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Messages - ShadowFox

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1
Modding / Re: [0.96a] Star Wars 2020 v0.9.10a
« on: May 17, 2023, 01:52:52 PM »
The firing arc on the Dreadnaught was not an issue. It was the range. Those particular weapons I feel should be able to hit anything visible on the screen as far as the range goes.  Due to the charge up and speed of the shot, actually nailing a target at that range will be tricky, as it should be. But I feel you should POTENTIALLY be able to hit anything you can see with those guns. Regarding the other capital-class ships: a range improvement will offset the speed for sure. for anything in the size class of Star Destroyer and above, personally I would prefer to see the main guns be able to hit within half of the visible screen. After all, the main battery of an ISD was supposed to be able to hit a planet from orbit.

Sorry for the delay in replying. I was over the road this past week. Im a truck driver so my free-time is sometimes sporadic.

2
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.10a
« on: May 11, 2023, 03:56:28 PM »
@BeyondTheHorizon

I played around a bit in the variant editor to test your ships. I have to say....in all honesty? I have a few things to mention.

the positives:
1: Ship models look good. Good integration of weapons on the sprites.
2: Shield system is a MASSIVE improvement over what I was working with years ago when I was attempting to build this mod
3: Weapons are comprehensive and very well done.
4: Love the way you did fighters. Very good application within the limits of the game.

Now my critiques (WARNING!!! STRICTLY my opinion):
1: Weapon range is FAR too short. The main battery of a MkII ISD should at least match the firing range of an Onslaught. I found it utterly impossible to fight any vanilla ship. the ISD was losing against an Onslaught due to being unable to actually hit the thing.
2: Thrust seems to be a small issue on larger ships. All the SSD variants I tested were pointless. Lack of forward thrust combined with the limited weapon range meant that EVERY ship was able to stay out of range yet still damage me.
3: Scale is a bit wonky? Granted I understand that there are limitations that must be dealt with due to the game engine and physical screen space. I just felt the SSD and other dreadnaught-class ships were not massive enough compared to the more typical line ships. This is a minor point that is more question than critique.

Overall I am impressed with your work. It just doesn't quite have the right feel to me. I am working on trying to test your ships vs themselves for more complete data comparison, but currently the lack of range on the weapons and having a MkII ISD fall on its face VS an Onslaught strikes me as a major design flaw.


Update after some testing:
When the "Long Range Heavy Turbolasers" of the First Order Dreadnaught are unable to hit ANY ship because they can all fly backwards and out of firing range? Maybe a little tweaking might be needed.

3
Modding / Re: Return of the Star Wars mod?
« on: January 08, 2020, 04:28:06 AM »
Finally got all the old files organized so I can start rebuilding. I have some free time finally. Taking a couple weeks off from work due to the impending birth of my daughter, so until that even happens, I have time to actually work on the mod in depth. Hopefully an alpha version will be available by the end of the week.

4
Modding / Re: Return of the Star Wars mod?
« on: December 24, 2019, 06:11:44 PM »
For anyone wishing to assist or add to this project, please visit my Discord

5
Modding / Re: Return of the Star Wars mod?
« on: December 24, 2019, 11:10:33 AM »
Update #1:

I have found all my floating copies of the mod in its previous state. including a couple unreleased versions. So I have a starting point. The hardest decision will be deciding if I am going to resize and balance for vanilla, or say the hell with it and keep my giant sprites and insane weapons numbers. *Sigh* so much to do

6
Modding / Return of the Star Wars mod?
« on: December 09, 2019, 06:49:57 PM »
After a very long vacation from this game, (and many updates later) I have finally recovered my License info and was able to reinstall the game. I have started to dust off the previous version of the Star Wars mod, and will begin examining the files and testing what I need to correct to enable the ships and weapons to function within the current version of the game. I may not be able to do much more than simply get the ships themselves functional, and leave it to someone else to integrate them into the game as a faction or even make this a total conversion.

My time is limited, between my new career and schedule, and the impending birth of my second child in about a month. A daughter, if anyone needs to know haha. Either way, i will be working on this, even though it may be a while before anything is released for use. Idea, comments, etc. are very welcome, and I will be reaching out for assistance with coding at some point, as I was never happy with the shield mechanics. (thanks to LazyWizard, a wonky but workable plugin was created to try and address that issue in a previous version)

Please do not pester me with ETA requests, as I have none to offer. I will post a minimum of weekly updates here as I slowly revive this very ambitious project.

7
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: September 21, 2016, 10:41:31 PM »
Possibly. I have a lot of work ahead of me, and my responsibilities (a.k.a. being a Dad) take priority.

8
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: September 19, 2016, 10:32:13 AM »
Funny part is I actually HAD the Republic Cruisers (a.k.a. Venator Class) completed and in the old version of the mod. It was never implemented, but all the files were there. Finally found some good images to use for the CIS Frigate, Lucrehulk (Core and Complete), and the CIS Providence class. Also have good sprites (after some edits) for all of the Clone Wars Era fighter craft (Tri Droid Fighter, Hyena Bomber, Vulture Droid, ARC-170, Y-wing first gen, and 2 variants of the Jedi Starfighter. I forget the designations but I got em)

9
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: September 18, 2016, 02:54:03 PM »
Well, once again I am dusting off the archives. I have no idea if I can take my old work and make it function in the current version of Starsector, but I am damn well going to try. Even if I have to start over, I will be working on bringing this Mod back to life once again.

Current plan: Get existing ships to at least WORK in current release.

There will be 3 distinct versions of this mod (assuming I can). One will feature content and Lore (in theory) revolving around The Rebellion/New Republic Era (featuring Imperial Tech). The second will be Clone Wars specific (very fond of that timeline) and the Final Version will feature the Yuuzhan Vong. Eventually I will figure out how to merge all 3 into a playable setup. As of this moment I do NOT plan on using ANYTHING from the Force Awakens. I will be taking all my tech and lore from the first 6 movies, The Clone Wars TV show and the books that I have read in the Expanded Universe.

It will be some time before any kind of release is ready. I will be working around my job schedule and my family. My 8 month old son takes a lot of my time.

But the important thing is that I am back, and this project shall be reborn.


Our actions define our legacy.

10
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: June 16, 2014, 11:58:40 AM »
Current release is for 0.54a. Working on a 0.62a update

11
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: June 02, 2014, 06:17:50 PM »
So with everything thats been going on I have yet to really be able to revitalize this project. I have obligations in another game i play that has been limiting me. However. i am dusting off the MOD and will slowly begin the work of updating it to function with the latest update. I can make no promise on how long it will be before a new release is posted. My main dilema starts with the shield plugin. If that has not been updated yet, then i will have to start from scratch on everything

12
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: February 25, 2014, 10:01:05 PM »
That shouldn't be a problem.

13
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: February 24, 2014, 10:15:00 PM »
Greetings to all. I have returned to begin the project anew. With the changes made to the game, I am not 100% sure where I will have to start on this mod. I had to build a new computer, so I have to reinstall all my tools and such. Give me a couple weeks and I SHOULD have at least a workable release out. No promises but I'll give it my best. Also email is the best way to reach me.

14
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: August 06, 2013, 12:17:59 PM »
BTW I can always be found on Skype, user name is nexusvmp

15
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: August 06, 2013, 12:10:48 PM »
items addressed in v2.2:

-Ship Scale

-Combat Balancing

-Faction Fleet Size

-Starting Ships

Coming in 2.5:

-Starting Skills

-Hegemony removed and replaced with SW ships

-Customization of weapon layouts on certain ships
       **Some weapons will NOT be interchangeable

-Custom Planet Graphics

-More ship systems

-Customized Corvus Layout based on SW Universe

-Re-worked Hull Mods

-Custom Portraits

-Custom Skill Descriptions (possibly custom skills as well)

-Weapons and ships properly delivered to appropriate stations

-more stations!

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