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Starsector 0.98a is out! (03/27/25)

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Messages - Cergos

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Recently played with nexerelin and it worked much better than the last time I did. It really seems to have improved!!
Overall, I had a lot of fun playing around with it, and the mod really makes the game so much more active and engaging later on.

Seriously, I don't know if I could play again without it.
Thanks for your work!
 :D


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Mods / Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
« on: August 30, 2016, 05:07:44 AM »
I really need to issue my crew additional paddles.
...I had no idea they played such an integral part in interstellar combat  :D.

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Mods / Re: [0.7.2a] Portrait Pack v1.2.2
« on: August 30, 2016, 05:02:37 AM »
Excellent work!
It really does go a long way to making your various commanders seem more unique, and pirates/bounties more memorable.

4
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 05, 2015, 11:05:59 AM »
I did some of my own space game sprites in the past, but they are based completely on how real stuff would look, and thus ended looking utterly boring, and weird...


Some people, myself not excluded  ;), appreciate  realistic or practical designs, especially if you put a lot of thought into the layout. Maybe you just need to practice your technique a little bit more, I know there are a few guides floating around on the topic.

5
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 05, 2015, 04:53:05 AM »
I'd love an up-armored Sunder in the game as a Military variation, though, so...
You mean this one? :P


That one I like!
In the context, it makes perfect sense that the sunder's rather flimsy back-end would be reinforced if the military crews got a hold of it.

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Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 04, 2015, 07:50:09 PM »


May change some things but a mockup of a destroyer,

I like the swept wing-esq design that you have there, especially with the way you incorporated the two wing sections; it is quite unique looking and suitably intimidating. However, I don't entirely follow what is going on at the back. Mind you, it doesn't look bad, It just looks "set apart" from the rest of the destroyer(perhaps that is the intended reaction).
The shading on all the different angles and blades of the wings might be a bit of a challenge to pull off, but overall I quite like it!

but the best part, by far, is that you included forward canards ;D! I don't care if "actual" pilots say they aren't that practical, D*mnit! they look soo cool!

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Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: December 02, 2015, 10:52:57 PM »
What's being changed in the 0.7.1 release?

Cats and Dogs living together, likely in space:

http://fractalsoftworks.com/forum/index.php?topic=10051.0

also bugfixes

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Modding Resources / Re: Animation tutorial - Now with PSD link
« on: December 02, 2015, 10:45:49 AM »
This thing is definitely getting the ole' bookmark.

I have a feeling it will prove to be very helpful to me in the days to come.

Thanks :D.

9
I like where you are going with it.

Some suggestions:

Perhaps, you don't need to entirely rewrite how the economy works or how the speed of travel works. If we assume that not all trade avenues are seen by the player, the relationship between number of ships, and delivered goods need not be linear.
EG: using the old system but closely tying the resource gain to the slow moving traders/caravans. Their disappearance would obviously deter other(theoretical) traders, creating a shortage larger than the actual cargo; As more merchants go missing the damage to the economy might scale exponentially.

You could also use more events and missions, not less. You could use the events mechanic to simulate the desired supply and demand with the impact it has on planets. Obviously, you would need to drastically change the reward system, but you could also create different tiers of missions/events to simulate greater need in certain areas. Depending on how robust the conditionals of missions can be, you could even have it spawn and create all the interactions you need, or have it trigger at the right moment.

My favorite ideas of yours are the "Tax" idea, and the "quality" of ships idea, I feel like those really make a lot of sense.

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Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: November 30, 2015, 12:58:24 PM »
Honestly, it is a really cool idea. I was just wondering why this sort of thing was not in the game already.

Keep up the good work!

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