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Messages - Shield

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16
Modding / Re: energy weapons
« on: July 06, 2014, 01:39:25 AM »
To be fair, neutrino's weapons are fairly balanced. The faction is OP because the ships have extremely strong shields, high armor and  fast flux venting. Scratching one of these should make them pretty close to vanilla balance in my opinion. And maybe a less cheap CR deployement cost.

Now if you want a faction up to date, finished and balanced, i'd say Shadowyard is the One.

Dont forget Blackrock its pretty balanced as well. Slightly better than Vanilla I think though.

17
Modding / Modding Crew?
« on: July 06, 2014, 01:38:10 AM »
Is there anyway to edit the different types of crew for more CR? like elite to 100 percent etc..?

18
General Discussion / Re: Why is this Forum no War Zone?
« on: July 04, 2014, 10:01:03 AM »
this forum is quiet mainly because people on here are providing constructive criticism as opposed to just saying random and unrelated things, everyone here is giving great input and more forums need that as opposed to "nerf this cause I can't do that" or "THIS IS OP!!!"

And mainly I would like to think that the people here actually think before they post.

19
Discussions / Re: Contact Vector - space RTS (Kickstarter)
« on: June 27, 2014, 11:56:56 AM »
I played all 3 homeworlds too many times and probably will play few times more(H2 still looks just fine, just saying) but anyway, Gearbox is responsible for HD versions of H1 and H2 (for some reason apparently Cataclysm won't get HD remake, which is sad, it was very good, slightly different atmosphere) and that is not a company I'd like to give money to after what they did with Aliens: Colonial Marines.

Only 2 homeworlds...

20
Suggestions / Re: Refit screen refit... maybe?
« on: June 25, 2014, 11:59:01 PM »
um thought when you mouse over the ordnance bar in the refit screen it shows you that???

21
Ironweaver on a Onslaught is beautiful

22
Anyone else getting not responding when trying to load a game? I have made several new games and each time it does that, not sure what to say about that

23
Well at least you guys can download I keep getting failed to download as zip....sigh

24
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 11, 2014, 09:20:57 PM »
^ I'll take a look at it. It could simply be the fact that there are too many hullmods, a lot of those mods add custom ones.

I've been redesigning some ships/sprites and denoising them to remove visual clutter. The Revenant feels very good right now.

Spoiler



[close]

If I may ask how long have you been kitbashing/creating spaceships for games? Because honestly these are some of the best ship designs besides ones that are actually in games I have ever seen.

25
guess I will get around to seeing if anything is broken.

26
Suggestions / Re: 3D vision support?
« on: January 17, 2014, 11:08:24 AM »
I know this is rather old but it seems someone made a OpenGL to Direct3d for 3d vision to work not sure if it works with Starsector though

http://www.mtbs3d.com/phpbb/viewtopic.php?f=105&t=16310

27
General Discussion / Re: Feedback on CR and sector space and the forums
« on: January 17, 2014, 10:43:16 AM »
actually a CR slider is a fantastic idea, you should put that in the suggestions forum, that way new people can work their way into CR, and the hardcore can even take things further to test themselves.....BRILLIANT!

28
General Discussion / Re: Feedback on CR and sector space and the forums
« on: January 16, 2014, 12:59:03 PM »
I took all of Alex's ideas on CR and basically cut them in half, except how quickly you gain CR that is still normal, but this way it allows you to play more without waiting forever for CR to regen but you can still lose CR fairly quick though.

29
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 14, 2014, 10:02:42 PM »
Working on a graphical update to IFed as time permits.  Here are a couple comparisons between new and old sprites:



Can't wait to see the finished product

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