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Messages - BreenBB

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31
Modding / Re: [0.95.1a-RC6] Trophy s-mods [0.7.1]
« on: June 20, 2022, 03:47:00 AM »
Hello, interesting how your mod chooses hullmods to build in? Its causes incompatibility with one my own minimod which people tested, its have one hullmod, which should not be built in at all and be player-only, its have no_built_in tag, and your mod seems to cause crashes when its adds my hullmod to NPC fleets.

32
Thats bad, I hope new versions of SS will allow to edit UI stuff too.

33
Speaking of editing skills, interesting, its possible to level up skill more than just to Elite version or this code is in obfuscated part of code and can't be edited? Or say differently, it is possible to port skill system from pre-095 version of the game? 091 one with three levels of each skill or 060 one with 10 levels of skill.

34
Modding / Re: [0.95.1a] S/WP Submod: OOPS! ALL VARIANTS (1.1.0)
« on: February 23, 2022, 07:37:23 AM »
Its cool to see what someone liked my sprites, speaking of implementation ideas, you can consider changes I made in personal edit, but I released them as sprites since I didn't made them as separate mod, I replaced built in Hammer Barrage on Luddic XIV Liberator with Composite slot, and swapped on XIV Vindicators Dedicated Targeting Core with ITU, it can be done via skin files.

35
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5k
« on: February 16, 2022, 03:52:17 AM »
Speaking of IEDs, they are non threatening to shielded ships at all, how about add them shield disruption when ship caught in explosion depending on IED size? Like Harbinger subsystem does? Its looks silly, when you take bounty to kill a pather, and he rams into your ship and destroy himself without inflicting any kind damage, and they often blow up their allies more than player ships.

36
Mods / Re: [0.95.1a] AdvancedGunneryControl 0.13.0
« on: February 05, 2022, 06:04:43 AM »
Intersting, its possible to add option to override ships aggressiveness for ships with AI cores? This will useful for using SWP Remnant Carrier things and Blade Breaker recoverable ships, since that "Fearless" makes them not retreat at all when they have maxed hard flux, I'd liked to have option to change their personality to aggressive or steady instead. That guy who updated automated commands refused to make Personality Override hullmods affect AI cores which counts as officers but you can't change their personality.

37
I really like how Sierra quest in general much more improved than in Arsenal Expansion from 091, the ships itself more useful, and they are less guarded too, which makes them viable, because in 091 it was guarded as I recall with fleet consisting of several Radiants and such, and at stage when you can beat all of that you simply don't need some unique cruiser considering what it was considerably much weaker than the new one.

Also only thing, that reinforcement ability seems remains not reliable though, they seems not always enter the battle, I didn't used it much, but when I used they never entered the battle, I'm not sure why, maybe they need more radius when they can join battle, or they simply not enter on player-initiated combat, last one I was playing on Mayasura start, and Hegemony send invasion team, I attacked them but there was no reinforcement from that drone fleet.

38
Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: January 30, 2022, 04:39:32 AM »
Speaking of Player Special Task Group fleets, interesting its possible to make Fleet Skill selection menu scalable? With my Skill Edit mod which have extra skills you can't select skills which at bottom of UI.

Also its seems get almost destroyed pretty quick, by small remnant fleet with one capital ship, but this fleet should destroy it without much effort since of having S-Mods and so on, I guess its problem because these battles auto calculated, and if I recall only fleet points matter much in battles where player doesn't take action, maybe its good idea make fleet points multiply when ships have SMods and installed dangerous weaponry?

Also another idea for cool option, when Player Strike Fleet gets into battle, instead of auto-resolve make game enter into combat mode, where you control you strike group.

39
Suggestions / Re: Nerf Quantum Disruptor
« on: January 24, 2022, 10:57:21 PM »
Phase ships already nerfed, with that slowdown, and that what they now require alot of skills to be at least usable, why nerf them more?

And to be honest phase ships should be "unfair", compared to shielded ships they cant avoid damage and attack at same time, and compared to shields their defense builds passive hard-flux, and with that speed nerf, they lost their main advantage, the speed.

40
Modding / Re: Will pay for a new hullmod
« on: January 24, 2022, 08:02:08 AM »
Well, its sounds easy. You can write a PM.

41
Quite cool Cabal-like enemy faction, which like Cabals try to rob you, and if you refuse they attack, funny enough this makes them and Cabal look more like pirate faction more than pirates itself, which if amusing considering their "police" appearance, and quite interesting visual style, good as any King Alfonzo mod.

Although they have one annoying thing, they can just annihilate your reputation with Independents if they decided to rob you near independent planet or fleet, since they are friends with Indies, they aid them in battle against you, and game counts that like you just attacked Independents, its not that bad when you have transponder off, you get -5 rep with indies, but if you was unlucky to have turned on transponder, Indies become immediately hostile, rep goes straight to -50 hostile. Which is strange, because you got ruined relationship with Independents for just defending yourself from piracy action.

As for suggestion to fix this, I think is good fix for this is just make Independents not join GMDA fleets against player.

42
Personally I think abandoned stations aren't important enough to clutter up the start settings GUI, or even the settings files, with. At least nobody has asked for it before.

When outposts was bugged and didn't allow Remnant ships to be stashed they was definitely useful until you get own colony. Still, outposts costs money, so stations can still be useful, speaking of generation, I think maybe its good idea make them configurable in settings file, at least their quantity needs to be three or more, not less, since alot of people, myself included didn't even know what they are spawned at all in random sector.

43
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: January 20, 2022, 02:11:11 PM »
That is a ridiculously huge undertaking, and a significant drain of Vram.

This can be said for this normal map feature, also requires effort of making normal maps for every ship too and uses vram too. Main advantage of mask method though, its what I think it will definitely consume less vram and time rather than making different colored ships as .skin. and making like ten of different colored Eagles for example.

Well it was just a suggestion, in case if something new is planned, and speaking of creating masks for every unit, it also not necessary it could be optional option for a modders, since yes, it will take time.

44
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: January 20, 2022, 01:21:38 PM »
Many games have their weapons/vehicles paintable via masks, and its looks good, and if possible to implement normal maps and lighting effects with custom masks, this one is definitely possible, just overlay colors or make hue shifts. Speaking of scope and relevance, its same visual thing like normal maps and other graphic features. Just interesting why people against it, its much more noticeable and rather than normal maps ingame.


45
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: January 20, 2022, 08:58:59 AM »
Interesting, new graphic features are planned? I think good one is ability to repaint ships, like many games have ability to paint weapons/vehicles via color overlay and hue shifts, using black and white masks to determine parts of textures which doesn't need to be painted. I think its neat and more noticeable feature that normal maps. The idea is make faction ships to have same color scheme without actually making alot of .skin files of same ships, and make player faction look more uniform for example, less like different colored mess.

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