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Messages - joe130794

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1
Modding Resources / Re: Spiral Arms II - Free Community Sprite Resources
« on: October 01, 2023, 02:29:37 AM »
So a couple of us still occasionally work with the Battleships Forever Shipmaker on its discord because of raw nostalgia. Over the past few three or so years I've made some things I'm quite proud of (most of them when I broke my hand and couldn't really do anything else), and I figured I'd post them here for you all. Feel free to make edits to these as you see fit. If you need me to remove glows or make simple alterations, feel free to shoot me a PM or reply here and I can do that pretty easily. I'll also give you the sb4's if you know how to use the Shipmaker, but I'm not sure many know how to work it these days.

There's lots in here.
Spoiler











[close]

Also, if anyone is really desperate, they can also go to the BSF forums and can use anything posted with my name.

Enjoy!

It's an amazing piece of kit, I loved it growing up. I didn't realise it was still going though. Truly a shame that game never got finished. I nearly always just used the standard parts back then. Probably still have my files knocking about on a HDD somewhere. 8)

2
Hey guys,

I am currently working on a new version, I'll nerf their spawn rate so they don't spam vanilla fleets  :)

I thought about adding more ships with shields but then I would have to go a little into the non canon territory idk how I feel about that.
Would adding more armor or flux solve that problem? I am terrible at balancing so any input would be much appreciated.  ;D

Also the I think about deleting them completely from vanilla fleets, maybe that'd be a better choice for the general public. ^^
(I'll keep them in my private version tho :P)

Probably better to remove them from vanilla fleets altogether, shields aren't in battlestar galactica so removing shields wouldn't be a bad thing, but instead of adding on armour or flux it might be good to give battlestars an ability to deploy all of their equipped vipers en masse from the sides of the ship while all other kinds of strike craft launch normally from the hangars, might be a bit too much to ask so if is too much it might just be better to give them something akin to ablative armour that the invictus has or a new activatable system that replaces shields that makes them tankier.

I suppose thinking about it, There might be the possibility to have hangars equipped with normal craft so either some vipers or raptors or a mix, And then have a rapidly launching ship system to despatch some emergency vipers that could function as point defence/intercept. When I tinkered with a mod a few years ago back for 0.65 I think it was I used the Terminator system as a basis to launch F-302's and wraith darts. since they weren't ftl capable it made sense instead of them entering the battle seperately although with the new hangar system my way is a bit outdated but could function for backup fighters.

3
Modding / Re: Star Trek Eras [0.95.1a]
« on: August 30, 2023, 03:10:55 AM »
There's no rush mate, I know the feeling. I've got ankylosing spondylitus and fibromyalgia and my long term and short term memory is practically non existent. I used to work on a stargate mod years ago but it got to the point that anytime I went near it I had to relearn everything I was doing and I was unable to grasp everything in the newer game updates to keep it going.

All you can do is your best :)

4
Modding / Re: Spriting work
« on: August 19, 2023, 04:13:02 AM »
so, like this? https://fractalsoftworks.com/forum/index.php?topic=6264.0

I've not seen that thread before but yep that one. Lmao
Nice catch :)

5
Modding / Re: Spriting work
« on: August 16, 2023, 03:08:18 AM »
A list of those taking doing commissioned work actually isn't a bad idea for those of us not very good at spriting. And could also offer other services too like coding for mods and custom weapons and the like.

6
Modding / Re: [0.96a-RC10] Stargate Ship And Weapon Pack V1.0.0
« on: July 16, 2023, 04:43:52 AM »
Glad to have been an inspiration :)

Yeah the swarmers work great as an anti wraith dart weapon, Although at the time I integrated them into the ship as well as the F-302's as a modified Terminator drone system because I couldn't figure out fighter wings lmao, There is always a way around it. But yeah I made it all to 1 pixel per metre so even the fighters are tiny, Missiles and drones leave a longer trail to make them spotable though.

Ah yeah there are a couple of varying sizes given, I went by 225 metres for the BC-304 and 195 for the X-303  so that was there length top to bottom. and then I scaled everything off that, So the wraith hive is about 13x the length I think it was although I never got as far as adding that in, Fighters are only about 9 pixels wide or something daft. But big enough.

oh there's no rush, I look forward to seeing any updates and if you need any advice or anything I'm sure theres plenty of us that can help :)

yeah I wanted to but that requires scripting that I have absolutely no idea on, Seems drones bypass nearly every shield, although if the Asuran's had used drones it would have gone very differently. The coalition would have been slaughtered, Fortunately the Asurans only used some kind of pulse weapons, Blasters or something. The Aurora that fired drones there was the traveller one with Shephard in the chair. I have a near encyclopedic knowledge of stargate but I don't remember anything else. haha.

7
Modding / Re: [0.96a-RC10] Stargate Ship And Weapon Pack V1.0.0
« on: July 02, 2023, 04:40:54 AM »
Looks great, I did try and make one but in the end hit a limit of what I was able to do and it died after that. I was also doing it on a scale of 1m-1 pixel so ships were fairly large especially when I got to atlantis lmao. I used Swarmers as a drone launcher with a few modifications to spit out about 50 of them I think it was just as a bit of a joke.

8
Modding / Re: Stargate Unknown Galaxies a Starsector Mod
« on: March 25, 2023, 04:54:55 AM »
Good luck, Looking forward to giving it a try, I had a go years ago but hit a limit in what I was capable to do and now I suffer from brain drain and always forget what I'm doing and what I edit anytime I returned to work on it.

9
Modding / Re: Some fancy ships ;)
« on: January 18, 2022, 02:55:14 AM »
Still love the art style, As beautiful as the day we lost it.

10
Modding / Re: Some fancy ships ;)
« on: January 05, 2022, 04:12:44 AM »
It was ever so handy ordering ships haha. I nearly always played as ISA. Sometimes the Russians. Definitely the best looking ships and the astrakhan with all those drones swarming on screen. It'd be great to have them all back. "WINK WINK" lol

11
Modding / Re: Some fancy ships ;)
« on: January 04, 2022, 03:50:33 AM »
I like the bottom row 4th one along, Love the blue. Does this mean Ironclads might return, I loved it and it was well ahead of anything else.  :)

12
Can anyone help I'm trying to use the weapon editor to create a new one but it won't load up the turret image at all. I've also tried editing the harpoon to change the image but no luck there either, Anyone got a video tutorial at all?
Thanks

13
Modding / Re: [0.9.1a] MCR Navy | The Expanse
« on: March 02, 2021, 02:17:21 AM »
Ah what are you trying to script. I once had a crack at a stargate mod but couldnt figure out how to make it a total conversion, Think we really need a basic starter mod with planets we can edit and fleets etc to give us a head start on it as I didnt have a clue how back on 0.65a and there's a lot more ingame now.

Good luck and look forward to seeing the progress

14
Modding / Re: [0.9.1a] MCR Navy | The Expanse
« on: March 01, 2021, 08:21:36 AM »
still enjoying it, do you plan to add UNN and belter ships eventually too? would be awesome to re-enact some battles in here. ;) ;)

15
Modding / Re: [0.9.1a] MCR Navy | The Expanse
« on: February 23, 2021, 05:27:30 AM »
I've had a little play about, Could perhaps do with some inbuilt missions for testing ships and in future you can just add the new hulls to existing test missions. I used console commands to spawn them in.
: I think it could perhaps do with trying to get a increased weapon count. So up the Roci PDC count as well as the Donnager. The Scirocco probably has enough but they could be more spread out perhaps as anything directly infront is only susceptible to missiles and anything behind is untargetable.
: Do away with shields, I didnt even know they had them to start as the Roci and Scirocco shot off ahead of the Donnager and I engaged without even trying to raise shields, then noticed the ability. Which could instead be something to increase missile fire rate. Perhaps limit the missiles with no recharge and set ammo but be able to launch them one at a time with a low reload speed to make them more flexible?

Do you plan to make it a total conversion? I tested in a new game against pirates and they didn't stand much of a chance.

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