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Messages - etherealblade

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106
Mods / Re: [0.54.1a] Interstellar Federation v1.25
« on: September 21, 2013, 09:35:05 AM »
Agreed. If you look at some of the tutorials posted in the modding section, there is a heck of a lot going on. It's funny because the first few steps to setting up mods to .6a looked like just changing a few lines of code untill you get to the next bunch. THey involve rebalancing the whole mod to encorporate said values, and then a lot of extra stuff if they want such as warp points, thier own solar systems. The best we can do is just be patient and say thanks for sharing.

107
Mods / Re: Fleet Control Mod (Developing new version for .6)
« on: September 21, 2013, 09:27:16 AM »
I have to say I really appreciate what you are doing here. A mod gives that give the game more immersion is definitely desired. Thank you.

108
Mods / Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« on: September 21, 2013, 09:24:51 AM »
Heh...I dont think the overpowered argument applies anymore with all the new power faction mods we got rolling around. They get balanced when they are put in compilations. Would love to see this mod for .6a! I love this faction as much as I love the shadow ship faction!
PS: Love the homeworld and battleborn please keep them. THanks to the introduction of a new faction, the Kadur, the pure long range bombardment style is a good balance to the scrappers up close and personal style.
However if you did want to keep the battleborn from being cheap...make most of the weapons built in and therfore they wont be able to be swaped out with powerful weapons with low flux costs from other mods.  ;D

109
Mods / Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
« on: September 20, 2013, 04:45:30 AM »
Right now it's tank and spank. Or is this defining and a good thing?

It's a really good thing. If you are worried about balance consider what other modders bring to the table. Your ships are powerful but not invincible, even if they do tank as they spank. Take Vayra's Kadur, In spite of the draw backs, those ships utterly rule in the role of long range bombardment. The only one that comes close happens to be one of neutrino's epic new multiple role battleship. After revandarke brings in his Void Star boss race (http://fractalsoftworks.com/forum/index.php?topic=6417.0). I want fully armored R.U.N.E powered Thule ships to bare. Leave the tweaking of the repair regen rates and heavy balancing to those who create compilations. Keep the Thule Legacy alive! otherwise the only shields that will come crashing down is the Thule's if they are added them haphazardly. (Of course I'm referencing that epic hail sequence they display before going to battle.)

On a more logical note. The original Idea about no shield ships is that extra flux can be diverted to those hungry shield crushing weapons you got. If you equip even a heavily armored thule ship with makeshift shield, it'll compound only swiften the flux overload rates causing the ships to be sitting ducks. (except for the one with the Heimdal Generator....geese I love that thing...original and epic.) I figure if you got the credits to buy that thing you deserve its benefits. Please dont remove it.

I have much love and appreciation for this mod. Thankyou!

110
Mods / Re: The Nomads (0.8.1)
« on: September 20, 2013, 01:19:16 AM »
____but the Gila Monster is stronger now rite? I'm tired of using this really unique and beautifully designed faction as a punching bag...  :'(

er...more like money and xp farms.  ::)

111
Mods / Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
« on: September 20, 2013, 01:13:26 AM »
Wouldn't getting rid of R.U.N.E. tech be like getting rid of a piece of their Identity?

112
Mods / Re: Blackrock Drive Yards - v0.30
« on: September 19, 2013, 06:27:57 AM »
The weapons are good old Solenoid Quench Cannons.
Oh yes i've seen how nasty they can be. I was thinking. Interested in doing antimatter energy torpedos? Basically Its a like an energy weapons that fires a slower moving ball of energy and have massive explosion like that of powerful missile. Then again...I think your faction is more about hyperadvanced projectile warfare?

113
Mods / Re: Blackrock Drive Yards - v0.30
« on: September 19, 2013, 04:30:37 AM »
The Karkinos

That ship is epic and really completes the fleet. Are dem new advanced energy weapons I see on that thing? :o

Also breaks are good. They help rejuvenate inspiration and help prevent burnout. Once can get bored if he spends more time modding a game than playing the game.  

I too have much love and appreciation for this mod.

114
Mods / Re: [0.54.1a] Firestorm Federation [0.3 WIP]
« on: September 18, 2013, 10:44:09 PM »
I just wanted to encourage you and say that I love the look of these ships!

115
Mods / Re: Blackrock Drive Yards - v0.30
« on: September 18, 2013, 10:22:32 PM »
Any preview of the Karkinos? I would love to see what you can do, being one of the old gods of Wyrdysm.

Um I've played bsf and have known some of the legendary ships for years....but what is the Karkinos? I never heard of it.

116
Mods / Re: BattleFarer Forever [v 0.3]
« on: September 17, 2013, 09:54:03 PM »
well I was thinking you can just copy and paste the code. Then insert in your "Ids" and change the coordinates. Wouldn't that work? If so, maybe someone could create a template with blank slots for future modders if successful

I got skype set up.

117
Mods / Re: [0.6a] Kadur Theocracy v1.0.2
« on: September 17, 2013, 07:39:36 AM »
Ok...phase shunting is great...however I propose:
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.

Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown

Kadur's Secret Armory: Reloads all ammo of weapons and missile systems.

I'll be back with more.

118
Mods / Re: BattleFarer Forever [v 0.3]
« on: September 17, 2013, 07:28:02 AM »
I just had an idea if we could just open up a currently working .6a mod....to see where they asign points for systems, that will be a massive tip. Lets see here... ;D Take neutrino for example, he has a file called neutrinoConvoySpawnPoint.java located in a "world" folder which is located in the data folder. It has the formats of spawn points and such. His mod is stable on .6a so I think it'd be a good reference. I think I have a break through.....I think :)..I think ;D...I can't understand any of dis :o !!!XD  ???

Perhaps getting him to explain what the codes actually mean and how they corrospond to the game is the best start.

119
Mods / Re: BattleFarer Forever [v 0.3]
« on: September 17, 2013, 02:21:48 AM »
Coding is large subject. It might help to narrow what it is that needs to be done. I'm sure Halp will come if we're patient. A new version is like a global reset for mods. Free hands will arrive once catch up has been achieved.

120
Disagree. Thule ships smash nihilic shields to pieces and then make quick work of the rest. What he needs is an built in weapon for his super dreadnought that is super scary. As of right now the other factions have created pretty powerful warships capable of dealing easily with the once thought broken and terrifying evil ghost ships. As the game updates, it's not a bad idea to consider some fitting ship systems.  Of course on another note, when this guy releases his mod ....everyone will die. His faction is meant to be an ancient and POWERFUL BOSS adversary. So trust me it'll help restructure your worries of your awesome being too strong.

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