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Messages - K-64

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1066
Modding / Re: I'm going to need names.
« on: April 05, 2012, 09:13:49 AM »
Naturally Selected

1067
Modding / Re: I'm going to need names.
« on: April 05, 2012, 08:52:03 AM »
Ol' Faithless
Dead Horse
Rusty Bucket

... or a good one from Schlock Mercenary: Serial Peacemaker ;D

1068
I was going by the ME 1 Sovereign weaponry, as can be seen at this part of the video.

1069
Got that chucked in, makes the mission a wee bit more difficult now

1070
Bug Reports & Support / Re: Dead ships and AI
« on: April 04, 2012, 08:09:02 AM »
It would be a great addition. Hell, it could even be tied to ship personalities with some captains wanting to completely destroy ships rather than simply disable them. Would be fantastic for the Reapers in the MassFarer mod :P

1071
Nah, I'm just musing with myself on things. While not-so subtly hinting at the need of pics :P

Don't really want to commit to getting the campaign in until I have a decent amount of assets for it

1072
The ETA is basically however long it takes me to find decent pics to use for the sprites of ships. If I can get a dreadnought and normal frigate for the Alliance, I may be able to get a simple Alliance-Cerberus thing going for the campaign setup ;)

1073
Not to nitpick, but in a way the shields do sort-of fit, not in the current sense though. I have them still in as kinetic barriers, though IIRC they're more the hull-hugging shields rather than the bubble-shields in Starfarer. I did debate with myself whether or not to have more armour instead, but settled for the shields, to have that regeneration factor of it. Also the more top-down render pics the better, I'm needing stuff for Cerberus fighters and gunships, geth transports and pretty much any dreadnought (Got the geth one, that's no worry).

As an additional query: Would folks rather the weapons be as they are, invisible source points at the barrels, or should I cut off parts of the ship to make that the "barrel" of the gun? Note that the likes of the Normandy will keep invisible weapons, since they're underslung

1074
Those sprites are bloody amazing. I especially like the alliance ones. One thing I have to say about them is that some seem to have thicker edges on them, any particular reason for that, or is it something to be tidied up?

1075
Really nice mod. I'd like to contribute with the sound for this (scripts and files), that's the only real thing missing.

Sounds are the only asset that I'm having real trouble finding/extracting. If you're offering help in that department, I'd gladly take the assistance :)

Would really love to have this in campaign. A reaper faction and a systems alliance faction. Maybe all of the races ;D ( I could help out with scripting the campaign)

For the campaign, I was hoping to have the reapers be less of a faction and more of a "menace" (to put it lightly) to everyone. As it stands, with the Sovereign class being powerful as it is, more than one would probably depopulate the campaign map too quickly. Though I haven't really thought of factions that much, I'll admit. Was thinking Systems Alliance and Geth though

1076
Suggestions / Re: Make .gif possible.
« on: April 04, 2012, 02:59:03 AM »
That would be pretty awesome to have actually, if you're also meaning stuff like animated ships, which reminds me, a Babylon 5 mod would be rather nice to have ;D

1077
Got a shiny new video up on the first post now as well now

1078
I am planning to have the ME3 Sovereign variant, as well as Harbinger, if I can find a decent reference pic of him. Also if I can find a good top-down view of the walkie ones in flight, I'm wanting to get one of them in too

EDIT: also, does anyone have any clue as to how big the freighters are compared to other ships?

1079
Good to see that the Sovereign class isn't underpowered ;D

Also, a quick question; is there a way to change the shuttle from the standard pod?

1080
Suggestions / Re: Flux Cannon
« on: April 03, 2012, 11:43:36 AM »
Though having overloads have a chance of doing some further damage to the ship would be an interesting touch

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