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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 - CrashToDesktop

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3721
Mods / Re: Community Mini-faction Mod
« on: April 15, 2012, 04:37:05 PM »
Those look very good, I really like the panther (i will so be using it when the mod comes out, could it be a starting ship?)
Thanks! It being a starting ship is Psiyon's decision, but it's be fun to start out with it.

3722
Modding / Re: Multishot Weapon Possible?
« on: April 15, 2012, 04:07:45 PM »
Yea, it's possible.  Set the burst size to how ever many projectiles you want, and set the burst delay to 0.  Set the charge down time to any time you want, that's the time in between each shot.

3723
Mods / Re: Community Mini-faction Mod
« on: April 15, 2012, 04:05:46 PM »
Panther Frigate: (versions: Assault, Close Support, Strike)

Armament; x1 Medium Universal (360 Degrees) , x2 Small Energy, x2 Small Missile
Roles: Assault, Close Support, Strike

Hawk Medium Carrier: (Modifed Hammerhead)

Armament; x4 Small Energy, x1 Medium Ballistic (360 Degrees), x2 Flight Deck
Roles: Refit/Repair, Point-Defense

Well, that more or less concludes the Independent addon.  I may or may not add another Support Fighter, so keep an eye out.

3724
I'd actually like to see a railgun on the longbow, to give it more of a purpose in the escort role. It seems like it would add a lot of functionality to the longbow.
That sounds good.  Makes the Longbow not have to go rearm every time it uses it's sabot missiles. =)

3725
Lore, Fan Media & Fiction / Re: TimCORP Lore/Story.
« on: April 15, 2012, 11:38:43 AM »
I love it!  Just one thing, why is Jenkins always the poor sap to get killed?  In just about every book I've read (Fallen Angels, to be more exact), Jenkins is the one to get hurt.  Still, good story!

3726
General Discussion / Re: Newbe Question Regarding Strike craft
« on: April 15, 2012, 09:19:57 AM »
Generally, you're gonna want to send into some recon craft to see how many ships and what kind of ships there are.  If all the ships are frigate or fighters, there's no use for Strike craft as none of those are "qualified" for Strike.  Destroyers, Cruisers, or Capital ships are able, though.  Most Strike craft will be fighter-based (many other ships can be considered strike craft because of their armament, which can consist from torpedoes to Anti-Matter Blasters), such as the Piranha Bomber or Dagger Torpedo Bomber.  Try to get all your Strike craft in one place (as Iscariot said) using the waypoint for Strike craft.  Once you find a suitable target, send in some heavily armored ships to soak up the target ship's Point Defense to make way for the Strike craft.  When a Strike order is given, all available Strike craft will assault the target en mass, so it's gonna be a nice fireworks show if you get it right. ;D

3727
Suggestions / Re: Game Mode Suggestion
« on: April 14, 2012, 03:29:19 PM »
Well, first you need devmode on.
And then you can press 1-4 to initiate some small missions. Nothing groundbreaking here, though.
Meh, I found that clicking tab+~+1-4 did that.  STill, you learn something new every day. :)

3728
Suggestions / Re: Game Mode Suggestion
« on: April 14, 2012, 03:09:13 PM »
I've never screwed with it, but can't you create any situation you want in dev mode?

Nope, just can use 4 preset dev missions.
Erm, I've never heard of those 4 preset missions, what are they?

3729
Suggestions / Re: Game Mode Suggestion
« on: April 14, 2012, 02:55:44 PM »
I've never screwed with it, but can't you create any situation you want in dev mode?
No, but you can create different missions with modding.  It's simple, and quiet literally, you can add anything from the game into a mission.

3730
General Discussion / Re: Multiple saves!
« on: April 14, 2012, 01:29:18 PM »
To get to Dev mode, go to Starfarer/starfarer-core/data/config/setting.json
Open that up, and near the top should be a code called:
   "devMode":false,
Change false to true.  Go into campaign and press some button (I've utterly forgotten which, button, maybe K?" and it'll give you 25000 credits each press.  Have fun.  ;)

3731
General Discussion / Re: Multiple saves!
« on: April 14, 2012, 01:25:43 PM »
Well, you can go into Dev mode and get a ton of money to buy your ships back, does that help?

3732
i dont know if my mod would qualify for this, but so far I have:

7 ships (no fighters)
2 frigates
2 destroyers
2 cruisers
1 incredibly powerful (18 large mounts) battle cruiser
Stands no chance against the Hierarchy, even with that cruiser.  Unless it has some tough (and I mean REALLY tough) radiation-proof armor. ;D

3733
Mods / Re: Community Mini-faction Mod
« on: April 13, 2012, 11:56:04 AM »
Oddly enough, that doesn't work for me.  The chargeup slows the fire rate down.  It doesn't seem like the 9999 burst size works.

3734
Mods / Re: Community Mini-faction Mod
« on: April 13, 2012, 10:22:14 AM »
Have the charge-up as something, burst size as 9999 and burst delay at 0.01, in the weapon_data.csv of course

That should grant you a fast-firing weapon
Thanks, I'll try it out. ;)

3735
Mods / Re: Community Mini-faction Mod
« on: April 13, 2012, 10:09:29 AM »
Anyone know how to make a gun spool up before it starts shooting, like the Storm Needler?  I've tried a lot of different ways, all have failed in one way or another, either crashing or the gun firing in much slower than it should be (It's the Minigun I'm having trouble with).

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