Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 44 45 [46] 47 48 ... 106

Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 989316 times)

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.75c)
« Reply #675 on: March 30, 2014, 03:00:28 PM »

v.1.75c  ?

- Criticality -


- Bane - - Misery - - Particle Cannon Array -



I'll leave the current variants a bit before I start adding the new weapons onto them to see what actually would be okay.

Code

Version 1.75c
-Added Criticality, a moderately high performance/drone-hound frigate

-Added Bane and Misery lasers

-Fixed sound effects for the Javelin Torpedo

-Minor increase in Adv. Photon Torp damage but made more susceptible to pd weapons.
-Changed how the Particle Cannon Array fired + stats
-Changed Sprite for Particle Cannon Arrays


http://www.mediafire.com/download/k3aymptcko47rpr/Neutrino+corp+1.75.zip
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: Neutrino Corp. (v. 1.75c)
« Reply #676 on: March 30, 2014, 07:15:45 PM »

Do want.
Logged

Lopunny Zen

  • Admiral
  • *****
  • Posts: 507
    • View Profile
Re: Neutrino Corp. (v. 1.75c)
« Reply #677 on: May 03, 2014, 09:25:41 PM »

THE End Carrier is glitched...the CR wont recover lol..guess there a lazy bunch of crew members lol
Logged

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Neutrino Corp. (v. 1.75c)
« Reply #678 on: May 04, 2014, 09:18:54 AM »

You sure it's a glitch? Not at all? Neutrino ships are incredibly slow to repair and consume extreme amounts of supplies in doing so (they must literally throw boxes of supplies away after eventually finding the one good part to replace damaged parts).
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #679 on: May 04, 2014, 12:46:03 PM »

I've had a 0% CR glitch occasionally but I have yet to determine the cause, so I'm afraid I can't help much.

(they must literally throw boxes of supplies away after eventually finding the one good part to replace damaged parts).

Made me breathe air through my nose harder than usual, but seems like that is working as intended :)


Edit:

v.1.75doubleD ... redo

GO GETS SHADERLIB=> http://fractalsoftworks.com/forum/index.php?topic=7958.0

- Download for Neutrino v.1.75doubleD -
http://www.mediafire.com/download/5h5ysd4mynjtoo0/Neutrino+corp+1.75d.zip
- Download -

Edited 5/13/15: ... Actually made it so it runs when you don't have ShaderLib... yeah

Edited again 5/12/15: Added Support for Dark.Revenant Shaders for maximum disco lights. This is entirely OPTIONAL but go GET IT ANYWAY :p
GO GETS => http://fractalsoftworks.com/forum/index.php?topic=7958.0

Also removed some old crappy weapons, so if you game breaks, you should delete your old ship variants from missions/ stuff.


Minor change this, minor change that.
This mod needs more Bloat!


- Gepard -



A high end fighter that brings along 2 Schwarm drones each for additional firepower / decoy.
Armed with a misery and hardy armor.

Can be purchased in a wing of 3 or 6 though the 6 has larger logistical cost as expected.

- Drohne -



Rework of the old Drohne, no changes other than cosmetic.

- Dual Giga Pulse Laser -


 
Rework of the Dual PBC, this beam laser now does more damage up close then at range.

- Goliath SRM launcher -



Large equivalent of the Sapper, easily suppresses most PD systems.

An example of Neutrino working with OPTIONAL Pretty lights and stuff from Dark.Revenant's ShaderLib ==> GET IT ANYWAY
GO GETS => http://fractalsoftworks.com/forum/index.php?topic=7958.0




Spoiler






[close]

Code
Version 1.75doubleD
-Added Shader support
-reworked the sprite of the Portable Phased Array Cannon
-reworked Drohne sprite
-increased OP cost of PAC to 75 OP
-Decreased Burn Speed of Some neutrinos ships down 1-2 units.
-Removed Photon Cannon
-Removed Heavy Photon Repeater

Version 1.75d

-Added Gepard Drei and Gepard Sechs
-Removed Integrated Targeting Units on some variants and replaced with a different hull mod
-Changed up some variants and stuffs
-Added Goliath SRM

-Adv. Photon Torp made even more susceptible to pd weapons
-Changed how Photon Torpedoes and Light Photon Torpedoes tracked
-Reworked Dual Pulse Beam Cannons into Dual Giga Pulse Lasers



- Download -
http://www.mediafire.com/download/5h5ysd4mynjtoo0/Neutrino+corp+1.75d.zip
- Download for Neutrino v.1.75doubleD -
« Last Edit: May 13, 2014, 12:37:11 AM by FlashFrozen »
Logged

Ishman

  • Captain
  • ****
  • Posts: 269
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #680 on: June 06, 2014, 01:22:39 AM »

I'm flabbergasted by how fantastic those lighting effects accentuate the beams. Good stuff.

pewpew
Logged

Sabaton

  • Admiral
  • *****
  • Posts: 523
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #681 on: June 06, 2014, 02:55:08 AM »

The stompiest faction returns with more stomp.
Gonna stomp them gud.
Logged

Eisbear

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #682 on: June 06, 2014, 11:58:27 AM »

i cant get this mod running in uomoz mod :-/

what are the steps i must follow to integrate this faction into uomoz?
Logged

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #683 on: June 06, 2014, 12:38:42 PM »

You can't, Uomoz integrates the factions himself and the process is quite extensive from what i've heard.
Logged

Eisbear

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #684 on: June 06, 2014, 12:52:42 PM »

oh i thought

"Credits to Uomoz for bringing us a campaign compatible version Cheesy" would mean an implementation
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #685 on: June 06, 2014, 02:13:20 PM »

It used to be included in Uomoz's mod, but it's been replaced, so you'll have to do some work to get it working again,

But he did help me get the campaign working so it isn't a lie either. =D
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #686 on: June 07, 2014, 06:57:59 AM »

Just noticed, is it MWO's ppc sound effect when i fire the giga blaster?

Haven't tried Neutrinos in age, i'm going to play a bit more of those new toys for the weekend.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #687 on: June 07, 2014, 08:53:13 AM »

hehehe, wondered when someone would notice, but yeah it is that sound effect.
Logged

Lopunny Zen

  • Admiral
  • *****
  • Posts: 507
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #688 on: June 07, 2014, 10:04:21 PM »

fighter craft needs a revamp...the Drache, and the Floh are fine..in fact they seem able to fight fighters better then the others...how come they dont have a dedicated fighter for fighter wing capabilities...the problem is the other fighter get clos to fighter and dont fire because they need range and they just circle around them blocking bullets. I think they need to have like a bust PD or something that can fire up close like that or fire in general against fighters. It doesnt feel right that they have a super carrier but the fighters done help much which makes the fleet feel useless because any fleet with a fighter fleet seems to crush Neutrino fleets. Also the TheEnd CR doesnt like to replenish out of yellow, I know they replenish slow and i have dealt with the other ships but this one seems to be a special case and I can barely use it which is bad since its a cheaper carrier then the others by far
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.75doubleD)
« Reply #689 on: June 07, 2014, 10:39:59 PM »

Which specific fighters are bad? I know in general most of the fighters aren't really good at being fighters and I'm fine with that.

Since you listed 2 of 6 fighters, that only gives me 4 others fighters to judge, the schwarzgeist is a bomber wing so they aren't exactly good at fighting fighters, the drohnes are equipped with the same weapon so they are also just as bad.

This leaves the Schwarm and the newly introduced Gepard, the schwarm I think does prettttty well against most things considering it's meagre weaponry.
Try the the gepards, they tear most things up even other fighters, they can come in a standard wing of 3 or a super ($$$) wing of 6.

I've just tested the TheEnd (hehe) again and I'm seeing the CR go up, have you tried just deleting the Neutrino directory and slapping in a current one?

Otherwise post up a screenshot of the ship in the fleet screen and I'll see what I can do.
Spoiler
picture of what i'm talking about.

[close]
Logged

Pages: 1 ... 44 45 [46] 47 48 ... 106