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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 - Vensalir

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31
Love the mod so far, especially the void walker faction. It's a complete game changer, although I would have liked to maintain at least neutral standing with the independents.
The new soundtrack is also really cool, especially the combat one. Were you inspired by any game in particular ? I think I am hearing small bits of Human Revolution's soundtrack mixed in with some X3/X3TC in the general ambient one  ;)

Also, it's very very stable for a mod with so many features not present in the base game. Only crashed once so far.

Really great job  :)

32
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 05, 2014, 07:03:49 AM »
Well, you could have something like a "composite" ship plating with bone inlays, like in an ancient decorated box. For instance, the flank of the ship would be 3/4 standard plating and 1/4 bone plate inlays, maybe lined with bolts and metal connectors along the edges of the bone section. It would, in my opinion, look better than just to strap rock plates over standard ones and it's compatible with the idea of something that has either been cut and shaped (or grown) to fit into a particular slot, like over the vital areas of a ship.

33
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 05, 2014, 01:50:54 AM »
Semi-organic ships are a cool idea indeed ! It would complement well with the high-tech look of UIN ships and the green hulls of the XLE. Also, thanks for the tip about mouse strafing, I had absolutely no idea I could do that !

34
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 05, 2014, 12:47:55 AM »
I've been playing for a few days now and everything works quite well actually. Stability has improved greatly for me since the last release, haven't had a single crash in more than 10 hours of play.

I really like what you've done with the mod, especially planetary exploration. It complements very well with the rest of the game I think, and is a viable alternative to piracy or trading for the new player. I've also tried the new UIN Prototype (I always play UIN) and it's really powerful. The only complaint I have is that it's actually a bit difficult to use it's main gun due to it's rotation speed. It turns so quick you have to zoom in a lot to get accurate shots of the particle cannon, which is already not the easiest gun to use due to the slow speed of the projectiles. Most of the time, I end up spraying an arc in front of me instead of hammering the same point because of the violence of the turns.

Personally, I'd rather have a lower turn speed and a universal mount instead of an energy one for the main gun. UIN large energy guns area mainly short ranged, and being able to mount a railgun on the ship would enable it to play in a support role better. Or those really really neat dual 60pdr guns  ;D

Anyways, great mod as always, really enjoying it so far !

35
Mods / Re: Magician's mod (wip)
« on: November 26, 2013, 11:53:58 PM »
Those sprites look really really cool, especially the Cyclops : it sort of reminds me of the Golden Heart from the movie adaptation of "Hitchhiker's guide to the Galaxy"  :)

36
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 05:27:37 AM »
Last hotfix fixed everything for me, both the "special offers" crash and the join military bug (for UIN), great job !

37
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 02:01:59 AM »
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)

Also, a couple things for Okim :

In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.

Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.

Hope this helps :)

As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !

Short trading routes are intended. Mostly for the case when you got ruined by some random pirate popping out of nowhere and blasting your shuttle with precios cargo. A way where you can continue playing without the need to restart.

Look at the bottom of the log file in starsector-core folder after you get a null error. By 'more trading options' you mean 'browse special offers?".

Just to make sure - there was a hotfix yesterday that fixes some errors - did you get it?

Yes, sorry, I meant "More trading options" :)

I'll post the log results next time I get an error, but truly that's the only bug I've found so far, mod otherwise runs smoothly for me.

And yes, I was running the hotfix :)

38
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 04, 2013, 05:09:50 PM »
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)

Also, a couple things for Okim :

In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.

Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.

Hope this helps :)

As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !

39
Beautiful. I like the Flamberge in particular  :)

40
I have tried the campaign and I have to say it feels a bit empty. All of your ships are fun to play and balanced, not to mention the superb quality of the sprites. The soundtrack, both in and out of battle is great, and reminds me of EVE Online (While I'm on topic : Why hasn't anyone made an EVE mod yet ?).

I think UsC is so fun because it's extremely varied and there is lots of stuff happening, whereas the TuP campaign is a bit, again, empty. I think it needs a bit more dynamism, more factions, more random events. And it never hurts to have more ships and maybe even a few vanilla-friendly guns to play with   ;D

All in all, I think it's a great start, it only needs more content  :)


41
Mods / Re: Hiigaran Descendants v1.00
« on: June 27, 2013, 01:22:32 AM »
Love the look of your ships, they're very Homeworld-ish.

@Spardok: Dunno if it was the intention of the mod's author, but Higaraan ions were red in HW1  ;)

42
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: September 05, 2012, 03:24:48 PM »
Great job as always, the UIN ships integrate quite well I think, and the sprites are excellent ! As an added bonus, I can now own a Germany-class Cruiser called ISS-Rammstein  ;D

43
Mods / Re: Blackrock Drive Yards - First version release!
« on: August 30, 2012, 12:50:45 PM »
Just tried out your mod and.. Well, I'll just be blunt.

SO MUCH WIN !

Beautiful sprites, balanced ships and sniping frigates with the AM lance is pure pleasure. Excellent sound effects, too ! Can't wait to see more  ;D

44
Mods / Re: Blackrock Drive Yards
« on: August 20, 2012, 03:27:33 AM »
Those ships look great, can't wait to see the rest  :)

45
Suggestions / Re: Shipyards
« on: February 22, 2012, 09:25:07 AM »
Like it, especially the part about hunting down UACs to be able to order higher-tier vessels. Fits in well with the lore, too, I think.

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