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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - BeanusMaximus

Pages: [1] 2 3 ... 18
1
Announcements / Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« on: February 14, 2012, 12:01:49 PM »
not random for me  :-\

all i get is a *** frig w/ 2 short range low ammo guns
18th relaunch and it's been this ship every time
LOL! That has just made my day haha xD I haven't tried it yet, downloaded it, just not installed it :P going to try it now though

2
Suggestions / Re: place to store surplus ships temporarily.
« on: February 14, 2012, 11:59:37 AM »
Hide em in santa's sack :D

3
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: February 11, 2012, 10:33:34 AM »
UNLIMITED POOOOWWWWWWAAAAAAAA!!!!!!!!!!

 ??? :P :D ;D
With "UNLIMITED POOOOWWWWWWAAAAAAAA!!!!!!!!!!" comes a huge electricity bill xD

4
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: February 11, 2012, 04:43:01 AM »
What? Tuesday? That is a strange day to release it, since it is valentines day.... So yeah, I'll leave it at that.  ;)  Guess I'll have to wait until the 15th anyway.

I have forseeeeeeeen it.  lawl.    ;)
You haz powweerrrzz xD

5
Modding / Re: Some weapon modding questions...
« on: February 06, 2012, 10:49:21 AM »
Is it possible to make...

An energy based, non-ammo 'flak' type weapon, or otherwise one that fires an exploding projectile?

Right, what Psiyon said - also take a look at flak.wpn.


Or a missile that targets other missiles?

Not at the moment - at least, not one that tracks them.
For the missile thing, couldn't you give the missiles like a ship ID? For example pretend that the missile is a very small frigate (which should hopefully allow the player to use the radar thing on it) and than fire the missiles as normal and they will track this target?

6
Suggestions / Re: Steam
« on: February 06, 2012, 10:41:05 AM »
I recall this being discussed before but I cannot find the posts about it. The basic jist of things was that Steam only does completed games so in the future it could be possible but for a long time going forward its going to be independant unless they join up with some of the more flexible digital platforms.
Putting the game on Steam would be good to boost sales when finished :P

7
Suggestions / Re: Black Ops ships
« on: February 06, 2012, 10:39:49 AM »
Zarcon and Beany can talk about just about anything in any thread of their chosing heh.

Anyway I like alot of the possibilities such ships would represent, In particular a marine boarding craft to my mind would fit quite well if boarding in game ever gets implemented. EMP is allready in the game so Beanies suggestion is a little redundent. How would you see your surgestions of surgical strikes and ECM/ECCM working in Starfarer?  For ECM would it try and scramble homing systems of cheaper missiles without advanced ECCM?
I blame Zarcon ;D *hides*
Anyways on topic.. EMP... wut? O.O *scratches head* since when lmfao? I didn't know it was already in game o.o As for the suggestion thread it does need spicing up/cleaning up lmao
The ECM idea sounds cool :D
Zarcon and Beany can talk about just about anything in any thread of their chosing heh.

Lol.   ;D

So, on topic, does this Black op concept have to be a particular ship or could these various functions be provided by hull mods instead?  I think I'd prefer the flexibility of expensive and rare hull mods providing these types of benefits, rather than a dedicated ship class/hull.  But maybe that was what you were originally suggesting, and I misunderstood.   :)

In particular I like your idea of Mine-laying capacity, that is a totally missing element of the game, which would I think be very fascinating to see in action, perhaps drastically reducing the effective mobility of larger and slower capital ships if properly deployed by. 

I envision a mine-laying device as a Small/Medium Missile weapon that would hold a large number of immobile or slightly mobile explosive charges that are dispersed into a field/pattern on being deployed/fired.
The mine-layer idea thing would be epic on this game because it's 2d *minesweeper... BEGIN!*

8
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: February 06, 2012, 10:34:51 AM »
Nooo! D: I want to be able to plan ahead.
Lmao, I'd be satisfied with the month it's going to be released xD

9
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: February 05, 2012, 10:02:10 AM »
and I *** up on the quote xD
Don't worry about it lol I've done that before too xD
But yes like Zarcon said, you can edit your posts if you wish :)

10
Suggestions / Re: Multiple Shield Generator Points?
« on: February 05, 2012, 10:01:01 AM »
One thing about Omni shields is that when you bring them up, they go up in the direction of the mouse pointer, as if you had aimed them. I have often used this in campaign mode to save my tiny frigate from oblivion.

What I will do is bring the shields down, then quickly bring them up behind me, if I see that I have a swarm of Pilum LRMs getting close.


Not all ships are equipped with Omni shields. However, there are hull mods that:
  • make your shields Omni shields, at the cost of reducing their arc width
  • increase your shield arc
  • make your shields go up faster
I'm liking the sound of those hull mods...

11
Modding / Re: Project MyMod
« on: February 05, 2012, 09:59:19 AM »



For the lulz. Figured you might be able to put it to use.
THAT LOOKS AWESOME! Could be some kind of super freighter :D

12
Modding / Re: how to start modding?
« on: February 05, 2012, 01:40:59 AM »
notepad

Notepad is one of the best things ever lmao
right what about changing the ship in the mission, how do i do this

Experimentation my friend, also trial and error :D just looked through the files for the one that's for the mission and change the ship ID (I think) xD

example:
api.addToFleet(FleetSide.ENEMY, "enforcer_Balanced", FleetMemberType.SHIP, false);
change to:
api.addToFleet(FleetSide.ENEMY, "falcon_Attack", FleetMemberType.SHIP, false);

just an example

That seems easy enough :) but when it comes to more complicated stuff then my mind burns lmao xD
I am learning C++ at the moment though ^.^
yes, it works perfectly im well on my way to creating a mod
Awesome :D

13
I think the best part is the execution. I know it's a very vague/general thing to say, but that's what it boils down to. I can't point to any single thing in the game and say "that's the best part!", instead the game is full of stuff that does what it's supposed to and together, contribute to making it awesome. No single thing is perfect, I don't agree with every design choice but they do form a very streamlined, slick game.

The worst part, I think, is the closeness of the maximum zoom level. I so wish it were possible to zoom out just a little bit more, even one or two more steps. I've been told it isn't happening and I can accept that, but that continues to be the thing about the game that I most wish could be changed.
Yeah zooming is quite a biatch, I'd like it to be slightly further for the bigger ships to help you see more around it. Someone could make a mod that changes this I guess :)
Best feature is the sound effects.

Worst is the tactical display user interface and control scheme.
The tactical display will likely be improved over time. I'm sure I've seen Alex mention something about this somewhere but not entire sure lol

14
Modding / Re: Project MyMod
« on: February 04, 2012, 10:48:26 AM »
yea i don't have to pay €175  ;D
If you're a student you can get it at a discount price? But that's only for the student version, the licence doesn't let you use it commercially  or anything like that o.o

15
Modding / Re: Project MyMod
« on: February 04, 2012, 10:36:43 AM »
yea kinda. my fathers company uses it and bought a copy for my pc...
That's somewhat a massive win lmao

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