Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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.

Topics - hydremajor

Pages: 1 ... 3 4 [5] 6 7
61
Bug Reports & Support / Some ships overly arrogant....
« on: August 21, 2012, 12:15:32 AM »
Sometimes happens that some ships think of themselves as "too good" or "too bad" to just capture map points

I'm referring to DSTech mod's ships here where I give a capture order and none of the *** move to actually do it

And giving assault order doesn't solve the problem because they just go in and out of the capture zone again and again...

62
Suggestions / A silly idea to buff HILs
« on: August 20, 2012, 11:15:54 AM »
Make it so that its an actual homing laser !

Like a continuous fire beam weapon whom's beam stretches left and right, the weapon itself wouldn't be capable of moving all but the beam fired would stretch to extreme levels so that it can be used as a PD weapon

Sides: I'm kinda dissapointed in how there's no form of homing lasers that actually look like lasers and not little sparkly blue missiles...

63
Bug Reports & Support / Super front shield...
« on: August 17, 2012, 04:50:10 AM »
So yeah...

lets say you mod a onslaught

put a omni shield generator hullmod

after that you can put on the front shield generator

then remove Omni shield generator

And BOOM you get a super mega shield of DOOOOOM

In case of you wondering what this does



Ballistic paragon much ?

64
Suggestions / More switchables in the options tab
« on: August 15, 2012, 12:11:45 PM »
Like toggle accidents and whatnots...Right now all we got is 50% damage off thingy, its fine and all but it'd be nice to have more toggelables...

65
Bug Reports & Support / Lock on U.I. spazzing out
« on: August 15, 2012, 11:50:21 AM »
So I was playing with both DSTech and Weapons pack on
(yes both of thoses are compatible somehow)
And when I went a gone against a certain ship wich had loads of weapons I noticed the lockon U.I. (thing that shows Weapons, Hull Flux and other things) started going off-screen when my mouse was hovering on the wrong spot, don't ask me WHAT makes a "wrong spot" cuz I dunno that, what I DO know was that the ship I locked on had LOADS of different weapons/weapon groups hence the damn U.I. taking up half the screen...

66
Suggestions / About hull based weapons...
« on: August 14, 2012, 05:11:15 AM »
SO yeah a LOT of peoples have been tackling the ways of introducing weapons built in directly into the hull of ships and after playing a bit of Warzone 2100 (great freeware RTS btw) I think I figured out a way for this to work


The idea is actually fairly simple

The thing would be that the ship would have its built in weapon come in under the form of a simple "bullet emitter" coding wise that would be directly attached to the ship's sprite, pretty simple sounding, but I don't know how well it'll fare in actual practice...

Anywho that where I had an interresting idea

The hull based weapon would come in with no targetting systems

Simply because the weapon being directly stuck to the ship sprite it will be absolutely incapable of rotating otherwise you'd just use a freaking hardpoint

but here's the deal, thoses weapons would feature a special turret slot wich would have for sole role to field the targetting systems of thoses built in weapons, see it as a target painter

The ship itself will be capable of fielding thoses targetting devices to use the built in weapon in direct combat allowing the weapon to be fired automatically when a target get within its range

but its not all you could do !

you could use one of thoses target painter to tag a target far beyond the weaponship's sight for long range fire support hence giving a point in fielding frigates in late game fights as tag units

now everyone automatically thinks "HURR BUILT IN CANNONS DURR" but weaponships could also be built with massive missile racks all over like a Atlas modified to sport as many missile weapons its engine can hold spurting out enough missiles to overload a Capship's shield with enough time given, or a Paragon modified to feature a gigantic long range EMP weapon that could from across the map to disable entire ships unaware of the tag put on them...

My point is: we'd get a third type of fleet fieldable by peoples and it would be space artillery...

67
Suggestions / Sprite cycling
« on: August 13, 2012, 08:40:48 AM »
As the name implies, I'd like to see ships with sprites cycling over time or with animations upon use of certain actions

Ways this could be used ?

:Having the ship open up to vent flux or deploy its venting shafts

:Having a ship deploy its flight deck to let fighters land and take off

:Having the ship deploy its maneuvering jets upon activation

:Have the ship's sprite just cycle at all times

:Have the ship's sprite react to its movements (sprites for going left and sprites for going right....you get the idea)

I would learn how to and make a mod but if I can't do any of the above its going to look horrible...

68
Bug Reports & Support / Flare launcher in the shop as a weapon....WTF ?
« on: August 11, 2012, 02:33:21 AM »
So yeah I was fooling around in the pirate airspace and went to the station to see what weapons they had and there I see

69
Suggestions / Ally A.I. not fully using loadout weapons
« on: August 08, 2012, 01:40:45 AM »
Tends to happen some ships just use their longest range weapon wich does make sense until the bloody thing only uses ONE medium and not the six other smalls its supposed to use WHILE using the medium...

70
Bug Reports & Support / Buffalo Mk 2 A.I. ?
« on: August 07, 2012, 04:52:46 AM »
Whenever I get somewhat close to a Buffalo Mk 2 it has a tendency of going insane and fire off all of his salamanders at once ?

Is that supposed to happen ?

71
Suggestions / Gunning Decks (hull)
« on: July 15, 2012, 02:49:58 AM »
Pretty simple idea

Having ships doted with entire parts of the hull that would rotate

What would be the point ?

To have multiple guns capable of rotating as one

See it as a super-heavy turret emplacement built directly into the Ship's hull with the capacity of wielding multiple guns at once

Downside: The gunning deck is only issued with HARDPOINTS completely negating the speed of rotation of the weapon and thus making to weapons forced to rely on the rotation speed of the deck itself

Advantage: thoses decks although very slow at turning are doted with multiple guns allowing it to unleash a dense wall of projectiles

It also allows to mix both the "Linked" and "alternating" firing solutions

72
Pretty much as the name implies

Have the ability to make weapons capable of creating a gravity wells wich would pull in nearby ships and missiles and/or damage affected targets over time, could also be used for a sort of "heal area" later useable by resupply ships

Concerning scripted encounters:

The idea would be to have certain fight/events be scripted during fights, mid-fight story events you could call em

73
General Discussion / SPAMbot attacks
« on: June 26, 2012, 09:48:40 PM »
It would appear the forum is target of some spambots trying to advertise their crap desperately

I just want this to be a simple note to warn new peoples and un-aware users of the forum that if you DO find a topic that makes little sense or just none at all, please report it immidiately to the forum admins for actions to be taken, hence preventing the forum to be filled with SPAMbot trash/spam

Thank you and have a nice day...

74
Modding / fiddled Conquest
« on: June 08, 2012, 08:49:06 AM »
Touched up the conquest

Basically trying to give it the buff it needs

somewhat simplistic but I'm only trying things out

http://www.mediafire.com/?a0kb0rr51lkmctv

Download only contains the ship's files so make sure to back up your original Conquest.ship and Ship_data.CSV file before applying it

75
Suggestions / Needin' help
« on: June 06, 2012, 12:19:33 AM »
Wanna change the front Large mount of the conquest to universals, how do I do that ?

Pages: 1 ... 3 4 [5] 6 7