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Messages - HELMUT

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1276
Mods / Re: [MOD] World War v0.85 [0.54.1a]
« on: May 27, 2013, 02:42:35 PM »
As i grew tired of getting my butt kicked by the pirates, i tried a more pacifist way to get money: Mining asteroids. At first it work, i get stuffs that i can sell and getting money. But sometimes for some reasons, i can't mine anymore. Yet it seems that i have enough energy thingy but it still don't work. Same thing with the water stuff item, i have no idea what it is supposed to do.

xangle13, is it possible that you give us some explanations about the items and what we should do with them?

1277
Mods / Re: [MOD] World War v0.85 [0.54.1a]
« on: May 27, 2013, 05:20:45 AM »
Could we get an upload to Mediafire, or something similar. :p The CH DDL site is kinda... slow....

Here you go!

http://www.mediafire.com/folder/gfi56meh2f2w1mn,cune6es5t8b3evs/shared

xangle13 may choose to put it on the original post (or not).

For the mod, it look promising. For now the campaign gave me a really hard time with the pirates. Either they got 2 destroyers and run away from everything, or they got cruisers and you get slaughtered. So for now i found it pretty difficult to grind for some money.

And as said gunnyfreak, the translation is still a big problem. In particular for the new items from the stations, which i have no idea what they do.


1278
Suggestions / Re: Logistics Ships
« on: May 26, 2013, 10:16:26 AM »
Making a new ship for this purpose may be too much in my opinion. How about a Hullmod?  I always thought Starsector lacked some support Hullmod.

1279
Got a question. Is ther any way to make a projectile that doesn't inherit velocity? Or at the very least bring it's velocity down to 0?

Space Mines?

Maybe by adding a burndrive-like script to the projectile. Basically missiles with some burndrive system, and when it run out, slow down to zero. Dunno if it could work with other weapons though.

I also got a question. Is it possible to make a weapon that ignore armor? Like hitting directly the hull of the enemy ship?

1280
Suggestions / Re: Logistics Ships
« on: May 26, 2013, 08:56:05 AM »
I am not sure to understand. Basically you are thinking about a ship that reduce the supply cost of the fleet? That's a role that could be filled by current civilians ships (Tarsus, Dram...). But in some way they already got more cargo space than military ships and can carry more supplies/fuel for the fleet, which will be a vital role as Alex will raise the supply cost for every ships (i think?). And i am not sure about adding more "support" ships as the player will already got his hands full by babysitting actual civilians ships.

So rather than getting a ship that reduce the supply cost, we can stay the way it is, a ship who can carry more supplies. If you can afford them of course.

1281
Mods / Re: Tore Up Plenty - Alternate Starting Ships
« on: May 26, 2013, 08:38:07 AM »
I really love this campaign, there are some very fun fights. But yeah, Payback and homecoming are pretty damn hard compared to the others. should try with a different loadout though.

I also really like the influence of gravity when you fight close to a planet, it always turn the battle in some unexpected way.

1282
Mods / Re: BattleFleet Gothic
« on: May 25, 2013, 04:18:24 PM »
Finished the fighter sprites for all factions.


Eldars:

Nightwing interceptor
Spoiler
[close]

Phoenix bomber
Spoiler
[close]


Chaos:

Helldrake
Spoiler
[close]


Dark Eldars:

Raptor interceptor
Spoiler
[close]

Razorwing bomber
Spoiler
[close]


Necrons:

Death scythe
Spoiler
[close]

Nightshroud bomber
Spoiler
[close]


Also i made the sprite for faction's torpedoes:

Tyranids
Spoiler
[close]

Eldars
Spoiler
[close]

Imperial Navy and Space Marines
Spoiler
[close]

Orks
Spoiler
[close]

Chaos
Spoiler
[close]

Dark Eldars
Spoiler
[close]

Tau
Spoiler
[close]

1283
Mods / Re: BattleFleet Gothic
« on: May 25, 2013, 10:25:32 AM »
The space Hulk got 6 launch bays.
The dethdeala got 1.

And i think that's all.



1284
Modding / Re: Portraits Galore
« on: May 25, 2013, 09:28:27 AM »
DX206 is so rad.

1285
Mods / Re: BattleFleet Gothic
« on: May 25, 2013, 09:24:08 AM »
Well.......seeing as the smallest of the ships is a kilometer long in the lore or around that..........smaller than a pixel......:P

I think frigs are actually about 500-600m long

It depend from the source. One author from Black Library said frigates (escorts) were 30km longs. Other are saying they are around 1km. There is no official size. So it could go from 500m to a bit more than a kilometer.

And Pelhamds, i was about to post my sprites for the Orks fighters, so you'll take which one you prefer. But first... The Imperial navy.

Emperor:
Spoiler
[close]

Retribution:
Spoiler
[close]

Mars:
Spoiler
[close]

Overlord:
Spoiler
[close]

Lunar:
Spoiler
[close]

Tyrant:
Spoiler
[close]

Dominator:
Spoiler
[close]

Gothic:
Spoiler
[close]

Dictator:
Spoiler
[close]

Dauntless:
Spoiler
[close]

Sword:
Spoiler
[close]

Firestorm:
Spoiler
[close]

Cobra:
Spoiler
[close]


I am going to edit this post for the wings.

Edit: here's the fighter wings, the size should be right:

Imperial Navy:

Fury Interceptor
Spoiler
[close]

Marauder destroyer
Spoiler
[close]

Starhawk heavy bomber
Spoiler
[close]

Thunderbolt heavy fighter
Spoiler
[close]

Space marines:

Thunderhawk
Spoiler
[close]

Chaos:

Hellblade interceptor
Spoiler
[close]

Helltalon fighter bomber
Spoiler
[close]

Harbinger heavy bomber
Spoiler
[close]

Orks:

Heavy Bommer
Spoiler
[close]

Dakkajet
Spoiler
[close]

Tyranids:

Harridan
Spoiler
[close]

Tau:

Barracuda
Spoiler
[close]

Tigershark
Spoiler
[close]

TigerShark ax10
Spoiler
[close]

Manta
Spoiler
[close]

RazorShark
Spoiler
[close]

SunShark
Spoiler
[close]



1286
Mods / Re: BattleFleet Gothic
« on: May 22, 2013, 05:07:11 AM »
Well.......seeing as the smallest of the ships is a kilometer long in the lore or around that..........smaller than a pixel......:P

*** the lore!

More seriously, the tabletop game dont even respect the fluff. Hell! The fluff even contradict itself. For example, there is no official scale for the BFG ships, in old editions it was hundreds of kilometers, then less than one, then several. I think you shouldn't focus too much on the lore Pelhmads. Gameplay is much more important, and omitting fighter wings would be a dealdy blow to the mod (and i was actually working on a Tyranid Harridan sprite^^)

For the hulls systems. You should check out the Shadow Order mod which feature Hull regeneration. Also Thule Legacy, as Thule managed to make the RUNE Hull mod exclusive to his faction.

Also, Tyranids do use bio plasma powered engines. It would be weird to see them "swimming" in space. Adding sprite animations is nice though.


1287
Mods / Re: BattleFleet Gothic
« on: May 20, 2013, 09:17:59 AM »
Okay, Tyranids sprites are done. They should be the right size.

Hive ship:
Spoiler
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Razorfiend:
Spoiler
[close]

Kraken:
Spoiler
[close]

Prowler:
Spoiler
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Stalker
Spoiler
[close]

Edit: Didn't see Austupaio post. Yes they are great! Especially Orks wings. WWII planes? Genius!

Spoiler
[close]
This one would fit nicely as a Dakkajet. Just need to remove the propeller and adding machineguns on the wings.

For the Fighta Bomma, the big one, with his wings reversed and two big thrusters on each sides, that would be great.

1288
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 19, 2013, 03:20:53 PM »
My very first sprite. I wasn't really satisfied with the Tyranids sprites for the BFG mod, so i tried to make my own Hive Ship. I am not very sure about it, some parts look weird.

Spoiler
[close]

1289
Mods / Re: BattleFleet Gothic
« on: May 18, 2013, 12:53:28 PM »
(Things I believe that you will want me to change:
The forward facing mounts on the Endurance,Endeavour,Defiant,Falchion)

Actually, that's pretty much the opposite. Some of the ships got broadside when they are not supposed to. You should try using the PDFs from GW site, pretty much everything is there: http://www.games-workshop.com/gws/content/article.jsp?catId=cat480005a&categoryId=6700003a&section=&aId=21500018a. For the builds i showed you, i usually halve the values except for the turrets.  Surprisingly, by doing this they become pretty close to the Vanilla Starsector ships in term of weapons mounts.

Defiant:
Spoiler
[close]
The lack of guns is due to it's flight deck, as it is a carrier.

Endeavour:
Spoiler
[close]

Endurance:
Spoiler
[close]

Falchyon:
Spoiler
[close]

I'll try to do this for as much ships i can.

Edit: Here's some more, i used some color for the mounts. The sprites might need to be resized though.

Yellow: turrets
Red: batteries
Blue: Lances
Green: Torpedoes
Purple: Flight decks

Oberon:
Spoiler
[close]

Vengeance:
Spoiler

[close]
Might need to change the color for this one.

Avenger:
Spoiler
[close]

Exorcist:
Spoiler
[close]

Armageddon:
Spoiler
[close]
Another sprite could be used as this one is kinda ugly.

Edit 2: And the Orks.

Slamblasta:
Spoiler
[close]

Gorbag's revenge:
Spoiler
[close]

Kroolboy:
Spoiler
[close]

Ammer:
Spoiler
[close]
The three white mounts should be universals, because this ship can switch between torpedoes or batteries.

Terror ship:
Spoiler
[close]

KillKroozer:
Spoiler
[close]

Rok:
Spoiler
[close]

Onslaught attack ship:
Spoiler
[close]

Ravage:
Spoiler
[close]

Brute ram ship:
Spoiler
[close]
This ship should have a much greater mass than most frigates to be effective. Also, brakes may not be necessary on this one.

Savage:
Spoiler
[close]

1290
Mods / Re: BattleFleet Gothic
« on: May 18, 2013, 09:28:44 AM »
No, actually you are right about the Apocalypse. It did indeed had some weapons batteries (the 3 dorsal ones with 90° angle), my bad.

For the balance. I think it would be better, as fighting with or against overpowered ships isn't really fun. I am thinking of the DScorp mod, which is really good. Unfortunately, the ships of this mod are so powerful that everything become pointless and as such, not very funny.
Also, much easier to balance the different 40K factions according to Vanilla as you have a point of reference. Now it is quite easy as they are only Orks and IN. But with the 8 factions, balancing everyone will be a total nightmare.

Ah forgot about one thing, where is the brake on the Imperial ships? Because they tend to uncontrollably ram everything, which is not a good idea when you are facing a space hulk!



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