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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - th3boodlebot

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31
Mods / Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« on: May 15, 2021, 11:23:40 AM »
so stoked!  im going to be starting a channel soon on youtube specifically for modded starsector (i think i have 80 enabled currently) and i am super stoked to add yours!

32
having them at all would be unique from my stand point

i will do some digging into covenant tech to see if i can come up with some ideas

really the biggest issue i foresee (not much of one) is the sheer size of the ships compared to UNSC ships

Well, for this mod at least, I threw canon sizes out the window. The larger UNSC ships would've probably taken up the entire screen, and the covenant supercarrier would probably take up the entire battle map. I just chose to arbitrarily scale ships to Starsector sizes for gameplay purposes.



Definitely the right move would love to see you do the same with covenant and possibly flood and the others.

I also agree that you should really take liberties to make things work, and seeing multiple instances of certain factions (covenant civil war comes to mind) would be amazing.

Really theres Too Much potential to add things lol so if you do anything at all I will be both impressed and grateful.

Oh one more thing, really enjoy using the ships.  I'm about to donmy first ever YouTube Playthrough and I will definitely be grabbing at least one UNSC ship.
Excellent fire support, and top tier pd.

Once again very nice.

33
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 14, 2021, 03:12:53 PM »
Happy announcement time!  My capture card is in and I'm about to begin work on my first ever video!

Starring:  The Aleste!

My goal will be to find an einhander and assemble a team of alestes and possibly some einhanders.

It will be set up to be an "overpowered" light-medium patrol, at least until I get a colony to store the big ships at.  Can just go grab one when I need it for that big invasion.

Anyway thanks so much I really enjoy dogfighting cruisers and capitals with my -totallynotagundam-
Lol

34
Discussions / Re: 3 way battles?
« on: May 14, 2021, 03:04:58 PM »
Right I was thinking that too.  You would need to double up in code every time you add a new "team"
Youd have to somehow make each team account for threats twice or more.
I'm not explaining what's in my mind very well.
Really I'm not an expert on the ai for so I could be wrong.

I know it's doable however i get the feeling it would cause a pretty major spike in memory usage.

35
Discussions / 3 way battles?
« on: May 13, 2021, 09:06:23 AM »
is it even possible to encode 3 way 4 way etc battles in starsector?
if so, would you have to change all of the campaign battle maps?

am i the only one interested in this?
seeing two factions you cant deal either way with fight; i remember warband had a mod that would let you move in to the aid of whichever side you wanted if you were neutral

i understand the iff codes lore based reason for 2 way battles, however, couldnt you join a battle anyway and just fight everyone?

i know it is likely a pipe dream however it would really be cool to say see someone attacking a station, join the fight, and kill the winner (but all from the battle screen! instead of waiting in campaign)

36
Mods / Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« on: May 13, 2021, 08:23:22 AM »
you definitely should!  probably you would just need to update code and maybe change the color pallet of the ships a bit.
they already look very much like tyranids, though

also, thats an excellent idea!
i like that idea better than them just endlessly spawning
however with that being said, maybe another implementation (perhaps this doesnt start until the main outer sector invasions start) is to have bases spawn a la Pirate and Luddic path type shenanigans
or perhaps this could be the prelude to the actual invasions, and once the invasions kick off (and depending on how strong the core worlds allow these menaces to get) that will kind of determine the spawn rate and strength of these "staging point" raider bases





last but not least, YES HAVE THEM ALL FIGHT
lol
i have been thinking quite some time one of the greatest updates we could have is some sort of system that allows for 3, 4, 5 way campaign battles
i doubt youd end up with more than 4 or 5 seperate factions all fighting
not sure this is possible without remaking several large parts of the game however i would love to see it

37
having them at all would be unique from my stand point

i will do some digging into covenant tech to see if i can come up with some ideas

really the biggest issue i foresee (not much of one) is the sheer size of the ships compared to UNSC ships

38
do you have plans to update to .95?
if so, will you be adding mod stations?

39
all i know is mayasura soundtrack bangin

40
Discussions / hey everyone!
« on: May 10, 2021, 10:15:50 AM »
I am wanting to make a youtube channel centered around starsector.
I intend to start with a playthrough that has (essentially) every mod from the sector possible.
I really would like to correspond with the mod creators/coders etc to make this as enjoyable an experience as possible going forward.
While I dont have any particular reason currently to start any particular dialogue, my hopes is that this good will gesture will make that a smooth process going forward.
If anyone has any thoughts insight or suggestions please feel free to share.

Thanks to anyone who read this far!
Cheers!

41
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 10, 2021, 09:10:16 AM »
I havent done as much playtesting as I would like, so some things are still a bit of a mystery lol.


Just out of curiosity, what is everyones current Aleste build?
I like built in heavy armor and shields with saftey overrides, then use two arc emitters a sword and a rynex as my kit
that's my final build though i have several depending on application (ai usage/support)

42
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 10, 2021, 04:35:33 AM »
I think the biggest issue currently is that the ai doesnt recognize what is in your universal slots (or doesnt seem to)

you mentioned how they wont turn and face an aleste, a ship with forward shield and exposed engines, it is easy to fly up and hit it with two reapers because like you say it doesnt turn.  if you were in a regular frigate it seems like it would turn.

im not sure what could be done but a lot of times it seems like they almost dont realize the threat, however, im not an ai pilot either lol

43
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 09, 2021, 09:23:59 AM »
i never thought about any of that i just fly.  good questions.

44
Mods / Re: [0.95a] Iron Shell 0.09z
« on: May 09, 2021, 08:05:46 AM »
hey for some reason the download link is just text for me
link is dead man unfortunately.

download link isnt clickable for me


It doesn't really say it on the thread but this mods not actually out yet and is only running beta tests with specific people on the starsector discord. This is just a placeholder and setup thread for when it's ready







can i have a discord link please?
didnt know we had one of those

you can private message it to meif you think thats appropriate


https://fractalsoftworks.com/forum/index.php?topic=11488.0

Its pinned in the general discussions part if the forum :V




ahahahahahahaha great thanks
have a good one

45
Modding / Re: [0.95a] Truly Automated Ships v1.0
« on: May 09, 2021, 08:04:44 AM »
thank you for this.  excited to make a giant automated fleet to support my -asjksdvgbasvaog*static*


.....if everything goes according to plan youll know soon




THANKS AGAIN FOR YOUR WORK

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