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Messages - caymon

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Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.
Hmm, would require some work to do it well, perhaps in the future.
(The idea I have is to add a button to the pirate/Pather base intel screen, bringing up the fleet request dialog with appropriate settings already set. That requires doing stuff to replace the game's pirate/Pather base code)

Maybe a planetary building? that automatically dispatches fleets to deal with them. Something with a high upkeep and AI cores or nano forges upgrade the quality of fleets sent out.

adds drain to player colonies profits in lue of annoyance at dealing with pirates/ludds.

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Modding / Re: [0.9.1a] CommunistClouds 0.1.1a
« on: February 07, 2020, 12:08:59 PM »
Thats super useful thanks!

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Modding / Re: [0.9.1a] CommunistClouds 0.1.1a
« on: February 06, 2020, 12:18:41 PM »
any tips on how to colorshift the sprites other than pixel by pixel with a magnifying glass?

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Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 21, 2020, 10:11:18 AM »
I couldn't think of a plausible way to terraform irradiated planets, not even with the exotic physics of the setting, but that may just be a failure of creativity on my part.

Irradiated planets are merely flooded with radiation on the surface, a solar radiation shield would protect the planet from continued radiation, and a focused cleanup would solve the problem.

think of it like a garden in the middle of a salt storm, if you put up canvas to block the wind and salt then remove the top layer filter out all the salt and return it you have a garden again.

heres an interesting bit from a how stuff works article:
Quote from: How stuff works
If you're like many people, you have all manner of antibacterial soaps and cleaners in your household. It's somewhat ironic, then, that scientists have found a way to use the infamous bacteria E. coli to scour the environment. By combining the bacteria with inositol phosphates -- an agricultural waste material -- scientists can first bind uranium to the phosphates and then harvest the uranium to remove it from the environment. As an added benefit, the process produces uranium almost as cheaply as traditional mining.

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Modding / Re: [0.9.1a] Halo - UNSC Pelican Troop Transport
« on: January 17, 2020, 01:00:16 PM »
Ship's cute! I reckon you could spin it with an upsized, more Starsector-fitting sprite and give it a regular modular weapons package. I'm not too hot on Halo content, but I'd be inclined to give a Pelican replica the Maneuvering Jets system instead of flares, to imply the vectoring engines on the ship. But up to you.

Does the maximum of 20 passengers come from canonical information on the Pelican? I'd be inclined to give it a toned-down GSP, maybe one that only increases the marine strength by a max of 20 or 30... +100 on a sub-frigate seems pretty powerful, though you do need to use it in conjunction with other troop transports to make it worthwhile I suppose.

Thanks for the feedback, I'll be honest I'm not an artist which is why i chose try my first go round with an existing sprite/concept. as for the stats, yeah the passanger size is cannonical

Quote
Capacity:
The main compartment of the Pelican (sometimes called the "Blood Tray")[14] has capacity for 15 people (10 sitting, 5 standing). Other variants have displayed the ability to hold considerably more as demonstrated. For example, the SPARTAN-II's were assigned a specialized Pelican, which was able to hold an entire team of twenty five, as well as fitting cutting gear to board a Covenant warship.
I split the difference

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Modding / Re: [0.9.1a] Halo - UNSC Pelican Troop Transport
« on: January 17, 2020, 09:42:47 AM »
low crew capacity which affects the ground support package

When i was reading the wiki on GSP it says each ship with the mod supports 100 marines, not just its max crew, is that not the case?

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Modding / [0.9.1a] Halo - UNSC Pelican Troop Transport
« on: January 15, 2020, 11:58:57 AM »
Sorry guys, no fancy logo or release template yet (maybe later if i keep this up) but i wanted to work on adding a ship to the game and thought i'd do the Pelican since I like halo, and a smaller ship with ground support was kinda missing from the early game.



Theres the stats
both guns are built in and the only slots for weapons.

more shots

[close]

Extra super thanks to poduke back in 2012 for posting the overhead render that i used for the sprites, he did the visual work, i just sized it down.

aaand lastly the zip

UNSC Pelican V1

Please be gentle on the feedback but please let me know any feedback you have.

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