding what not to do - and also one of the most important.
Oh come on! You have all time in universe, and it's about 6 billion years, and within next 40 years there will be possibility for anybody to become immortal :D

48
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 16, 2012, 12:36:55 AM »
If we're talking about the visuals, I really like how the phase coils came out. Haven't seen anything similar, either - where the "spatial distortion" thing has been done, ahem, once or twice. But, of course, it's a matter of taste, and there's no arguing about taste :)
From looks of screen shots Phase Coils reveal too much of ships location (well if it will have 10% opacity it will be hardly detectable too), while if it will be "spatial distortion", player must be careful and watch background in order to detect invisible ship. Well it's Innovation (Phase Cloak) vs Classics (Optical Cloak), I will be glad if both of them will be implemented :)

49
Mods / Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« on: July 16, 2012, 12:31:24 AM »
Just got back from 2-weeks vacation. Hoped to see 0.53a varsion released. Pity it is not out yet...
You know, it takes time :)

Dread for ISA is unlikely. Their strategy is based on carriers and fighters. A new capital carrier is likely to be done.
Dreadnought sized ISA Carrier... Sounds Nice :) I sure you will need a 0.53 for it to launch unlimited amount of drones/fighets/bombers :)

Mecron seems to have a dislike for modders and Alex effectiveley supports them (us) :)
More like Mecron doesn't cares about us, while Alex do :)

50
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 15, 2012, 07:55:31 PM »
Alex, regarding Phase Cloaking, you've could create Predator-like (or Starcraft 1 like) Space Disruption Effect instead of Phase Coils, that would be more awesome and realistic. But its yours decision and I respect it :)

51
Mods / Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« on: July 10, 2012, 05:53:33 AM »
oh yeah you're that total conversion guy for SOTS prime.  I got a question, as a member of the kerberos forums, is this Alex guy the creator of the game? If so, is he kind of like Mecron?
Yep, but Mecron is only CEO. While Alex do everything.

Okim, from the looks of it, you will have to create ISA dreadnought, because RSF already have one, and Alien Mothership will be reworked you said.

52
Mods / Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
« on: July 10, 2012, 05:48:16 AM »
Thule dare to challenge IDF? Challenge Accepted. I actually always wanted somebody to make good opposite side to IDF. And we already have ISA and RSF.

53
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 08, 2012, 03:25:44 AM »
1) Will I be able to put more then one system per ship?
2) Will I be able to make hull mods to add another system on ship per installation?
3) Do you intend to add cloaking, stealth and other cover ops related stuff?
4) Do you intend to add drive, engines, teleportation inhibition stuff?
5) Do you intend to add weapon jamming and missile jammers/redirectors?

1 & 2: no.
This is bad news :(

3: Cloaking, technically yes, but it might not be quite what you'd expect. As for non-combat stealth, that's TBD.
Well, I spoke about combat one, like in SPAZ.

4: Not at this point - in general, I think you have to be careful about adding things that directly affect another ship. Remember, chances are the player will be on the receiving end of it at some point, too - so it has to be very clear visually and have ways to be countered. In some sense, this is already in the game - you shoot up another ship, and its weapons/engines can go offline. You overload it, its systems go offline. I'm not sold on the benefits of having a parallel system to do this, though don't take it as a 100% no.
You need to play an EVE Online for little bit to understand benefits of parallel systems, actually CCP done great job on Electronic Warfare section, it's really good example for all space games, who want to implement EWAR. The more possibilities you will give to ships, the more interesting and tactical Starfarer will be.

5: Refer to #4 to a degree. Flares act like much like missile jammers, btw, and so does the EMP system - so that'll be in the game, though perhaps not quite like you were envisioning.
Well there is great difference between flare, missile jammer/redirector. Flares just make missile follow them, Missile Jammer/Redirector alternates missile destination with beam/wave.

54
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 07, 2012, 04:34:19 AM »
My question to Alex was buried under great amount of posts in this topic and left unanswered, I will just repeat it :)

1) Will I be able to put more then one system per ship?
2) Will I be able to make hull mods to add another system on ship per installation?
3) Do you intend to add cloaking, stealth and other cover ops related stuff?
4) Do you intend to add drive, engines, teleportation inhibition stuff?
5) Do you intend to add weapon jamming and missile jammers/redirectors?

55
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: June 28, 2012, 04:41:17 AM »
Yeah, this. Plus, he's also doing graphical re-hauls of some of the factions, while even adding completely new stuff aswell.
I'm not tweaking ships, more like I doing graphical re-hauls of factions, that need it. And completely new stuff is not really completely new, it's just faction style of vanilla weapon, that faction uses.

56
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: June 23, 2012, 12:05:38 AM »
What are you having trouble on in updating the mod?  It's been a while.
Well there are couple of reasons:
1) Not enough time.
2) Waiting for patch 0.53, after seeing what Alex about to add, I really should postpone working on mod for now, because implementing new things will be hard as hell.
3) Making mods for other games too :)
4) Playing Diablo 3 :)
5) EDIT: Almost forgot about this one, managing and configuring personal server and website construction :P

But btw, I still working on this mod too and little by little adding TimCORPs ships, I've remade graphics, but there is lot of work adding them as .ship, because most of the models are completely messed up with wrong bounds.

As well I planning to add new weapons to TimCORP, that will match it's style:
TC-991 Echo Pulse - new name and style for Echo Pulse, that will match TimCORP ships.
TC-77 Shredder - kinda triple machine gun, that will replace original dual machine guns, that TimCORP uses.
TC-204 Hetzer - new name and style for quad flak, that TimCORP uses.
TC-667 Thunder - new name and style for Thunderhawk Launcher, that TimCORP uses.
TC-330 Javelin - new name and style for Lancer Torpedo.
TC-478 Lancer - new name and style for Lancer Missile System.
TC-609 Piranha - new name and style for Piranha-class Torpedo Rack.
TC-301 Stinger - new name and style for Stinger MRM Launcher.
TC-288 Eclipse - new name and style for Eclipse.
TC-187 Inferno - new name and style for Pulse Beam.
TC-68 Zapper - point defense laser that matches TimCORP ships' style.
TC-106 Charge - heavy blaster that matches TimCORP ships' style.
TC-270 Marauder - heavy mauler that matches TimCORP ships' style.
TC-701 Barrage - triple version of Hephaestus Assault Gun that matches TimCORP ships' style.
TC-93 Storm - swarm missiles that matches TimCORP ships' style.
TC-421 Templar - auto-cannon that matches TimCORP ships' style.

Basically, I will redraw to mach TimCORPs style already existent TimCORPs weapons, as well as add more powerful version of vanilla weapon that will match TimCORP style as well.

When 0.53 will be out I will ensure to add long trails to missiles and new engine colors to each race :)

57
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 16, 2012, 08:25:54 PM »
What about it? :)
1) Will I be able to put more then one system per ship?
2) Will I be able to make hull mods to add another system on ship per installation?
3) Do you intend to add cloaking, stealth and other cover ops related stuff?
4) Do you intend to add drive, engines, teleportation inhibition stuff?
5) Do you intend to add weapon jamming and missile jammers/redirectors?

Seriously, though, there's an almost unlimited number of ship systems that could be made.
Yep, such thing limited only by imagination of creator and... you don't have problem with this, aside from the damage types :P

Custom AI... it's a possibility, at some point. Would require a good amount of work on the API, though, which is why I'm holding off on it.
Good to know... that there is a possibility for one. Because if it will be possible, players will be able to encounter my second self in my mod :)

58
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 12, 2012, 11:18:59 PM »
What about cloaking and scanning the cloaked ships?
What about writing custom AI?
What about drive or engines inhibition to make ship unmovable?
What about weapon jamming and improved weapon targeting?
What about adding all these new modules through hull mods?

59
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: June 12, 2012, 02:33:44 AM »
What exactly do you work as? (It's very interesting to know what pepole work with, i can tell you ;))
Computer Forensics, Malware Analysis. Does it satisfies your interest now? :P

60
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: June 11, 2012, 11:40:05 AM »
As much as I would love to see the other 4 factions implemented by the next release, Warstalker is just one dude. So, it'll be ready to release when it's ready to release.
Thanks for understanding. IRL work takes much time.

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