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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Buttery

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1
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: February 13, 2019, 09:02:06 PM »
Any hope to see this mod updated any time soon?

not for a while, working on it in my free time when I can but it's gonna be a good while before I have anything reasonable to put out

2
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 03, 2018, 10:22:08 PM »
Sweet, can't wait to put those suits on those new shiny carriers ;D

well...
Spoiler
theres gonna be wings but they're mainly for escort, since the new thing I'm going for are "squads", as in there being pilotable captain/custom variants of the mechs with fighter bays, usually like 4 or 5 to set up a little group of mechs. also means you can customize the pilot variants to a degree, with different weapons and vanilla hullmods (dunno if I'll make any custom ones yet)
[close]


Thats an interesting concept, being able to pilot an actual mech and all while still being able to control ships. Then again, Diable's Gust Cruiser has that ability but it sacrifices the utility of a ship's subsystem. I hope that its nothing like that since its not easy to get hands on a Gust at an early start...well on legit means.

Either way, I'm fine with what ever you'll go, just can't wait to have mobile suits on my carriers rather than relying too much on fighters.

yee its more so just being able to pilot the mech, with having some escort that can keep up with it rather than being able to control the fighters themselves. pilotable variants will be somewhat easy to get your hands on, at least basic ones like a standard graze and such, with some other rare ones being available with means I havent decided on yet (maybe rare blueprint but we'll see)

3
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 03, 2018, 08:09:20 PM »
now THAT sounds intriguing. the question is, will they be worth it versus just piloting a full ship? it'd be a little sad if there were some cool mechanics there that could only be messed with in the early frigate phase of the game.

yeah it'll take a lot of trial and error to keep them worthwhile to pilot and keep around, but I'm planning to add some actual ship systems that make them at the very least fun to use. though, just to say you'll still need an actual fleet to keep up with supplies and fuel and what not, can't store 200 units of supplies in a mech after all

4
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 03, 2018, 07:55:48 PM »
Sweet, can't wait to put those suits on those new shiny carriers ;D

well...
Spoiler
theres gonna be wings but they're mainly for escort, since the new thing I'm going for are "squads", as in there being pilotable captain/custom variants of the mechs with fighter bays, usually like 4 or 5 to set up a little group of mechs. also means you can customize the pilot variants to a degree, with different weapons and vanilla hullmods (dunno if I'll make any custom ones yet)
[close]

5
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 03, 2018, 06:17:35 PM »
Good call, They look better than before.

On a side note, I forgot to mention some few things on the previous version which I revisited earlier today:

- Man Rodi and Landman Rodi could use a tweak on their stat difference, maybe make the Man Rodi faster while the Landman Rodi tougher yet slower than the latter. Its because while both are the nearly the same suit, Man Rodi uses legs meant for space maneuverability while the Landman Rodi was given a bulkier legs for ground use. Though the Alaya might have contributed to the suit's maneuverability.

- The bazooka variants have an issue of running out of ammo then proceeds to fight with head vulcans. They act like kopesh bombers which uses a barrage of rockets instead of shooting those one by one. Maybe make the bazookas have 1 infinite ammo which reloads 4-5 seconds or so to make them last longer on battles. Though I think its still possible just modify the weapon to have a longer firing interval while still having the burst effect or semi auto effect.

Alrightie I'll give it some thought, the stats and what not are gonna be entirely re-worked along with weapons, just getting the art out of the way first before I start actually doing game files. Bazookas for instance won't be the same in firing a barrage and instead just a faster single rocket, probably using the reload idea like you said instead of a finite ammo.

6
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 03, 2018, 04:55:16 PM »
here's a little preview of some of the new art stuff since it'll be a while till the mods ready.

Spoiler
[close]

Looks nice, but why do I get the feeling like I'm looking at a bird's eye view of actual gunplas?

because I used those for reference for pretty much all of them, the show doesnt really give any good screenshots for top down stuff, plus gunpla allows some good variants to add in

7
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 03, 2018, 03:22:36 PM »
here's a little preview of some of the new art stuff since it'll be a while till the mods ready.

Spoiler
[close]

8
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: November 30, 2018, 10:17:17 AM »

Eventuallyâ„¢

9
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: September 27, 2017, 11:40:13 AM »
Not at the moment, but I'd like to come back to it eventually but I dunno if that'd be any time soon. I'd like to clarify however that it isn't 100% dead, just isn't active, and I think at the moment it works fine or should.

10
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: June 24, 2017, 01:44:13 PM »
Private Mod Release

Just Changed one file

ship_data.csv

This is a super little tiny mod not worthy of its own topic.

Changes

1. Slightly buffed isa stats

2. Added 1 extra fighter bay

3. Added forward shield

Reasoning: I was surprised by how weak the Isa was in combat. It was too weak and I wanted to use the ship in combat and not have it hold position in the back all the time.

Put in IBO Mobile Suits\data\hulls

As much as I hate how weak the Isaribi ,that I even modded one to be heavily armored shield-less ship, I don't think its okay to just uploaded a modified mod with out the author's permission.

Also, Buttery you still alive?

I am, just haven't felt like working on this lately is all, busy with other stuff for the most part. I'll come back to it eventually but dunno when that will be. Also I don't entirely mind if people want to put out submods for things like that in the thread

11
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 16, 2017, 06:06:49 AM »
If I'm not mistaken, there's a hullmod called solar shielding which reduces cr reduction from solar rays. It also gives slight damage reduction from energy weapons. You should give it a look.

Ah, I'll take a lot at it then at some point, thanks for the info.

12
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 16, 2017, 04:09:58 AM »
Buttery, any thoughts on adding Nanolaminate Coating as a hullmod?

Was thinking about it, it'll be a bit tricky to figure out how it'll work, aside from at least having a boost against energy weapons. That'll prob just be it and maybe with a very slight defense boost against ballistics, dunno yet. It'll be a while for the next update when I have a good amount of time to really work on it.

13
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 13, 2017, 09:25:03 AM »
I was talking to a friend of mine about SS and this mod and showed some screenshots to him. I must say he is impressed but he pointed out that the ship itself seems to be a bit too lack luster. He mentioned that the ship should have 5 main cannons (four in the front and 1 in the back) instead of 3.

I went ahead and looked it up again and found this
Spoiler
[close]

Apparently, The Isaribi has 2 guns in the bottom of each side, still similar to the guns visible that are from birds eye view. Though, I'll be honest, that can be ignored since its not visible. Also, more guns means more flux build up and more ordinance issues.

Looking at this pic I remembered that the wikia page has the concept art for the ship:

Spoiler
[close]

Other than the size comparison with the ship and the ideal height of an MS, and the alternate colors, I noticed this particular illustration:

Spoiler
[close]

While it is impossible (as far as I know) to make a turret move back and fort without turning in SS, The guns can actually "turn" broadside, technically allowing the ship to shoot its main guns on the side. I quoted the word "turn" since it doesn't actually turn like a normal turret but it can turn 180 degrees left and right. Though we really haven't seen this being done in the anime.

To be honest. I have the mixed feeling of both love and hate on the guy who did the design to the Isaribi, The ship is filled with flaws for an "Armored Assault Ship", especially the lack of AA coverage and the odd rear gun placements (Why put a gun in such a low position where it can't be used even for broad side attacks?).

Setting that aside. Are there any plans to add more ships from the series? Like the Hotarubi and the Hammer head? or the pirates (Brewers) warship?

Yeah there isn't much to do with those two on the bottom, I mean I could just add hidden mounts but ultimately it would just be weird. The turrets on the front I might revisit at some point, but having them rotate would look completely off with the way I did them. I do plan to add some more ships in time, mainly just stick with the ones you listed.

The ships look quite small compared to the mobile suits, shouldn't they be bigger?

The size is pretty tricky to do due to the design of the ship, since the ai will have a hard time with the long end part, but I'll probably fiddle with it at some point.

14
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 11, 2017, 10:38:23 AM »

What do you mean?
The Isaribi's weapon mount positions. I heard you have a problem with the missile's placements.

Oh, it doesn't have anything to do with the mounts themselves its more so any weapon that has it set where the missile displays makes it so they just float there above or in front of the ship.

I find it odd that the Isaribi guns only spawn in Black markets. Not sure if its just my game or something else.


Also, still can't find Ryusei go. Anyone lucky enough to get their hands on it? I've only gotten my hands on Graze Custom, Shiden Custom, and the Graze Dainslief (on different saves though).

Well, prob just luck really since I've seen them pop up in the independent and hegemony markets. The Ryusei-go shows up but the customs are all set up to be pretty rare, the only one I've seen actually in the play tests I did was the ryusei, though I didn't go through long enough to see anything else.

15
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 08, 2017, 10:53:34 AM »
If it's anything I'm also getting the crash when I tried to restore one.

122351 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.getRestorationCost(Unknown Source)
   at com.fs.starfarer.coreui.refit.S.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

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