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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 - IIE16 Yoshi

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46
The Cutlass and the Scatter PD have been a part of the Junk Pirates' loadouts for some time, not sure why that would cause issues now. All of those hulls have been part of the Junk Pirates' fleets for some time, too. Only one I don't recognize is the Dugong, but I'll probably be able to go 'Oh, THAT one' if you pointed it out. I just don't recognize it by name.

47
Suggestions / Re: Maneuvering Jets
« on: August 11, 2012, 10:28:13 AM »
I like your maneuvering jets idea. If we are looking for a fresh system, maybe something like this:

AWESOME TURRETS (Somebody better at the scifi mumbo jumbo can come up with something better.)

Perhaps "Turret Overload"?
or "Turret Overclocking" "Overclocking targeting computer"

"Overclock"
Custom targeting scripts greatly enhance the capabilities of turreted weapons at the cost of *insert painful nerf here*

EDIT:
I have a Conquest in vanilla unmodded starfarer, and it can use it's maneuvering jets almost non-stop, unless the PD is firing as well, in which case, the flux starts to catch up with it.

48
Mods / Re: Ascendency (Beta 1 Coming Soon)
« on: August 11, 2012, 10:15:21 AM »
Yeah, that's how I imagined the Ceni to have their engines. A near-silvery colour. And I really like the white-out engine burn.

49
Mods / Re: [0.53a] Interstellar Federation v1.24
« on: August 11, 2012, 10:00:33 AM »
I get what you mean, the non-animated part almost seems like it's floating on top of the gun and is hiding the inner workings underneath.

50
Mods / Re: Ascendency (Beta 1 Coming Soon)
« on: August 11, 2012, 09:58:48 AM »
Perhaps that's why this mod is so much concentrated awesome. Alex is secretly making a game in a game under the guise of Psiyon.

51
Mods / Re: Ascendency (Beta 1 Coming Soon)
« on: August 11, 2012, 09:50:53 AM »
Ceni Six with orange engines? Hrm....I was expecting whitish engines, or green, just because of their color scheme....

52
Mods / Re: Ascendency (Beta 1 Coming Soon)
« on: August 11, 2012, 09:35:53 AM »
The old version, the pre-0.53a version broke, and the download links for that were removed. Psiyon says this version is pretty much ready to go, just waiting for the 0.53.1a patch, to fix some issues, and hopefully not break the mod again.

53
It might. But I really don't know, dude.

54
If you use Open Office and set it up like this, it'll decipher itself into much easier to read portions that look like this. Looking at the descriptions right now, I'm making the assumption that the first 'line' of description is a summary, for use in tooltips when you hover over it in-game. The second 'line' of text, can probably be as in-depth as you want, because you'll only see it if you read it up in the Codex. You should be able to add your extra descriptions to the bottom of the file.

Do note, these are all my assumptions, Alex, or a modder is probably a better person to ask. I just play the mods. (and break them occasionally)


EDIT:
*unrelated to above post*
Do IFed convoys ever deliver more Cains? I have one, and that's just the one that's found at the start of the game. Never seen a Nucleon Ram delivered to the IFed station either, however, the pirates appear to acquired quite a few.

55
Mods / Re: Antediluvians - Under Development - (Dev13.0)
« on: August 11, 2012, 09:16:40 AM »
The smaller ships are probably fine, I haven't grinded against enough fleets, and I haven't engaged the Antediluvians themselves. Mostly just the Ghost Fleet. Either I can't catch the Antediluvian fleet, or it's a 'Level 4' fleet with a metric ton of ships, relatively speaking. Against me and two destroyer sized gunships. Could probably do it if I changed out all the Autoguns on my ship for Maulers. I have enough of them lying around.

56
Mods / Re: Antediluvians - Under Development - (Dev13.0)
« on: August 11, 2012, 08:55:06 AM »
For the most part, Antediluvians never seem to pose a threat to ships I field in combat against them. I'm sure their numbers would make them lethal to smaller ships, but the Auria, which is my current flagship in Uz's Corvus, has an armour rating of around 1500~. It's gonna take a long, long time to work through that armour with frag weapons. The only threatening aspect is the ships with Solons, or Antediluvian torpedoes, which are miniscule and pretty difficult to hit, even for the hailstorm of shots put out by my ship's own Antediluvian guns.
I notice that the Antediluvians have no ship systems yet, and to be honest, I have no idea what would even work for the Antediluvians. Maybe Manuevering Jets, to let them bring their broadsides to bear, while still going at high speeds. Accel Ammo Feeder wouldn't work, they have machinegun-esque weaponry. Fast Missile Racks would only work on a couple dedicated torpedo boats. Phase systems...I don't really picture the Antediluvians with phase technology....Flares could be useful, their lack of shields means that they rely entirely on their agility or a hail of bullets to keep missiles under control.

57
I'd really love to see an experimental FTL railgun, capable of delivering blows hard enough to severly cripple any battleship, but use up so much flux space that the ship would have about 1-2 units of flux to spare.
Usable on only the largest ships ever available (no, not the current battleships :))

A heavily armoured, heavily shielded, unmaneuverable brick of a ship, perhaps? Just a flying boomstick. Using the variants and the 999OP tricks?

58
Suggestions / Re: No ship system should be finite.
« on: August 11, 2012, 07:38:26 AM »
Skimmers/teleporters are not using anything other than reactor power I think, so they would regen.

But if you say that flares should regen then why not ballistic weapons themselves? Or missiles? It makes sense for drones but not flares.

I think with something like flares, maybe the ability to 'reload' them. I.E, you can burn through the stack of flares you have after which the flares start to 'cool down' much like weapons do after firing. After this cooldown is complete, you can go crazy with the flares again. The idea of 'magazines' in ballistic weapons is something I'd very much like to see. While some energy weapons have the ability to constantly recharge new shots, a ballistic weapon would need to reload a new magazine. Hull mods or ship systems with the ability to reduce this 'cool down' could also be introduced.
But I did~.....

59
General Discussion / Re: ship systems
« on: August 11, 2012, 07:22:53 AM »
I have to agree that having fixed ship systems is better, but I would like a way to see what the heck a system does, ingame instead of having to read the patch notes

I'd like to see effects, charges, cooldown, restrictions and all that ingame.
To iterate on this, perhaps the ability to look at a ship in the shop, and run a simulation with it, fitted with whatever it's equivelent of the 'Balanced' fit is. Throw in a few randomly generated frigates for something to fight and test the ship against.

60
Suggestions / Re: No ship system should be finite.
« on: August 11, 2012, 07:19:33 AM »
I think with something like flares, maybe the ability to 'reload' them. I.E, you can burn through the stack of flares you have after which the flares start to 'cool down' much like weapons do after firing. After this cooldown is complete, you can go crazy with the flares again. The idea of 'magazines' in ballistic weapons is something I'd very much like to see. While some energy weapons have the ability to constantly recharge new shots, a ballistic weapon would need to reload a new magazine. Hull mods or ship systems with the ability to reduce this 'cool down' could also be introduced.

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