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Messages - Spardok

Pages: 1 ... 5 6 [7]
91
Mods / Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« on: January 05, 2013, 02:53:04 PM »
54.1a or 54a? :0

92
Mods / Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
« on: January 03, 2013, 05:59:17 PM »
Yet another menacing capital ship :0. It looks like you removed most of the missile bays though and it's been downgraded to one hanger bay?

93
Mods / Re: Ascendency (Beta 2.1 Released - .54a Compatible)
« on: January 03, 2013, 02:21:53 PM »
That's an interesting idea, actually. I might toy around with it and see how it works, though I feel it might require a fair bit of rebalancing.
Aye I could see that requiring a fair bit of rebalancing.

Wait, crap. This just made me realize I didn't add in a skill to increase your command points, which are locked at four.
Actually I added that into one of the fleet skills and set it to +900 ><. Was actually going to post about that missing but completely forgot I was the one who modified the CP, rofl.

And lol@ the kartuaa. I don't even want to begin to re-write the burn drive AI code from scratch, so we'll just call this a 'feature' :P
Funny story, I setup my entire fleet as Kartuaas to see if I could ram the enemy fleet to death. Well it certainly worked, but my crew were a bit sad :'(... in space.

94
Mods / Re: The Thule Legacy WIP
« on: January 03, 2013, 04:25:52 AM »
Hmmm that item does not show up at their base, and the only thing I have in resources.csv is:
"name","id","cargo space","base value","stack size","icon","order"
"Thule Legacy War Banner","thulelegacybanner",0,4000,1,"graphics/icons/cargo/thule_legacy_banner.png",1
^ doesn't seem to activate anything even when I edit the bases supply config to spawn it.

I'm guessing I have an older version, I'm fairly sure I have the version you posted on page 9 (sadly the links on page 9 don't work any longer so I can't check). Thanks for your reply.

95
Mods / Re: Ascendency (Beta 2.1 Released - .54a Compatible)
« on: January 03, 2013, 01:22:04 AM »
Not to sound unappreciative towards other modders, but this is by far and above my favorite mod. And now my favorite mod has been updated to .54a :D. I love the design towards longer battles over having a capital ship two-shot a frigate, and the whole feeling of having shield generators be some incredibly advanced technology. The giant cost reduction in fighters is great, I always felt if a fighter wing is going to cost as much as a mid-top line destroyer then it should act as such. I have been waiting to see if someone is capable of removing the fleet point cost on fighters and only having them cost hangar points, imo it would give more of a feel for fighters as a support role instead of just point captures and making carriers truly unique. I've noticed that some of the ballistic weapons still in fact have ammunition, I'm not sure if you intended to actually leave some of those weapons like that or not.

As far as balancing goes I really don't see any huge gaps between factions, especially their capital ships. The only real beef I have is with the fighter AI, they seem pretty suicidal. They will just solo rush into a fleet of 10 ships and get annihilated, though I'm guessing that is part of the API and can't be changed with modding at the moment. Though as I said before luckily they are pretty cheap to replace. Forgot to mention the Kartuaa will burndrive right into other ships and continue to ram into them.

96
Mods / Re: The Thule Legacy WIP
« on: January 03, 2013, 01:06:50 AM »
Quick question, where do you find the banner? I've looked in every station and waited a few months to look again, but ultimately found nothing. (looked at the spawn files and tried to force spawn it but the script function didn't trigger). I did however try some combat, and I have to say some of those backgrounds need their gamma toned down. I could barley see my weapon cross-hair.

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