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.

Messages - K-64

Pages: 1 ... 71 72 [73] 74
1081
Hehe. I look forward to the results. Might be a few extra surprises for you to use in there as well, that I didn't put in a mission ;)

1082
Latest version is now available for download. Check first post. Balance is still an issue, but at least there's variety of things now

EDIT: How does a minimod sound, where instead of the spacecraft, it has the likes of gunships? It wouldn't cease development of the proper mod, just a wee side project I thought might be interesting.

1083
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 03, 2012, 07:37:37 AM »
I think balancing is the real work that's going to be annoying for me. That and figuring out how to get the weapons to feel like what you see in the Mass Effect games while still being enjoyable to play

1084
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 03, 2012, 05:57:55 AM »
Don't suppose you have top-down pictures of those ships, for easy spritification? :P

1085
Modding Resources / Re: Modding Tools & Resources
« on: April 02, 2012, 04:54:29 PM »
I er... you edited that in! ;D

Apologies for my incompetence. Thought I had read through everything here, shows what I know ;P

1086
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 02, 2012, 03:44:44 PM »
Well, because I'm such a nice guy, here's a teaser pic of what's been done for the next version, which should be released rather soon.


1087
Modding Resources / Re: Modding Tools & Resources
« on: April 02, 2012, 03:26:04 PM »
I don't suppose someone could say what a decent spreadsheet application would be for getting ship data and all that sorted out. I know that I have found using OpenOffice is like pulling teeth since it likes to chuck the formatting of everything to whack. It might also help other people that keep getting the "id" not found thing, as I believe that's the cause of the problem 9 times out of 10.

Admittedly, it's only really the wing data and weapon data that I'm having annoyances with now thanks to the ship editors that are out there

1088
Modding / Re: First ship, feedback wanted
« on: April 02, 2012, 02:43:16 PM »
If you have them all with variants and in the ship_data.csv file, then you should be able to just kludge them together into a copy of the example mission, where you just replace the ships there with your own ones. If that's what you're wanting.

...I may or may not have done that myself :P

1089
General Discussion / Re: [Q] Ground Combat
« on: April 02, 2012, 02:10:24 PM »
Magnets? What's wrong with your good old armour piercing hookshot? If you're going with the oldies but goodies, you may as well make them as brutal as possible :P

1090
General Discussion / Re: [Q] Ground Combat
« on: April 02, 2012, 01:37:24 PM »
Upgradecap, you've just reminded me of something that I would like to see: Harpoon launchers. Just to keep those blasted frigs within range of the fun weapons ;D

1091
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 02, 2012, 01:21:20 PM »
I'll possibly have to get back to you on that one, the renders so far aren't looking all that glaring from what I've played, it's mainly the placeholder weapons that are being funny.

I'll see about that though, not writing you out of things yet :P

1092
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 02, 2012, 01:10:26 PM »
What kind of artwork do you mean? I imagine a few of the weapons on the ships will have to be invisible, due to the underslung/generic high tech nature of them. I would like to have an extra set of hands on the team, but at the same time I would also like them to feel appreciated.

1093
Suggestions / Re: Flux Cannon
« on: April 02, 2012, 11:31:52 AM »
Yeah, it would be hella difficult to balance, but I can see potential with the rough idea in a support-role

1094
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 02, 2012, 10:29:18 AM »
Well, it seems that this weapon I'm trying to add is being more resistant than I would like it to be. Are there any real extra matters to take into consideration concerning them?

EDIT: Nevermind, turns out it was OpenOffice being an idiot to me

1095
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 02, 2012, 09:30:21 AM »
Are you trying to reduce my already too low productivity? :P

But in all seriousness, that does sound rather enticing

Pages: 1 ... 71 72 [73] 74