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Messages - hydremajor

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46
Suggestions / (Website) favorite topics
« on: September 01, 2022, 02:00:44 AM »
Kinda want a way to quickly check on my go to mods/topics

or is there a way to do that in the forum right now ?

47
Mods / Re: [0.95.1a] Vanilla Armatura 1.1
« on: August 28, 2022, 02:33:49 AM »
Any chance we'll get a UAF version at some point ?

48
Haven't played this yet
(mostly because I'm VERY apprehensive of what Nexerelin is supposed to do and nobody's been willing to give me a straight answer)

But I'm understanding the "story quest" part of this involves a bit of a rework at some point ?

Sooooo....what's the plan for now ?

If I had to guess right now I imagine the current progression is over-simplified and later on the whole thing will take more of a standard "Grass roots" progression where you first get involved with a few random soldiers here and there and as you build up your reputation higher ups start taking notice or your services are pointed out to them by their subordinates

> wich leads to first contact with theses peoples
> wich can in turn lead to more missions
> wich leads to even higher ranking officers noticing your merry band of murder-hobos

and the cycle just repeats itself all the way up the chain of command

I'm also guessing that rewards along this "mission tree" will not just include ships and credits but also potentially hand-crafted officers ?

now of course theses officers won't be absurdly high in the chain of command wich means they'll first come decently early on so the player can level 'em up and skill them how they want

but would some of them come with unique skills ?
I can imagine thoses being quite strong but they CANNOT be leveled up by the player and instead involves quests to improve

have I guessed ANYTHING right or am I completely wrong ?

49
Suggestions / Re: Thumper buff
« on: August 23, 2022, 11:45:27 PM »
Honestly I'd settle for a bit more ammo

give it more ammo so it can bruteforce some damage onto shields through sheer spam

However

Quote
I think the Thumper is supposed to be the 'bad pirate weapon'

I'm sorry but NO, that would be the Medium Assault Gun

50
as a side note, the Einhander P has the same "vanishing arm" problem with its medium energy mount, namely when attempting to mount a Ion Gatling thing....

51
Suggestions / Quality of life: refit screen "Slot list"
« on: August 07, 2022, 11:52:45 PM »
As the name suggests, a sort of drop down list of all the slots on a ships where one can click the name of the weapon and a line goes from the list TO the implied weapon

Slots can be "named" or tied to a group name
(for example a group named starboard, wich contains all starboard facing weapons)

Clicking the weapon's name again lets you change the weapon

and next to the weapons names you have numbers you can click to assign to a weapon group

this is mostly motivated for mods that try to have a bit more visual flair by having custom effects for their weapons (Arma Armatura's mech arms for example) or ships with the ever popular "invisible weapon" trick

52
So I used the "mod showcase" to mess around

Came upon the "VX Custom Class"

started messing around and noted that putting a ion cannon in the left slot causes the arm to despawn

went back to it today and messed around with other slots

Noticed a pattern, it appears the vanilla weapons with a "charge up" effect such as the Ion Cannon, IR Pulse laser and Railguns all cause this ?

Slotting in certain other weapons fixes it and respawns the arm

Further, the right arm has somthing similar going on where weapons with a "spinning barrel" animation cause the weapon to spawn on top of the mech and not have it use the arm to fire

Weird stuff

53
Had a case of a blue-ish mech's arm despawning after mounting a gun on the same side as the arm, that supposed to happen ?

54
Can someone share that front mission portrait pack ?
bonus points if there's a way to make only modded portraits show

55
Suggestions / Advanced mod options
« on: June 22, 2022, 11:37:20 AM »
basically a built in set of options to pick and choose what from a mod gets added or not

Though I imagine the whole thing would need a system of "Tags" to be implemented so the mod options can detect what counts as X or Y

the ideal thing would be the ability to cherry pick wich weapons/ships get activated...

56
Another random SWP has a few carriers and weapons, tried that ?

57
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: May 20, 2022, 11:25:36 AM »
Is nexerelin ABSOLUTELY NECESSARY or can I just run this without it and its just a little jank ?

58
Thats a lot of carriers

any plans for arma armatura stuff ?

like playable strike crafts ?

59
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

Do they have another mod running besides AA ?

could be the reason

60
General Discussion / Re: Palate Cleanser OR: What Now?
« on: April 08, 2022, 02:15:12 PM »
 Starpoint Gemini 2 ?

more of a star trekky vibe with the whole power grid management thing though

There's also the "Slizer Battle Management System"
a simplistic free RTS with various combat scenarios and units to work with, minimalistic graphics so do beware

in the vein of free games there's also Endless Sky, a free crowd-built game on steam that got more of a focus on the whole story-telling and RPG side of things though it DOES features ship customisation, mods and the possibility to make the biggest deathball of a fleet that world's ever seen

If you feel like having a more "zany" experience there's also the  SPAZ Games, stands for "Space Pirates And Zombies", its got that "zany" western "humor" that was popularised by stuff like borderlands but even if you despise that kinda stuff at least you can skip through it and should you do so, you can focus on combat and ship tinkering

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