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Messages - hydremajor

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31
Aight so I could've SWORN you'd mentionned documentation on how to use the mech framework of ArmaA in other mods, was I COMPLETELY wrong about that ?

Mentionned that in a modding thread : "The Dalcassian League of Associated Planets"

told the guy there was a whole framework with documentation that could be used to make more mech mods, did I imagine it ?

32
@WiC2021

Wait I thought ArmaA had a whole framework made available with documentation by the mod maker himself, did I misremember ?

33
@shoi

crazy thought about that "vanishing ship" thing but could it be triggered by something running out while the ship was docked ?

Clearly something happened on that ship while it was docked, the question would be "what could"...My personnal pick would be a ship system timing out....

34
Arma Armatura fighters are in fact fighter sized frigates. Most of them are, at least. That means that they have the size and mobility of a fighter, but the mechanics of a pilotable ship. So if your mech gets destroyed/disabled in combat, you can't spawn a new one and have to wait till the end of the battle to attempt to recover it. And just like a regular ship, you might very well not be able to that fighter back.
Wait so it's a fighter that cannot be respawned.
How are some of them so expensive

They are complete glass cannons

they hit absurdly hard and can really haul ass, plus their ability to fly "over" ships makes it so encirclement is basically a myth for them, plus they can "add" fighter wings to whatever carrier your fleet uses by being there in the same fleet

the two main downsides are as follows:

1: they are fragile and if they are unable to disengage its likely prolonged damage will disable them or even destroy them outright

2: most of them are built to behave in a certain role, the Aleste is a great pick for a interceptor, the valken is a nice enough and cheap all rounder option for getting started or for carrying out horde tactics

35
Mods / Re: [0.95.1a] FSF Military Corporation - EN Edition
« on: September 28, 2022, 06:38:09 AM »
So there's a chinese community for SS....

Who'd've thought ?

36
General Discussion / Re: Recommend me some fleshed out content mods
« on: September 28, 2022, 02:54:41 AM »
The very nature of mods for a game that is currently being develloped is that mods are ALWAYS being changed, tested and updated

Also please define "content" ?

If you want more ships then any odd factionmod out there would probably fit your bill

If you want stuff that adds QUESTS and QUESTLINES ? your choices are quite a bit more restrained on that front though I do seem to have heard the UAF has some quests

A personnal preferrence of mine is the Arma Armatura mod that adds flyable strike crafts as well as mech flavored strike crafts....

37
calling it now, game's final itteration will feature a story event where some sheer waste of air goes and "teaches" the Remnants the benefits of conquering the sector/lifts the restrictions they're under

And thus we get the typical mount'n'blade thing of the big bad invader coming to be a cheater more or less by magicking up an army thats physically impossible to achieve for the player

Now, only way I'd raise an eyebrow and find it interresting is if the PLAYER could start that chain of events and basically go on a power trip of a conquest spree

Sure it may not be challenging , but if you're in it for the "challenge" then don't side with cosmic horror-grade threat

and frankly to be done right it would have to involve thoses invading fleets to be able to just stroll right on up to a colony and snatch it with basically no fight if a Alpha Core happens to be managing it, just as middle finger to players who thought using Alpha Cores was just easy money, NOW it comes with EXTREME risk

Speaking of wich I'm also fully expecting some cosmic horror stuff showing up at some point...like suddenly up and saying hyperspace is actually the guts of some unfathomably gigantic creature or something and the gates were actively hurting it and thats why they've shut down or something...

38
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 27, 2022, 03:55:06 AM »
huh....

Found some diagrams for robotech's bigger ships and some of thoses have a resemblence with the larger ships in this mod

coincidence or was that intended ?

39
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 25, 2022, 12:51:26 AM »
you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.

Becareful of what you wish for.
Well, that's ominous.  :-\

methinks he probably already tried that and knows something we don't

40
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 21, 2022, 01:58:56 PM »
We have a water planet called Favonius. What if for every 2 months you can pretend you're salvaging in the waters for hidden treasures ( RNG on watcha get ) ? For a small fee of course. We have a canon reason to why there's ship wrecks everywhere after all.

Hmmm

What if there was multiple options of fees to pay ?

you can cheap out and greatly reduce the chance of getting something really nice

OR if you're really determined to get something specific, just fork over almost excessive amounts of cash on it to increase the chances of getting something nice, but it'd still be random...

41
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 21, 2022, 10:59:41 AM »
suggestion: if you wanna add peticularly spectacular things for loot how about archeology quests ?

maybe quests involving ships that were thought long gone or who had gone missing (think bermuda's triangle stuff)

maybe even a quest line that happens once you stumble on a chunk of one of the larger ships, and finding all the pieces rewards you with some blueprints...

42
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 21, 2022, 12:07:37 AM »
but then the "Its not your mod, let the guy do what he wants" defense is basically flawless

also the "if its such a big deal, do it yourself" defense is worth mentionning

but all gets trumped by the "I don't wanna" arguement

guy's literally making a passion project out here on HIS OWN TIME, WITH HIS OWN SKILLS and here all of you are pretending someone died and made you king....

43
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
« on: September 16, 2022, 02:02:03 AM »
I thought the whole "dev despising balance comments" from the video was just a joke but no there really do be guys out there trying to tell the guy MAKING THE MOD what "fun" actually is like ****ing nerds

44
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 13, 2022, 11:44:53 PM »
why is graphics lib a dependency? I think graphicslib is responsible for a memory leak in my game but I can't turn it off because it is a dependency for this mod.

Also, I'm willing to give a hand with the programing, or at least help with this linux file naming error if it hasn't been fixed already.

You can disable features of the lib and even the whole of it as I remember:

https://fractalsoftworks.com/forum/index.php?topic=10931

Wish I'd known that sooner

45
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 11, 2022, 12:51:45 AM »
Greetings

I humbly come before you to ask of a simple request, hopefully to be thought about and implemented. Could you please add some ArmaA mecha strikecraft for the mod? I think it would fit the lore and playstyle of the UAF

Do you mean to say you wanna see playable UAF strikecrafts ?

'cause if yes, then I'm pretty sure you're not alone in thinking that...

and it is true that the mod "Arma Armatura" features a framework for player operable strikecraft and multiple mods have been made to add the functionnality to other mods by third party modders

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