Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lucian Greymark

Pages: [1] 2 3 ... 19
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 07, 2017, 04:33:54 PM »
As far as I can tell there are two major groups of spriters on this site. People who are making mods that they want to tie in as closely to the original art as possible, and those who are not. The people who ARE making those mods want everyone else to make the same kind of artwork so that everything looks uniform. Idk if that's a good or a bad thing, but I do know for a fact it's driven away a lot of new spriters who just like a different style. Tone it down a bit with pushing Fractal's greebling style on the new spriters. Just a bit, I understand you want to impart skills. But a lot of the language you use is very authoritative.

Just... tone it down a tad.

-Someone who was driven away by this community

Mods / Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
« on: June 16, 2017, 04:40:47 PM »
Honestly I've been stalled. I didn't realize there was a huge amount of interest for the mod and I've not been playing starsector lately so it's not been on my mind. Honestly I doubt there would be many issues updating to 8.1, it'd make the mod better honestly because I could hide their system miles away from the core worlds. I just haven't seen the need or been overly interested in doing so. If there's interest for updates I'll make an effort to do so

Mods / Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
« on: March 23, 2017, 08:26:44 AM »
The issue here though is that he asks for help but doesn't follow the advice that is given

To which advice are you referring? That my ships do too much damage? I am reducing that, that they have fast burn? Didn't seem to be a complaint, and offset by an extraordinarily high fleet cost. If it turns out later that such high burns are uncompromisingly ove3rpowered then I'll drop them. Finally advice was given to reduce the damage of the weapons (again) reduce their cooldowns, and... give them ordinance points. The first two points bring them back towards vanilla values (at which point you might as well just use vanilla weapons and if so why are you in the modding section) to the third point, it was an oversight in the editing process that I'm fixing.

So I am following advice that it makes sense to follow given the direction of my mod. If however you're talking about earlier advice regarding my spriting style, rest assured that I have almost no time to do any spriting at all all right now, so you're unlikely to have to deal with any of my awful efforts any longer.

As for nexerelin support? Honestly I'd need someone else to do it for me. I've tried several times but something isn't jiving and I don't know where that is, I'm not a coder by trade.

Mods / Re: Scion Collective (0.7.2a) V0.8.3 (WIP)
« on: March 23, 2017, 01:42:15 AM »
No, it's not. Obviously I need to do balancing, which is why I need feedback.

Speaking of which, thanks, I can nerf that now.

Weapons that have 0 ordinance points are probably built in weapons that snuck through my development net or never got fleshed out in my second wave of development. Every weapon, even the built in ones should have O.P. I'll have a look through the files tonight and post an edited set. The burn level of the ships is meant to be high, compensated by an abnormally high fleet cost for most ships, furthermore the weapons are meant to be hard hitting and slow loading, high alpha, accuracy and range, but very poor sustain. They back this up with strong shields and anti missile pd. The best way to deal with scion ships is to flood them with frigates. They fight poorly against swarm but excell against capitals and cruisers. most ships can outfight any one ship their size or one size higher, but put any two ships against them and they tend to fail.

At least, that's the goal, a small fleet of potent 1v1 fighters with a hit and run mentality, get in, wipe out key targets and then run a fighting retreat before speed burning away with loot. High tech pirates basically. Obviously I have a lot of balancing work to get them there

again, why I need community help.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 19, 2017, 03:39:31 AM »

Just leaving this here. Line art sketch for a new frigate I'm working on. I'd say the line art work is about 80% done. Most of that will get obliterated in the colouring phase though.

EDIT: Sorry for tiny picture, it comes straight from my photoshop sketch pad

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 06, 2017, 09:50:21 AM »
I like your style but the perspective is... weird. Like it's 'standing up' instead of 'laying flat' maybe that will change as you fill in the detail.

Edit: Or rather it looks like the ship is tilting up away from the viewer, like an aircraft taking off from a runway. I think it's the engine blocks, or whatever those lines at the back are, which give it the illusion of the back of the ship facing towards the viewer. In game it might look fine, especially if you add some 'flat' engine blocks.

Modding / Re: Inertia and turning
« on: December 31, 2016, 07:59:13 AM »
I had noticed that, having now researched the various mods on the site that have tried I think I'm just going to start from scratch in game maker.

Which is a shame honestly because SS is a great engine for that kind of combat

Modding / Re: Inertia and turning
« on: December 31, 2016, 02:54:30 AM »
Oh... thanks, that's actually really helpful. Cheers tart.

Modding / Inertia and turning
« on: December 30, 2016, 07:54:21 PM »
Quick question, I've been making the graphics for a wwII total conversion for SS for a while now but the biggest stumbling block is that tanks don't drift all over the place in real life. Is there any way to make 'ships' slow/heavy enough that they don't drift as they turn? Or perhaps a script that someone has stumbled across?

Mods / Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
« on: September 21, 2016, 10:53:44 AM »
Quick edit, it's becoming trickier to fit all the ships onto the same page in a decent fashion but I managed it. New sprite sheet to see.

Mods / Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
« on: September 21, 2016, 12:14:17 AM »
Hello all, quite a large update. I've added a couple of new ships and weapons, done a truck load of balance changes and there are now three new stations (Hegemony Tri tach and Luddic church/path) in the Genesis system that the Scion Collective should constantly fight against, creating quite a hostile environment in that system.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 20, 2016, 04:54:57 AM »
@obsidian actual
I'd recommend making that engine a bit more distinct, but otherwise it's a really credible first attempt. Good job

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 03, 2016, 12:02:21 AM »
@DrakonST Those guns are VERY close together. You're gonna get some horrendous overlap.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: July 23, 2016, 04:38:33 AM »
Trump Class?

Orange Stripes?

Politically relevant, approves

Mods / Re: Scion Collective (0.7.2a) V0.8.1 (WIP)
« on: May 21, 2016, 12:36:05 PM »
Updated, new ships weapons and finally costs for things. Damage of Scion weapons nerfed harshly across the board. Speed and shield values slightly decreased, flux efficiency of all ships now tends towards sustained fights rather than burst, but if they ever have to do a full vent it leaves them incredibly vulnerable for a long time.

Also this is basically ready to be moved to the mods board now

Pages: [1] 2 3 ... 19