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Messages - Ed

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46
Ah, unfortunately there isn't. At least, not that I can think of. Sorry!
Could you add a tag in the ship_data to make sure the portrait focus on the main module next update pretty please? :)

47
I have a problem with my longboi where the game try to show all modules, but it ends up with the portrait looking horrible instead, is there a way to force the game to focus the portrait on the central module only?


48
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 15, 2020, 04:57:05 AM »
The new sprites are looking mighty fine. Very glad you came back to this, looking forward to version 2.0.
:)

49
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 14, 2020, 08:02:23 PM »
I like the new plates-of-armor look, it's more in line with the SS aesthetic, so the ships feel right at home in the universe.  As for the rest, the ships looked amazing before and they look amazing now, so :shrug:  more of a compliment than feedback :)

thanks :)

Also current progress (green = implemented)



I think i will make a small beta release after i finish this page and go for a second round (Retriever, Groen, etc...) for the actual 2.0 release

50
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 13, 2020, 07:08:44 PM »
I have Dreadnought-sized plans for pirates, but thats after the 2.0 update

51
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 13, 2020, 02:43:16 PM »
This is my idea for balance changes and reworks for the 2.0 update (not including new content)
Just finished making the new sprites and nothing of it is implemented yet, all feedback welcome


52
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 13, 2020, 04:57:34 AM »
My main feedback probably some AI tweak, especially for the bigger or unique ship like Dobermann, they have really interesting concept but the AI simply can't use it properly, others than that some ship is extremely rare, but with Stellar Logistic mod it's probably not a huge problem, anyway, i wanna see more from this mod:D

Don't forget to sleep, eat, and do some exercise, love your mod :)

Unique AI is very hard to do, I did it for the drones and it was a massive pain. so don't expect it soon.

53
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: September 03, 2020, 02:22:23 PM »
cool, thanks

54
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: September 02, 2020, 08:52:35 PM »
Can you remove the terraforming projects after they are done and keep the changes? I got out of slots in my colonies from all the cool stuff.

55
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 01, 2020, 04:06:44 PM »
Saluki got a new small gun for PD, but other than that this is just a resprite


56
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 31, 2020, 08:28:03 PM »
Just don't burn yourself out haha
Don't worry there is no way i will be able to sleep at night if i just give up doing the update now that i hyped it up, so if by the end of the year it is not released I am either dead or my PC exploded.

New Dober


57
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 30, 2020, 02:21:10 PM »
Thanks, I really want to revisit and improve most ships, next in the line is the Doberman, it is currently my ugliest ship, and i wanna change that.

58
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 30, 2020, 08:14:00 AM »
Sneak peek into the pomeranian rework


It loses a gun, but will no longer be forbidden from using shields (you will have to invest ordinance into makeshift shields, but at least you can now)
also the 3 guns can face forward, so it can do burst damage and making it a pilum spammer in the corner of the map is no longer the only option for this little pup

59
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 30, 2020, 04:06:50 AM »
I wish the ED Shipyard could become an actual Faction.

The fact there's lore stating they are their own conglomerate really gives it a lot of potential as its own faction.
Maaaaybe after finishing all I want with the mod I could split it into just the ships or a full faction as two different downloads. No promises on this.

60
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 29, 2020, 02:19:10 PM »
Still haven't finished my playthrough, but got the itch to create something, so I took some rust off the Paint.net
New Corgi, what you guys think?


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