Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 4 5 [6] 7

Author Topic: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits  (Read 101221 times)

EpyonComet

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #75 on: January 11, 2018, 06:51:58 PM »

Is that to say that the items from this mod will be distributed in the way that DynaSector works, or are you just saying you can run both at the same time without issues, but without them affecting one another?
Logged

dk1332

  • Commander
  • ***
  • Posts: 197
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #76 on: January 11, 2018, 10:32:31 PM »

Is that to say that the items from this mod will be distributed in the way that DynaSector works, or are you just saying you can run both at the same time without issues, but without them affecting one another?

Its the latter, the mod is not being distributed in Dynasector thus the units (ships, weapons, MS) are not appearing that much in game and can only be encountered on rare occasions due to the fact that Dynasector overrides the standard fleet composition. 
Logged

Arkiuz

  • Ensign
  • *
  • Posts: 37
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #77 on: January 12, 2018, 02:51:28 PM »

TBH, outside of the Deinslaif, the units and ships are largely unremarkable.  In a fight between these and Wanzers, Wanzers win out.
Logged

Buttery

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #78 on: November 30, 2018, 10:17:17 AM »


Eventually™
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #79 on: November 30, 2018, 04:23:57 PM »

Looking forward to it.
Logged

dk1332

  • Commander
  • ***
  • Posts: 197
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #80 on: November 30, 2018, 06:06:46 PM »


Eventually™

Now that is a sight for sore eyes.  ;D
Logged

Buttery

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #81 on: December 03, 2018, 03:22:36 PM »

here's a little preview of some of the new art stuff since it'll be a while till the mods ready.

Spoiler
[close]
Logged

dk1332

  • Commander
  • ***
  • Posts: 197
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #82 on: December 03, 2018, 04:05:45 PM »

here's a little preview of some of the new art stuff since it'll be a while till the mods ready.

Spoiler
[close]

Looks nice, but why do I get the feeling like I'm looking at a bird's eye view of actual gunplas?
Logged

Buttery

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #83 on: December 03, 2018, 04:55:16 PM »

here's a little preview of some of the new art stuff since it'll be a while till the mods ready.

Spoiler
[close]

Looks nice, but why do I get the feeling like I'm looking at a bird's eye view of actual gunplas?

because I used those for reference for pretty much all of them, the show doesnt really give any good screenshots for top down stuff, plus gunpla allows some good variants to add in
Logged

dk1332

  • Commander
  • ***
  • Posts: 197
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #84 on: December 03, 2018, 05:39:49 PM »

Good call, They look better than before.

On a side note, I forgot to mention some few things on the previous version which I revisited earlier today:

- Man Rodi and Landman Rodi could use a tweak on their stat difference, maybe make the Man Rodi faster while the Landman Rodi tougher yet slower than the latter. Its because while both are the nearly the same suit, Man Rodi uses legs meant for space maneuverability while the Landman Rodi was given a bulkier legs for ground use. Though the Alaya might have contributed to the suit's maneuverability.

- The bazooka variants have an issue of running out of ammo then proceeds to fight with head vulcans. They act like kopesh bombers which uses a barrage of rockets instead of shooting those one by one. Maybe make the bazookas have 1 infinite ammo which reloads 4-5 seconds or so to make them last longer on battles. Though I think its still possible just modify the weapon to have a longer firing interval while still having the burst effect or semi auto effect.
Logged

Buttery

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #85 on: December 03, 2018, 06:17:35 PM »

Good call, They look better than before.

On a side note, I forgot to mention some few things on the previous version which I revisited earlier today:

- Man Rodi and Landman Rodi could use a tweak on their stat difference, maybe make the Man Rodi faster while the Landman Rodi tougher yet slower than the latter. Its because while both are the nearly the same suit, Man Rodi uses legs meant for space maneuverability while the Landman Rodi was given a bulkier legs for ground use. Though the Alaya might have contributed to the suit's maneuverability.

- The bazooka variants have an issue of running out of ammo then proceeds to fight with head vulcans. They act like kopesh bombers which uses a barrage of rockets instead of shooting those one by one. Maybe make the bazookas have 1 infinite ammo which reloads 4-5 seconds or so to make them last longer on battles. Though I think its still possible just modify the weapon to have a longer firing interval while still having the burst effect or semi auto effect.

Alrightie I'll give it some thought, the stats and what not are gonna be entirely re-worked along with weapons, just getting the art out of the way first before I start actually doing game files. Bazookas for instance won't be the same in firing a barrage and instead just a faster single rocket, probably using the reload idea like you said instead of a finite ammo.
Logged

dk1332

  • Commander
  • ***
  • Posts: 197
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #86 on: December 03, 2018, 06:55:29 PM »

Sweet, can't wait to put those suits on those new shiny carriers ;D
Logged

Buttery

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #87 on: December 03, 2018, 07:55:48 PM »

Sweet, can't wait to put those suits on those new shiny carriers ;D

well...
Spoiler
theres gonna be wings but they're mainly for escort, since the new thing I'm going for are "squads", as in there being pilotable captain/custom variants of the mechs with fighter bays, usually like 4 or 5 to set up a little group of mechs. also means you can customize the pilot variants to a degree, with different weapons and vanilla hullmods (dunno if I'll make any custom ones yet)
[close]
Logged

NightfallGemini

  • Commander
  • ***
  • Posts: 182
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #88 on: December 03, 2018, 08:06:40 PM »

now THAT sounds intriguing. the question is, will they be worth it versus just piloting a full ship? it'd be a little sad if there were some cool mechanics there that could only be messed with in the early frigate phase of the game.
Logged

Buttery

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« Reply #89 on: December 03, 2018, 08:09:20 PM »

now THAT sounds intriguing. the question is, will they be worth it versus just piloting a full ship? it'd be a little sad if there were some cool mechanics there that could only be messed with in the early frigate phase of the game.

yeah it'll take a lot of trial and error to keep them worthwhile to pilot and keep around, but I'm planning to add some actual ship systems that make them at the very least fun to use. though, just to say you'll still need an actual fleet to keep up with supplies and fuel and what not, can't store 200 units of supplies in a mech after all
Logged
Pages: 1 ... 4 5 [6] 7