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Messages - echosierraalpha

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1
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: November 20, 2014, 03:38:59 AM »
Awwww :(


2
Mods / Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« on: September 12, 2014, 09:02:25 AM »
I <3 this mod Sooooo much.  ;D. it's not just the cool ships and weapons, but this whole total modification - it takes alot of dedication to do what you have done with this mod, with its atmosphere, complex trade systems, and living universe - feel! and all before its available to the base game! It's what sets this mod apart from everything else. :) Keep up the good work Okim!

This feature will be removed from the mod once 0.65 is out and replaced by an ability to scan other fleets for illegal goods (note - scanning without enforcer license will get a relationship penalty). That`s currently just a concept.

Oooh! NPC scanning and enforcer licenses? those two sounds like interesting ideas! But what would they entail? for the enforcer license: does that mean we can get credits for finding/stopping smugglers and pirates if we get the license? or perhaps get a bonus on top of the existing 2500 per Jolly rogers when we exchange it in the security station? (maybe both)?

also, speaking of scanning and contraband: do you think it's possible to (eventually) scan for what weapons/ships the player has in his fleet? currently, military-grade ships, explosives, and other high end weapons are, (I think) contraband, in that you cannot legally acquire them unless you are a member of a nation's military. which means that if illegal military-grade weapons (and ships) are found during scans, and you do not have a military ID, you might get into trouble with the local authorities. (somehow, I doubt that they will buy the good ol' "It fell out the back the back of a truck" excuse  :P.) Right now, I could go out and stride about with a battleship (and its escorting ships) around any faction's major systems without the local police/military batting an eyelid - even when I'm only a civillian. (But then again, it would take ALOT of courage for a law-enforcer to approach said fleet to ask for license and registration - or, heaven forbid, ticket him for doing a 6 in a 5 - burn level zone  ;D)

That being said, being above a certain reputation level for the scanning party's faction or purchasing an enforcer/PMC license (or, as joked above, possessing a certain level of firepower) might mean that they would allow you to pass if you are caught packing these harware - this could make an enforcer license more useful, if you intend to go this route. (note: an enforcer license will not protect you if you are caught carrying other illegal goods such as drugs.)

(Sorry for the rambing. Of course, these are all just some random, minor ideas that I'm throwing around, don't mind me...)

*returns to the shadows*

3
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: July 18, 2014, 03:56:49 AM »
I've seen this problem first hand myself, but I believe its to do with the base game rather than the mod itself. it happens when you delete a ship variant while other ships are still configured in said variant. So for example, if say, 2 atlases are saved as the variant "super cargo ship", then you delete the ship variant, the game crashes as it tries to reconcile the fact that the ships that are saved as the "super cargo ship" variant, a variant that no longer exists (because you just deleted it).

to get around this bug, get every ship that is saved as the variant you are trying to delete, and load a different variant for them. once that is done, then you SHOULD be able to delete the variant without crashing.

4
Discussions / Re: This looks familiar
« on: April 03, 2014, 07:36:34 PM »
I am sooo looking forward to this game. pretty much backed it on Kickstarter as soon as I saw it.
@Gotcha: speaking of homeworld: http://www.homeworldremastered.com/

5
Mods / Re: [0.6.2a] Hiigaran Descendants v1.0.1
« on: January 14, 2014, 09:11:26 AM »
Aah. the Orion drive. I have to say, the idea of propelling oneself across the stars using multiple sequential nuclear explosions to accelerate and decelerate always had significant appeal to me.  ;D

I have to agree with most of what you said though Ishman, with the slight exception of the system in question rendering a contact nuke "utterly ineffectual". As you previously pointed out, the squishy crew and sensitive equipment is the most likely point of failure. This is especially problematic because unlike a pusher plate for an orion drive, most hull armors are not equipped with gigantic shock absorbers to... well, absorb the shock. Even if we somehow got around that particular issue, we also have to deal with the fact that most ships are not featureless blocks of armor. things like weapons, sensors, comms arrays and the like are likely to be more fragile than the armor in question, and will likely need to be on the outside of the hull.  :P

Naturally, as you also mentioned, this is assuming that the vaygr aren't using shaped charge warheads, in which case I'm just giving up and calling hax on the part of Hiigaran engineers. Regardless, the fact that hiigaran ships are not only able to survive multiple contact fusion warhead impacts but also still remain combat effective after multiple impacts is... incredibly impressive, all told.

6
Mods / Re: [0.6.2a] Hiigaran Descendants v1.0.1
« on: January 14, 2014, 05:17:44 AM »
Nukes are generally not as impressive in terms of Area of Effect in space because there is no air to propagate the shock waves that deal the majority of the damage in terrestrial environments. However, in the case of home world 2, the missiles in question are contact-detonation nukes. the effect of those can be... very detrimental to hull integrity, not to mention crew health for the ship in question. Besides the burst in gamma and x-rays, thermal radiation and having pieces of your hull accelerated at great speeds through the rest of your ship, you also have to deal with the physical shock wave. needless to say, even if nukes can't take out multiple ships with a single shot, having one contact-detonate on your hull will mean that you, your ship and everyone in it is in for a rough day. magic tech or no :P

7
Mods / Re: [0.6.2a] Hiigaran Descendants v1.0.1
« on: January 14, 2014, 02:45:44 AM »
to be honest Gotcha!, the sajuuk-khar is a one-off super-duper capital ship, and is the "pride of hiigara". if it isn't somewhat OP, it would be kind of a let down :P

... besides, if you go by homeworld 2 fluff, all those missiles the vaygr throw at you throughout the campaign? they are fusion. in other words, nuclear. that's right, if anything, the hiigarans as shown here are kinda nerfed.  ;D (please don't take this as a suggestion that we should buff the hiigaran ships so that it can tank nukes. while hilarious (and techinally accurate), it would be kinda game breaking)

8
Mods / Re: [0.6.2a] Hiigaran Descendants v1.0.1
« on: January 13, 2014, 03:34:33 AM »
yay! update!

double yay for buffs of the saajuk khar and Skaal!

9
Mods / Re: [0.6.2a] Hiigaran Descendants v1.0.0
« on: November 17, 2013, 10:02:08 AM »
Wooo! update!

10
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: November 14, 2013, 11:47:33 PM »
Aww, and they were such nice sprites too :(

We understand gotcha, maintaining a mod is a lot of responsibility and energy, and we are lucky enough as it is that we got these two mods to play with already. If you think that you are being rushed or pressured by us, don't stress out, and remember that us stomping our boots and demanding more stuff is only because you do such wonderful work. :)




 ... Okay, that's enough of that feel good stuff. *cracks whip* back to work >:D

11
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: November 13, 2013, 09:07:35 AM »
Hey Kalthaniell,

can you send me the sprites too? I'm curious as to how they look. :P

12
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: November 06, 2013, 08:31:35 PM »
*coughs politely*
I too can explain.
>_>

Also:
I can't promise anything right now. Maybe in the future. But I won't name them Vaygr though. :P

New race confirmed! Don't disappoint us gotcha!

(I kid, I kid)

13
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: October 21, 2013, 01:46:50 PM »
You actually made me wondering if HM3 will ever be made...

Slightly off-topic, but Gearbox has announced a HD remake of both games as well as making Shipbreakers a official Homeworld title.

Heh. Kinda beat you to that announcement by about 3 months (check pg 17 of the thread)  ;D

14
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: October 19, 2013, 07:44:26 PM »
Probably not. this breed of Hiigarans are not the kushans we all know and love. for one thing, we have no Karan S'Jet to become fleet command :(
and as much as I would love having a mother ship that can pop out other ships mid-battle, I have been... disabused of such OP ideas...
as for banana-shaped ships in our future? who knows?

I would, however, let Gotcha rest for now. he deserved it.  ;D

15
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: October 06, 2013, 08:14:58 AM »
ah come on, Gotcha, I'm talking about this:
Spoiler
[close]

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