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Messages - Protonus

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376
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: February 10, 2015, 06:58:57 PM »
I expect ominously sadistic and rather dirty outcomes when EI references her salvaged Tri-Tachyon ship designs with others.

377
General Discussion / Re: Starsector Ship Tiers
« on: February 10, 2015, 06:40:39 PM »
I was shy at first when posting on this forum.

Still am right now, but I expect the tier of my ships should surround 1-3, revolving 2... barely, I think. But the designs are rarely tested (by others) and are even not shown to me even it was shared.

If ever my mod comes to popularity I might be able to see my ships one day be at the board.

Edit: PS: Ironic enough, EI's ships play cheap tricks to any upcoming enemies, forcing them to attack drones instead of hosts.

Edit: Turns out, I was wrong. Most of my ships only got to tier 3, and some of them reached 2.

378
The game must have been inclined towards Nvidia graphics cards, due to its majority of transparent graphics, but that's just me.

But the new patch isn't supposed to reduce the performance of the game, normally it increases since the efficiency of the save data is pretty much twice as better than as it is before.

379
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 10, 2015, 06:11:23 PM »
As far as Protonus realizes, his dream of finally using reload-able ballistics has become a reality for which he can turn 550mm guns into Assault Rifles.  :o

380
Mods / Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
« on: February 10, 2015, 05:50:04 PM »
Well, I better get to work on the new patch, are probably be working already despite the patch.

Sadly, my office computer doesn't normally allow the game to start, I have to be honest. Which is one reason why I have some balancing issues to work with... Perhaps I should stop resolving mod sequencing when I made changes with it.

381
Mods / Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
« on: February 10, 2015, 05:41:07 PM »
3 hours, I think. Didn't know where to put the parts accordingly, until I stumble on free custom ships to make room for the "side-doors".

382
Mods / Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
« on: February 10, 2015, 05:30:32 PM »
Released a new patch for Blue.

With the aforementioned transports and a new mission for them.

383
Suggestions / Unique Crew Members
« on: February 09, 2015, 08:48:23 PM »
As much as the title goes. I could ask for a modding allowance that generate unique crew members that alter the specific statistics of ships while they are on-board of a specific vessel.

Like when you have a Veteran Tri-Tachyon crew members, crew increases the Flux Capacity by 15% but in ration of how many crew members are in that specific ship, if there are roughly 2/3's of the Tri-Tachyon members, it only produces 10% of the effect. Or Engineer-based crew members that increases Engine power, Weapons and/or any minor changes into the ship.

Edit: Well, actually it's more on the Mount & Blade Warband side, as each ship now possesses a unique set of crew members that changes the statistics of the ship, normally when you have dedicated weapon engineers in the ship that increases reload speed and tracking capability of that particular ship.

All crew members still follow the Recruit to Elite ranking depending on how they perform much in the field. The more the specific statistic is being used, such as firing a weapon (for Weapon-based Crew members), take armor/hull damage (for Maintenance Crew) or managing Flux (Engineers) these crew members will improve only to those specific situations.

These are some examples:
  • Ballistics Operators will learn to increase Firing Speed and Reload Rate as the Ballistic weapons within the mentioning ship is being fired and damaged enemy ships. They stop learning if these requirements aren't met.
  • Flux Operators/Tri-Tachyon crew manage the changes of the ship's reactor, will gain experience whenever the Shield is hit, Flux overloads or Flux dissipates from high charge.

384
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
« on: February 09, 2015, 07:12:57 PM »
I'll see if I can make some more designs in my spare time. Transport ships are probably the priority.

What do you transports for, your ships are somewhat capable of delivering moderate goods already? :o

Reasons, my gratuitously English-attuned tech-bound witchcraft of a partner.

385
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
« on: February 09, 2015, 07:05:17 PM »
There goes my freedom to live the rights of an unwanted man.

I'll see if I can make some more designs in my spare time. Transport ships are probably the priority.

386
Modding / Re: Want to Make a Ship From my Sketch
« on: February 09, 2015, 06:58:16 PM »
Okay. I got it.




The armor just looks pretty poor at the middle section, realistically speaking.

387
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
« on: February 09, 2015, 06:54:02 AM »
It appears neither of us aren't capable of making a starsystem of our own despite copying the vanilla coding. Mostly leading to a Java-based error.

Which is unfortunate. Re-posting the Red mod without the plugin active.

388
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
« on: February 09, 2015, 02:30:35 AM »
My company keeps telling me not to back out. So I didn't.

And because my friend will destroy me and take my flesh  if ever I do so.

PS: Be careful, this girl bites.

389
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
« on: February 09, 2015, 02:05:15 AM »
You're welcome... Yes.

And I meant, no. I wouldn't leave it, they are nice to look at. Especially the lasers, your crazy countless amounts of lasers. That Protonus must portray he's new image if he has to, until the jurisdiction of what you call babies can be consumed under my subordination. :3

390
Modding / Re: [0.65.1a] Protonian Technologies (Closing)
« on: February 09, 2015, 12:31:25 AM »
My ship! )o)

You said you wanted me to keep it. :3

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