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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - etherealblade

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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.

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.

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 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 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.

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.

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.

Mods / Re: BattleFarer Forever [v 0.3]
« on: September 16, 2013, 12:35:12 AM »
Here is some ideas for weapons!

Jurry Rigged (PirateX?) Pilgrim Purifier Beam

Antimatter Railgun

Heavy Plasma Cannon, Or Black Hole Buster Cannon

Solar Mega Beam Cannon/Eye of Apollo

Gate of Annihilation

Don't Remember what this was supposed to be....-.-

A pivot stick I made for fun



Modding / Re: Submissions for project CAELUS
« on: June 09, 2012, 12:33:01 PM »
Please do not give up on making a space monster. Uboros's Relics and Conversions has the Scourage heart.
You need you're very own malignant force that is sweeping through the galaxy.

The thought I'm having would be to make the monster body which would look similar to a ship, make arms hands or legs as turrents that fire from slots you think you would. For instance if you had a huge monster head, the middle of the monsters mouth would have an invisible weapons that fires. If the bio route is tough, make a machine plague race. The ships would be machine like, but from top down they would have ports, gizmos, and structures that are designed to make malignant faces.

Just an idea, don't flame me. Please, think of something better. ;)

Suggestions / Re: Be your own faction and merchant!
« on: May 11, 2012, 07:36:18 AM »
Well about the research weapons idea. Keep in mind this would be a great single player option that could be single player only. Otherwise in multi-player the upgrade options could be capped at some point.
Also, unique weapons could be made to be hella expensive.

They can always be offset to endgame options for balance.

Suggestions / Be your own faction and merchant!
« on: May 10, 2012, 09:09:39 AM »
Here's an idea. What if you could buy or make your own HQ and get your own supplies through trade. Mind you in sandbox pirates are always raiding so you would have to equip your ships/fleets to deal with it. The base would accrue money based on the inventory sold. It'd be a nice way to make money. Essentially....Be your own faction.

Second Idea. After having said HQ. You can have a research facility that will allow you to spend money to customize weapons stats. That way you can make yourself your own unique weapons.
Wouldn't that be great?!?!  ;D

These features would go great with the leveling up features that will be added to our Commanders in the future.

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