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Messages - etherealblade

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31
Modding / Re: [WIP] Auroran Shipyard
« on: July 15, 2017, 04:51:19 PM »
Really hyped about this mod. I love your art style and thank you for your efforts.

32
Modding / Re: TOTAL CONVERSIONS?
« on: July 15, 2017, 04:49:55 PM »
You could just add your factions in to vanilla starsector anyway. I mean look at approlight....we love it all the same ;).
Your faction could simply be from another dimension..I mean exingency totally licked black hole travel so hey. ;) We wont know until you give us some examples.

33
Modding / Re: TOTAL CONVERSIONS?
« on: July 15, 2017, 08:01:27 AM »
If you've read all there is on the forum about total conversions, then you know that it is the absolute hardest to do. Not only that, but players tend to want to play with factions that can integrate with other faction mods. A total conversion completely debunks that requiring you to trade off really badass mods like (to name a few but not the whole list): Diable Avionics, Blackrock Drive yards, Neutrino, Scy....Etc.
So unless you can make a TC that bests all those  :-\. You're going to have a low interest pool. Total conversions are a 100 percent labor of love so you'd be in it alone for the long haul.

You also have mods that are Total Enhancers like Nexerlin. It improves the game while allowing all factions mods to be incorporated into a better quality of life starsector. If you want to shape your starsector universe. I suggest aiming for a Total Enhancer that is compatible with other faction mods, nexerlin, and add something Nexerlin doesn't. There is lots of support and interest in that respect. The mod resources section and the Tartiflette TOYBOX has a lot of things to help you on your way to modding.

Just so you know Modding Easiest to hardest is:
1) Weapon/Ship mod
2) Custom weapon/Ship mod (this can be easy or complex depending on if you add animations, custom graphics,
    coded weapon effects,.... etc.)
3) Mission
4) Campaign Integration/Playing nice with other mods (requires basic understanding of coding so starsector knows what you want to do)
5) Total Enhancement (Nexerlin, requires code skills and Ingenuity)
5) Total Conversion  (Can do all of the above, but you have UnDebatable Purpose, Vision, and naysayers be damned.) Yes they work for any version, but you have to command a lot of understanding of how the starsector game works as a whole.

Your ambition is appreciated. To get more notice. Pump out some good looking ship sprites and then notice what happens  ;D

This got wordy for just a reply. I just wanted to know what you are getting yourself into if you continue along this path.   8)

34
Mods / Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
« on: July 10, 2017, 07:51:16 PM »
That's actually fairly easy to setup.

Tart.

Tart.

Dude.

Ship system where you activate the system and the guns detach from the ship and act as drones. They get weaker, but they can fire from the side around shields.
King.....It totally sounds like you are insinuating he make .....essentially..... Funnels.  :o

Some how I feel like that would actually work considering he has transforming ships, fighters with discard-able over-boosters..., Macross level missile arrangements on the ships...This...This totally would fit in.

35
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.2)
« on: July 10, 2017, 05:37:53 PM »
Neutrino...Another one of my favorites. I'm so glad it is still here. So I just want to say thank you to Flash Frozen and All the parties involved.

36
Mods / Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
« on: July 10, 2017, 10:33:54 AM »
Still expecting a Tartiflette post saying something along the lines of "i figured out how to make ship combine with each other, here's a Getter Robo/Voltron/GaoGaiGar/Tengen toppa Gurren lagann/Gunbuster ship for you to play with, just get close to the other ship and press F"
Wow you are totally speaking my language. We must Dare to Dream.  ;D

@passwalker- Some may call this junk, Me.... I call them treasures!.

37
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: July 09, 2017, 05:47:00 PM »
I sorta drifted away SS some time around when the morpheus was in being teased. Gawd is it amazing :o! Always have been one of my favorite factions, always will.

38
Mods / Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
« on: July 09, 2017, 05:17:27 PM »
Gotta say I'm in love. Faction totally hit 11/10 since the early days.
Agreed about the micro carriers for versatility.
I love that hybrid wanzer  :o. It can pretty much handle most things its' size or smaller. Not much use against things bigger (probably intended.)
Any chance of a transforming cruiser/battleship mech? kinda like the Macross Quarter.
http://www.macross2.net/m3/macrossf/macross-quarter-film.htm


Anyway. I love the uniqueness this faction brings and is among my must installs list.

39
Modding / Re: Modding Guidelines
« on: February 11, 2015, 07:49:41 PM »
This is very helpful to those who are starting anew as well as veterans.  ;D A common core will help everyone's unique mods mesh well with each other and overall enhance our starsector experience.

40
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 06, 2015, 09:05:47 PM »
It will blow your socks off.

And your mind.

And your entire fleet.

Excellent. 8D

41
Mods / Re: ICE Faction (WIP)
« on: September 20, 2014, 07:57:57 PM »
That was a rather epic bug...in a way..your ships get recalled...but at an absolute sacrifice....LOL. Seriously, you should put this video into your lore section as an a prototype module test gone wrong. LOL....When you get it right though that will be a game changer.

42
Mods / Re: ICE Faction (WIP)
« on: September 01, 2014, 08:59:01 PM »
GAWD that was awesome. I've been eyeballing this thread since the day you posted it. I'm glad to see it's coming along. That coding for the teleport prolly took a lot of testing. I love the way you take a cool Idea and take up to 11. Thankyou!

43
Mods / Re: Diable Avionics (v. 0.5f)
« on: August 15, 2014, 03:23:15 PM »
Flash, I love your Neutrino mod. It looks like I'll love this one too! I definitely like the ideas behind how these ships behave. I definitely see some good fleet cohesion.

44
Modding / Re: Create a monster contest! (Deadline 1st of May)
« on: May 01, 2014, 02:33:04 AM »
...shame there weren't more submissions. I don't have the skill for this. Even so, the ones that were submitted do look pretty good.

45
I have a confession to make. When you first posted this mod. I didn't like the design of the ships at all. However, I didn't say anything as it would have come from a guy(myself) who couldn't even put his ships in the campaign without console command. Let me just say that I love your new art design and sound effects for weapons. 

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