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 ... 19 20 [21] 22 23 ... 42

Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368703 times)

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.3)
« Reply #300 on: October 13, 2013, 10:24:18 AM »

Good point Foxer. I'll put together a quick Youtube video showing the latest ver.
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.3)
« Reply #301 on: October 13, 2013, 10:44:21 AM »

Some more feedback! I watched the gila controlled by the AI and it's super passive. I'm not sure it is intended but the Hint Carrier is set on the ship and this make it behave very cautiously.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.3)
« Reply #302 on: October 13, 2013, 10:53:07 AM »

Interesting; noted. I'll compare its behavior without the hint and use the one I like more.
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.3)
« Reply #303 on: October 13, 2013, 11:19:14 AM »

Some more feedback! I watched the gila controlled by the AI and it's super passive. I'm not sure it is intended but the Hint Carrier is set on the ship and this make it behave very cautiously.

THAT's why my co-Gila was acting so weird! Yeah, Carrier hint should only be on backline ships like the Condor. Even the Venture does not have it.
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.3)
« Reply #304 on: October 13, 2013, 11:39:20 AM »

Yeah, without the carrier hint it actually uses that doom cannon :D
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.3)
« Reply #305 on: October 13, 2013, 12:16:41 PM »

Cool thanks for the feedback guys. I recorded a video with the carrier hint removed, it's uploading presently.
Logged

Lopunny Zen

  • Admiral
  • *****
  • Posts: 507
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.3)
« Reply #306 on: October 13, 2013, 07:21:11 PM »

Does Giant ship finally have more then 1 flight deck because there carrier options sucks with only one and for a ship that size i expect more decks o.o
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.3)
« Reply #307 on: October 13, 2013, 08:10:14 PM »

Here's a Youtube video of mission #2.
http://www.youtube.com/watch?v=G0OllRzL2gE&feature=youtu.be

@Lopunny: Yes, flight decks was increased to 2 on the Gila Monster. But it really shouldn't go any further, based on the vanilla carrier with 3 decks, and it's a purpose-built carrier ship. The Gila has the Doom Cannon.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.4)
« Reply #308 on: October 13, 2013, 09:55:38 PM »



Changes:
- Added a new fighter! The Toad is a heavy dogfighter, useful as a multirole fighter and can harass for long periods.
- Replaced all sound effects with glorious creations from Cycerin! They sound wicked, y'all. Major props to cyc.
- Removed "Carrier" hint from Gila Monster; AI is much more aggressive with this ship now.
- Fixed a bug with missing fighter data resulting in very few replacement chassis for all Nomad fighters; now comparable to vanilla

Also, I will soon be replacing use of stock missiles in Nomad ships with a custom "smart" torpedo; this will affect the Scorpion, Flycatcher and Toad.
« Last Edit: October 14, 2013, 04:55:46 PM by Trylobot »
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.4)
« Reply #309 on: October 14, 2013, 01:45:32 AM »

Updating nao. Btw, you know what could be cool? All those round bridges on nomad ships could slowly rotate to the mouse direction, using decorative weapons (even AI uses a fake virtual mouse). That could be interesting, maybe xD.
Logged

Shoat

  • Captain
  • ****
  • Posts: 262
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.4)
« Reply #310 on: October 14, 2013, 02:49:42 AM »

Updating nao. Btw, you know what could be cool? All those round bridges on nomad ships could slowly rotate to the mouse direction, using decorative weapons (even AI uses a fake virtual mouse). That could be interesting, maybe xD.


Holy crap that might almost be too cool... I don't know if I'd be able to handle such incredible details.

What's next - sunglasses attached to the nomad ships and the Oasis changed to look like a fully animated disco ball? This mod is getting out of control with neat features.
Logged

etherealblade

  • Commander
  • ***
  • Posts: 134
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.4)
« Reply #311 on: October 14, 2013, 03:13:41 AM »

With all these awesome changes I can only say that I was incorrect in initially assuming his faction has been merely reborn...On the contrary...he has only begun to tap the true potential of what he was originally trying to create. I've got nothing but admiration and appreciation. Thanks for sharing.

Edit: I just watched your demo video. My friend you are rather humble. I don't know if I couldn't resist slapping some super weapon/system on something as awesome looking as the oasis. Yet you are tried and true to the function and intention of your faction. I cried inside as the onslaughts blew it up. I have yet more admiration for you XD.
« Last Edit: October 14, 2013, 03:20:28 AM by etherealblade »
Logged
Spoiler

[close]

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.4)
« Reply #312 on: October 14, 2013, 11:01:43 AM »

What's next - sunglasses attached to the nomad ships and the Oasis changed to look like a fully animated disco ball? This mod is getting out of control with neat features.



Q.E.D.
« Last Edit: October 14, 2013, 12:19:05 PM by Trylobot »
Logged

Shoat

  • Captain
  • ****
  • Posts: 262
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.4)
« Reply #313 on: October 14, 2013, 12:59:36 PM »

Spoiler
[close]

Q.E.D.

I wish I could deal with that. But I can't. I just... can't.

You are way too awesome Trylobot.



Anyone notice how the Gila Monster actually has a nose with a mustache below it's sunglasses?
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.4)
« Reply #314 on: October 14, 2013, 01:07:08 PM »

Anyone notice how the Gila Monster actually has a nose with a mustache below it's sunglasses?

I was actually thinking about posting the exact same thing as you about it.
Logged
Pages: 1 ... 19 20 [21] 22 23 ... 42