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News:

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

Poll

What next?

Capital carrier
- 5 (27.8%)
Cruiser carrier
- 3 (16.7%)
Assault cruiser
- 3 (16.7%)
Civilian ships
- 0 (0%)
Some weird frigate
- 2 (11.1%)
Weapons
- 5 (27.8%)

Total Members Voted: 18


Pages: 1 2 [3] 4 5 ... 9

Author Topic: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)  (Read 93778 times)

Takion Kasukedo

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #30 on: November 06, 2015, 07:34:22 AM »

Hahahaha, holy ***, I never knew it was so fun flanking in a freaking battlecruiser...

Thanks, Thanatos.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Taizo Puckett

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #31 on: November 07, 2015, 12:06:18 AM »

What does Flux Destabilizer do exactly?
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #32 on: November 07, 2015, 12:39:52 AM »

What does Flux Destabilizer do exactly?
It increases the amount of flux generated by firing weapons of the target ship. By 25% for capitals, 40% for frigates.
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Taizo Puckett

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #33 on: November 07, 2015, 07:26:39 AM »

It increases the amount of flux generated by firing weapons of the target ship. By 25% for capitals, 40% for frigates.
Thanks. Would be nice to have it more clear in the weapon description.
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Taizo Puckett

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #34 on: November 12, 2015, 06:29:43 PM »

A small bug: Eject Engine Plasma and Amplified Phase Skimmer systems have identical short descriptions.
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #35 on: November 13, 2015, 10:16:46 PM »

A small bug: Eject Engine Plasma and Amplified Phase Skimmer systems have identical short descriptions.
Missed that. Will fix in the next update!
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Lopunny Zen

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #36 on: November 14, 2015, 01:45:35 PM »

So....someone here plays Eve Online I see lol
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #37 on: November 15, 2015, 12:10:45 AM »

So....someone here plays Eve Online I see lol
Well, not really) I've been playing it for a while, but I quited long time ago.
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Harmful Mechanic

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #38 on: November 15, 2015, 04:08:17 PM »

Gave this a spin, have some minor feedback.

- The art is great. I'd love a look at your layered files just to see the process.
- Some of the slot layouts are really strange, eg, the Gaia has everything clustered in the front third of the ship, which makes for some odd overlapping and incredible vulnerability to EMP, torpedoes - lots of stuff could knock out both large slots or even most of the ship's weapons with one or two hits.
- The built-in PD lasers are great - been experimenting with those too. I'd like to see them installed on more ships, or all of the ships; it would give you more freedom to put a ship's slots in odd locations, without worrying over PD coverage.

I'll definitely keep playing around with it.
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #39 on: November 16, 2015, 01:19:50 AM »

Gave this a spin, have some minor feedback.

- The art is great. I'd love a look at your layered files just to see the process.
- Some of the slot layouts are really strange, eg, the Gaia has everything clustered in the front third of the ship, which makes for some odd overlapping and incredible vulnerability to EMP, torpedoes - lots of stuff could knock out both large slots or even most of the ship's weapons with one or two hits.
- The built-in PD lasers are great - been experimenting with those too. I'd like to see them installed on more ships, or all of the ships; it would give you more freedom to put a ship's slots in odd locations, without worrying over PD coverage.

I'll definitely keep playing around with it.
Thanks for feedback!
Gaia has such layout to force player to use it as a purely support vessel: as you said it is very vulnerable due to clustered slots and no guns at the rear. This will likely stay the same. Maybe it will get a different system though.
Built-in PD is good, but I will add it only to some "exceptional" ships, perhaps 1-2 more.

As for the sprite layers, technique is quite simple. Here is a WIP personnel transport:

1) Just a sketch. Not used in result image.
2) For PBC ships I usually make 3 layer groups: light gray bridge, main hull, "lower" hull. Hroups make it simpler to work at the area edges.
3) Add pre-made slot images, I use the same for all PBC ships. Important to add them ASAP not to mess with hull surface later.
4) "Lines" pass: add plating outlines and divide stuff to segments. Partly reuse sketch.
5) Lighting: add shadows and highlights. I usually have the light source somewhere sightly on the left, so that this layer is asymmetric even on totally symmetric ships.
6) Tone, overlays and lights.
7) Details. Just random stuff usually not bigger than 2-3 pixels all around the ship + some antennas and bulkheads.
P.S. The sprite is not finished, I just dumped it in its current state. All steps are quite valid, I'm just not satisfied with its look yet.
« Last Edit: November 16, 2015, 01:22:03 AM by celestis »
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HELMUT

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #40 on: December 05, 2015, 05:04:50 PM »

Hey,

With the recent 0.7.1 looking stable enough, and all the other mods emerging from their post-update slumbers. Will PBC be updated as well? That mod is on my playlist for a while, just didn't found the time during 6.65. But i plan to correct that mistake now.
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tophereth

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #41 on: December 05, 2015, 06:20:09 PM »

Will PBC be updated as well? That mod is on my playlist for a while

Same.

I'll be looking for that update.
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #42 on: December 06, 2015, 03:33:35 AM »

Yes, PBC will be updated very soon! Dev version is already running fine, so perhaps I'll manage to publish it today or tomorrow.
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« Reply #43 on: December 06, 2015, 07:24:46 AM »

Finally releasing the compatibility patch.

v1.2
- 0.7.1a compatibility
- moved Leibethra to (11000, 11000)
- terrain for Leibethra system
- Leto personnel transport (image a few posts above)
- Significantly increased Flux Destabilizer debuff (80% more weapon flux for frigates, 30% for capitals)
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Jonlissla

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Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
« Reply #44 on: December 06, 2015, 09:25:47 AM »

Have to say I really like your sprites; pretty much every ship has a unique shape which gives them a lot of personality.
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