Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - IIE16 Yoshi

Pages: 1 ... 34 35 [36] 37
526
Mods / Re: Ascendency (Alpha 2.1 Released)
« on: May 15, 2012, 12:54:15 PM »
Hm, strange. After downloading the mod, trying it, and crashing...then getting the version with no music and crashing with that too, I tried again with the normal version and it worked fine and I'm now having eargasms at all the custom SFX.

 ???

527
Announcements / Re: Starfarer 0.52.1a (Released) - Patch Notes
« on: May 15, 2012, 12:23:02 PM »
Obviously the vent gases are noxious. :)

Perhaps that could be turned into a thing

Ships getting caught in a another ship's venting will get burned by the (presumably) plasma being shed. Ships with better flux hurt more, due to being able to shed the plasma faster.

Pesky frigate overloading your battleship's shields? No matter, vent, and BURN HIS FACE OFF!

528
Mods / Re: Ascendency (Alpha 2.1 Released)
« on: May 15, 2012, 11:29:05 AM »
Mod crashes upon reaching the menu screen....Do I need to dig out that starfarer.log file from wherever it hides?

529
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: May 15, 2012, 11:23:37 AM »
Just how big is a 2m px .png file?

530
Modding / Re: Unable to edit FleetData after playing
« on: May 15, 2012, 11:22:38 AM »
Dragoons are a common sight in Pirate fleets. Long, fairly sleek ships. Usually armed with a bunch of cluster bomb bays, oddly. And a Guardian PD that lets it ruin fighters.

531
Mods / Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
« on: May 15, 2012, 11:16:28 AM »
Damn this Austupaio guy
He drives me to play TA.

532
Mods / Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
« on: May 14, 2012, 09:35:22 PM »
I'll clear my save out and get started.

Although, if the forward is meant to be a scout frigate, how fast is it gonna go? I have a feeling it'll be able to simply outrun enemy missiles.  :D


EDIT:



Combat speed of 600. Who actually NEEDS weapons when you move that fast?

DOUBLE EDIT:

Forward is quite nice, and indeed, it works very well for spotting due to it's insane speeds. The Shield Pulse seems redundant though, as all of the DSTech ships have an imposing amount of PD always at the ready because of the HELR lasers. And if the lasers for any reason, don't do the trick, nor do the Command's main two lasers, the missile arrays can fling enough missiles around to dispatch any fighters anyway. It's a pretty cool weapon though, maybe give it to the Forward? An insanely fast smartbombing frigate.  :D

533
Modding / Re: Unable to edit FleetData after playing
« on: May 14, 2012, 07:57:49 PM »
Hm. Using the DSTech mod at the moment... Take ALL the small HELR beams, and replace each and every one with a tachyon lance. (42 lances) Flux will be irrelevant, but the ship will be so lulzy. I'ma go see if I can do it.

EDIT:
It didn't work.
Didn't really expect it to, but it would've been funny. I have no idea how to go about editing this stuff.

534
Mods / Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
« on: May 14, 2012, 07:45:43 PM »
I want to know what that frigate sized ship in the WIP previews is. Looks like it could be a really big one-man fighter. Or a very small frigate.

535
Modding / Re: Unable to edit FleetData after playing
« on: May 14, 2012, 07:44:06 PM »
I had this happen in my save just now. Fiddled with save to clone a ship in my fleet. Only cloned once, but there were 3 invisible ships of the same type that I had to 'sell'. And now, after renaming the cloned ships, I can't fiddle with one of their loadouts. I wanted to be silly and put large weapons in all the slots.

536
Modding / Re: Submissions for project CAELUS
« on: May 14, 2012, 07:41:47 PM »
Err, the Princeton League and Legion ships are already being used in TimCorp.

Obviously, being Erick Doe's art, they're not exclusive to that, but using the same art in different mods and different ways just sounds messy.

Totally off-topic, but bro, I love your avatar. :3

537
Yeah, S.P.A.Z does it, I've seen a couple other games have such things too, usually small simple RTSs or tower defence games have such battles looping over and over. But, I can sit there for hours watching the little battles. Better yet, if they were made into screensavers, then I wouldn't even need to start up the game to watch them.

538
Modding / Re: A silly question...
« on: May 13, 2012, 07:28:19 PM »
I would love to fly a dedicated missile ship if I had slowly regenerating missiles. *obligatory block-out-the-sun comment here*

539
General Discussion / Re: Ships fighting in weird ways.
« on: May 13, 2012, 04:37:04 PM »
From the depiction, it looks like it's trying to retreat. Not retreat from the fight entirely, but just to get out of weapons range, burn off flux and get back into the fight. I see my ships do that a lot when left to search and destroy.

540
I honestly like it this way.  It's like looking into a time capsule. 

I like that aspect of it too, it's neat :)


But, I do need to get this fixed up at some point - mainly so that total-conversion-style mods aren't forced to load up all the vanilla ships because the hulls are used in the title screen - and so that those same mods can use their own hulls there.

That'd be kinda cool if the menu screen constantly played a small battle, with ships spawning in, fighting, and if destroyed, despawn a moment later, otherwise they fly to the other side of the screen and retreat.

Pages: 1 ... 34 35 [36] 37