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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - etherealblade

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91
Modding / Re: Weapon mod possibility inquiry
« on: October 06, 2013, 03:20:25 PM »
Thanks a bunch! I had a second part of the question that I modified into the same post above. Thanks again!

92
Modding / Re: Weapon mod possibility inquiry
« on: October 06, 2013, 03:04:14 PM »
Thanks a bunch for such a quick answer. However it seems the only way to get the the information I need is to spoil what it is I want to do. So here it is.
Spoiler
Is it possible to make ships in an aoe area take damage and get pulled in to a specific point with damage over time?
Black hole buster cannon



If I go out of my way to make a custom black hole projectile, i want to guaruntee that I can actually make it behave like one in game. I was thinking maybe an invisible beam that upon impact creates an animated black hole gif that does damage over time and pulls in ships within a cirtain radious around it. Is it possible?
It's a super weapon I plan to have on my dreadnaught for my mod.
http://fractalsoftworks.com/forum/index.php?topic=6923.0
The other was going to be a sun that expands and as it goes not exploding on impact but keeps going till a duration of time is passed. Think of the fusion experiment in Spiderman 2 by doctor Octopus as a principle. In this case the sun would not stop/explode untill it accumilated a cirtain amount of damage/absorbed enough mass.


It should be known that only 1 of my ships will have these weapons and it'll be in an unknown place. The player will have to find it. The rest of the ships will be balanced and wont have that technology.
[close]

93
1)Is it possible to mod a weapon that fires a projectile, only the projectile expands (gets bigger) as it travels?

2)Is it possible to have a weapon that fires a projectile that stays persistent on the screen and does damage over time?

3) I've seen weapons push ships away, is it possible to have a projectile that pulls them inward.

Even if it is theoretically possible I shall find the possiblity or workaround necessary. I just needed to know since there is many with much experience in tinkering.

94
Modding / Weapon mod possibility inquiry
« on: October 06, 2013, 03:38:01 AM »
1)Is it possible to mod a weapon that fires a projectile, only the projectile expands (gets bigger) as it travels?

2)Is it possible to have a weapon that fires a projectile that stays persistent on the screen and does damage over time?

Even if it is theoretically possible I shall find the possiblity or workaround necessary. I just needed to know since there is many with much experience in tinkering.

95
Mods / Re: !! OUTDATED !! The Thule Legacy
« on: October 03, 2013, 12:11:41 AM »
That looks really good!

96
Mods / Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
« on: October 02, 2013, 10:05:46 AM »
This has me really excited! I can't wait to attack the Z.O.R.G. Homeworld!!!!!!!!.......er...ah....augg.....I....*Assimilation Complete. We will be victorious over the entire Sector!

97
Mods / Re: [0.6a UPDATE!] Blackrock Drive Yards
« on: October 02, 2013, 01:03:42 AM »
Anyway, having some fun doodling up and solidifying the space monsters.

OMG....Did he just say he was throwing in space monsters!?
He did.  :o...................
Spoiler
[close]

98
Modding / Re: Complete modding newb here
« on: October 01, 2013, 05:56:06 AM »
Thanks a bunch! I needed that too!

99
Modding / Re: Complete modding newb here
« on: October 01, 2013, 12:38:02 AM »

Beautiful ship!
You and me both. I'll say this, after investigated other peoples mods. We need quite a bit of files just to get the ship in game. The question would be, since the command console can allow for ships to be added to your fleet without having them implemented in the campaign. What steps do we need to make available? We need a .ship file, ships spread sheets for stats, a mod .json, but I guess I'm wondering which step to complete first?

btw thanks.

100
Mods / Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
« on: September 30, 2013, 06:37:16 AM »
Nope...It's definitely a Key Blade.

101
Mods / Re: !! OUTDATED !! The Thule Legacy
« on: September 29, 2013, 11:09:31 PM »
I guess the reason why i am opposed to the idea of having the ability to repair armor/hull is, its a bit "boring"

Wait...I think I get it. Modders need to be the one to get the most out of thier own mods. I get it that you want something to change and you want a little more zing and challenge in your own faction. You've been really polite and open minded to receive all our opinions on the matter even though in the end you want something to change. In that way it's possible to make a compromise. Your argument about keeping in the mechanic about flux build up makes sense. If you wanna add shields, how bout using the shields as a means to repair. Meaning that, your can't repair unless your shields are up and having them raised means to build up flux. If you're getting bombarded than it will be a gamble....will i be able to repair in time?, will my shield collapse and leave me a sitting duck? or even if i do repair in time ill still have to vent all this flux. This way repair in battle can only in the most optimal situations, is when the ship in question is not being attacked or near the battle.

It could even be set up as the rune ship power. When activated, cut power auto raises shields, repairs are made. If duration of time passes, without shields breaking, repairs are applied. If shields are broken before the time frame, repairs fail, sitting duck time. Also add a cooldown after the power is used.

Now you have something that works, is unique, and requires thinking on when and where to use.

102
Mods / Re: The Nomads (0.8.1)
« on: September 28, 2013, 09:24:02 PM »
OMG :o :o :o :o .....*Then there's silence once more___________________________________________________________________________ _________________________________________________________

103
Modding / Update Pending..
« on: September 25, 2013, 04:31:11 AM »
...

104
Mods / Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« on: September 22, 2013, 12:35:45 AM »
Right now, Fleet Control definitely has priority.

I definitely support you. I checked out what it was in .54a and I must say....Wow and Thanks.

105
Mods / Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« on: September 21, 2013, 09:40:29 AM »
Thanks for that epic but balanced starter ship. Man...I actually can take on the lowbie ships and win. This is really a refresher because most starter pirate fleets have at least one frigate and 2 fighters against our one.

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