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Messages - Hyph_K31

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16
Suggestions / Scrollable Mission Texts
« on: September 12, 2014, 07:58:57 AM »
This is a very simple suggestion and probably ought to be in last place on the priority list, but should also be very easy to implement.

The thread title more or lest explains everything, so the question is why? For purely selfish reasons! >:D Missions are not really supposed to be walls of texts in the briefing, and I suppose most briefings are... brief as opposed to long winded stories. However, I'm going to ask for the sake of such long winded and thoroughly mod-bound mission descriptions that mission briefings be given the capacity to scroll their main texts.

Spoiler
[close]

This is by no means an important suggestion, but feel free to be compelled by hyphnotoad
All glory to the Hypnotoad

17
It isn't... common practice to undertake illegal activities just because no-one cares. If you can't obtain permission from the creator to use their work for whatever reason, you assume you may not use it. Simple as that, at least as far as I'm concerned. The fact remains that the sprite is an original work, and although the creator may be perfectly alright with its reuse, you simply cannot know for sure. And to be frank, if it turns out he really doesn't want you to use it and a massive stink come about as a result, that'd just be awkward for everybody.

On that note, I'm digging up this sprite from the previous page for use in my mod;

Spoiler
[close]

The Kitbash of my Kitbash is now going to be put into service with my other Kitbashes >:D

18
Suggestions / Re: Show weapon origin
« on: September 11, 2014, 02:46:34 PM »
And beyond their description and placement, athletic style is also a good indicator for which faction they belong to: an Exigency weapon looks nothing like a BRDY weapon, or a SCY weapon.

I think you meant aesthetic, but well said. The style of the weapon usually gives away what modded faction it belongs to. Then again, for non-faction mods it may be more difficult - especially with well kitbashed weapons. But then, why would you want to know where it comes from, as such mods are usually made to blend in with vanilla.

....

TYPOS WE MEET AGAIN. for the 156th time today. I have to wonder if there are any athletic weapons out there.
Spoiler
[close]

I'd have to agree in spite of myself. It might be nice if in the codex it were possible to selectively filter mods out/in. Not at all necessary, but useful if you want to quickly view a whole faction form the codex. Mind you, most mod threads provide you with images of both ships and weapons.

19
Mods / Re: [0.6.2a] The Gedune - v1.7.2 - Hotfix
« on: September 11, 2014, 09:42:09 AM »
Hey there!

I took the time to update the files Exerelin uses to incorporate this mod, download link is here with instructions enclosed in the README.txt

I've not tested to see if this works as I don't quite have enough time on hand, so if I've made any mistakes please report them here! :D

Hyph, OUT.

20
Suggestions / Re: Show weapon origin
« on: September 11, 2014, 04:49:52 AM »
I think this is largely unnecessary; the reason being that modded factions use their own weapons - all you have to do is fight with or against their ships in order to find out what weapons they use. It's not exactly difficult to remember, and to be honest you don't really need to remember which faction a given weapon comes from.

And beyond their description and placement, athletic style is also a good indicator for which faction they belong to: an Exigency weapon looks nothing like a BRDY weapon, or a SCY weapon.

In short, a think an identifier field is useless and unneeded.

21
Discussions / Re: Rate the above posters Song/Music!
« on: September 09, 2014, 02:32:34 PM »
8/10 Nice! Reminds me a little but of Pretty Lights; Bonus Music

Now for some local music

22
Mods / Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
« on: September 09, 2014, 01:50:44 PM »
May I say, Dang, that's a lot of guns...



Kirk, approves?

23
The Glorious Gedune Empire

To cut a long story extremely short, the Gedune are a race of xenophobic mutants bent on the complete annihilation of the species Homo Sapiens.

And to lengthen that slightly;

The Gedune are not known to form any kind of alliance or truce which any other star faring race, at best they'll fire warning shots, or scan your cargo and then massacre your fleet. The only known occurrence of 'friendly' Gedune is a group simply known as the Exiles, who are actually willing to not kill humans on sight; a view for which Gedui persecuted them. Their story rather more complex, and they have had a profound influence on the present Gedune 'society'.

As such, the Gedune are universally hostile, and only very rarely neutral towards other factions. They are usually a rather reclusive race, preferring to live around lonely white dwarf stars, but are driven to the extremes of violence by their supreme hatred of humanity. Any ship that enters their star systems are destroyed without question, if it isn't Gedune, it isn't welcome or even permitted to leave intact; the Gedune will actively hunt down and execute intruders well beyond the bounds of the system.

The former relentless growth of their Empire, fuelled by their need to eradicate all that is human was stunted and essentially reversed with catastrophic events that coincided with the collapse; robbing them of the many things that once made them a great and feared people.

The remains of the proud Gedune Empire has been reduced to mere piracy, in the vain and futile hope of rebuilding what they'd lost.

Few are aware, the Gedune are a human machination.

(Faction specific details might be edited in later)

24
Mods / Re: [0.6.2a] The Gedune - v1.7.2 - Hotfix
« on: September 03, 2014, 12:28:50 PM »
Hotfix, silly mistakes.

Edit;

Also, Reithe missiles have some new fancy, go look see.

25
Mods / Re: [0.6.2a] The Gedune - v1.7.1
« on: September 03, 2014, 12:17:53 PM »
Another minor update, and time for a recap for those who didn't catch the last few versions changes.

In this update, this happened;

Spoiler
Quote
Version 1.7.1
   - Added and removed Tartiflettes Vibrating beam effect to Capacitor Pulse Beams, the java remains for possible later use.
   - Added new mission "Birth" expect more to come!
   - Various tinkerings
   - Completely changed variant IDs to a better system. I can now acutally remeber each variant accurately... Which is a plus.
[close]

And things to look out for in general; The Dahkan has for the past few versions had a new ship system that essentially allows it to eat CR in return for a general increase in combat ability. Great for short fights, not so great for long ones - it is entirely possible for a Dahkan to completely use up its CR and actually die by the hands (Hooves?) of a Buffalo. You'll get the generic CR warning as soon as a Dahkan in your fleet uses its system. The AI is dumb for this system, so keep an eye on them if you don't want to have a supply guzzling monster on your hands. On the other hand, watch out for enemy volleys of blaster bolts.

The Dahkan also switched out its Disruptor array for a Spinal Capcitor Pulse laser a few updates ago, this thing hurts. Especially if its system is active! Insta death for most unshielded frigates.

I've added a few Exile ships this last update, which you can currently only find and play in the Gedune testing mission - they're fun, but also slightly OP... Especially the Kitsune MKII. They'll be fixed asap.

A bunch of other things, I'm horribly lazy you know.

For a few mods, the Gedune will spawn raiding outposts and will send convoys to and from Gedui. The convoys to Gedui are case sensitive, a Convoy from Anar will be laden with lovely SHI stuff. As yet I've not added this functionality for most other mods. Only Exi, Citadel and SHI are included at the moment.

As a parting remark;

EAT PLASMA, HUMANS!

26
Mods / Re: [0.6.2a] The Gedune - v1.6.1
« on: August 31, 2014, 12:05:13 PM »
Upon Skype consultation; This bug will only appear if you are also running SS+ and Exigency. As soon as Exi is updated, this bug will vanish.

I'll be releasing a patch/minor update soon with a few more bits and bobs. I'll also outline the biggest changes since the last version, so you guys and gals can have a better idea as what's new.

27
Mods / Re: [0.6.2a] The Gedune - v1.6.1
« on: August 30, 2014, 07:15:21 AM »
Update time! It's been a long time coming, and there's not a whole lot to show for the time just yet.

Changes:
Spoiler
Version 1.6.1
   - Added system "OVERDRIVE" for the Dahkan cruiser; Special thanks to Tartiflette and Sundog
   - Adjusted a few of the Dahkans CR stats to compensate
   - Changed the way faction relationships are handled, to a much more efficient method. Faction relations are now set in the modPlugin, just to please myself. Nice and centralised.
   - The ModPlugin is now able to detect the presence of listed mods, and will generate staions, spawnpoints and convoys in modded systems. It's handled case by case, so convoys will carry relevant cargo, and the fleets will spawn appropriately to the system (not spawning too many fleets, or too few, etc).
   - Whilst all gedune stations that spawn in modded (and vanilla) systems send convoys to the Gedune home system, the station there will also send convoys packed with Gedune goodies to each outpost.
   - A bunch of misc changes to ship stats to improve balance.
   - Added Kitsune and Dahaki MKIIs for the future Exile subfaction
   - Changed Gedune built in hullmod icon to something a little more colourful and differnt.
   - Added Exile MkII ships, Kitusne, Dahaki and Bakoros in preparation for the next update.
[close]

The new Exile ships are not yet in the campaign, but you can play with them in the FOR GREATER TESTING mission. There are a few more things in the pipeline, so bear with me.

About the changes to system generation. As yet, the mod only runs extra generations for the SHI, EXI and Citadel (More upcoming yumminess for Citadel, think Exiles) mods.

This mod now also requires ShaderLib, although it's a short process to disable it if you feel the need. Why would you feel the need?!

I've also set things up so that the mod also works with LazyWizzards Version Checker, so check away.

That's about it for now, enjoy the update!

28
Discussions / Re: Rate the above posters Song/Music!
« on: August 29, 2014, 02:27:38 PM »
7/10

Nice song, but not especially striking to my ear (as blunt an instrument it is).

Poot;

https://www.youtube.com/watch?v=cSKntELdm5U

29
Mods / Re: [0.6.2a] Version Checker v1.0 (released 2014-08-27)
« on: August 27, 2014, 01:10:13 AM »
Well, adding support for this is definitely on the top of my to-do list!

30
Mods / Re: So I've been working on something new...
« on: August 26, 2014, 07:15:55 PM »
I'm suddenly awfully glad that I use the Major Minor Patch versioning system already, neat.

Will this be fully able to download and install updates, or say if an update is available?

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