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Messages - Sabaton

Pages: 1 ... 32 33 [34]
496
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 11, 2013, 04:28:38 PM »
Blimps and biplanes!  Yes!

Yes.  ;)

Propellors and gauges will also be animated. Smokestacks will hold the engine animations.


Which do you prefer? The mahogany ship on the left or the birch one to the right:
Spoiler
[close]


Example of how different ship parts are explained:
Spoiler
[close]

ok, im going to hell for saying this one but i HAVE to get it out of my system...
those ships look like steampunk dildos.

sorry...(behind my screen, im red from laugher  ::))

 Perfect for ramming ships to death with, especially with burn drive.

497
Mods / Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
« on: September 11, 2013, 04:01:27 PM »
 They blend in perfectly with the hulls, good job!
 And of course it was noticed, but I think nobody wanted to post just for the sake of saying '' IT LIVES".
 Also, what was the problem? Did you planned to add a new system or a new planet and that broke the game?

498
Modding / Re: Explain Your Greebling
« on: September 11, 2013, 11:41:37 AM »
 Speaking of alternate colors Shadow, what's with the slightly improved Mimir cruiser? It has a different paint job and a few slightly better stats, yet I can't find it anywhere.

499
Mods / Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
« on: September 10, 2013, 12:09:15 PM »
 This iteration broke my game, it wont load, it says:
 Error compiling [#data.scripts.world.anar.Anar]
 Cause:[#data.scripts.world.anar.Anar]
 
 I didn't delete the older version.

500
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 05, 2013, 01:31:18 PM »
 Hmmmm, is that gonna be another ship you add to your PACK mod?

501
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 05, 2013, 02:04:38 AM »
 Never mind, my bloody monitor was the cause.

502
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 05, 2013, 12:10:45 AM »
 Beautiful, blends in with the other ship you made, but the armor is too black, can't distinguish individual parts on it, unless it's still wip.

503
Mods / Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« on: September 03, 2013, 01:13:28 AM »
 Heh, took me by surprise there, before was all like ''should I pick on the valks or not, they look kind of deadly", and then lvl 30 ''never mind, they're after my metal anyway now''.
 Still don't dare fight the royals yet. Haven't fought the valks with vanilla ships either.

504
Announcements / Re: Welcome to the Forum
« on: September 03, 2013, 12:22:53 AM »
 Greetings, dedicated gamer here, portfolio ranging from age of empires 2 and morrowind to skyrim and crysis.
 Got this game from the beginning of the year, got to lvl 40 in vanilla, got bored, gave it a break, brought me back like a caveman to fire, got into mods and made an account to appreciate the cool mods and factions people have been making.

505
Mods / Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« on: September 03, 2013, 12:12:12 AM »
 If all you wanted was to make big&deadly ships you've done it well, their firepower is insane, their armor is tough, they're painfully slow thou their frigates make up.
 Easy to sneak up on their bigger ships and shove up your torpedoes up their engines, thou kinda suicidal to go up against them face to face.
 Their shields are crappy, I can't attack and use shields without overloading fast and often during missions, but am planing to use them in campaign, their guns are crazy, quad machine gun?
 And is the royal armada suppose to actively track me across the map?

506
Mods / Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« on: September 02, 2013, 11:57:24 PM »
 Really nice mod you have here, unique aspect as well, had a lot of fun with the sesky, nasty little bugger, good for harassing, and squashing fighters, the phase frigate was also nice to use,   took out a pirate carrier group once, thou it took me 1h and 3 rounds with all the rocket spam(don't realize how REALLY annoying they are until you fly a phase ship), made me think" this is how phase ships should be like".
 The mimir is great as well, good firepower and agility thx to its system, cool primary gun, its brown bow reminded me of the alien movies and dark seed.
  But SHI has a handicap in campaign: they almost never bring in weapons of their own to sell.   

507
Mods / Re: Blackrock Drive Yards - v0.30
« on: September 02, 2013, 11:38:30 PM »
 Been plaiyng this game for a while and I thought I'd stop by to tell you how cool your faction is. Love the desindova, because it's a fast& furious kind of ship with the firepower to threaten even cruisers and such. Maxing the combat skills can turn it in a real monster, thou you gotta be careful about flanking because of the narrow shield.
 The nevermore is also a beast, the main gun is fun and satisfying to use, great for sniping and as a finisher, and adding double anyplasma blasters, fury torpedoes and solenoid guns turns it into a real heavy hitter.
 Finally the cap ship: nice design and cool unique system, great for sniping and breaking off for venting or a get away, making up for the lack of firepower compared to vanilla cruisers, decently fast and agile by default.
 They can all be turned into really self sufficient ships via the red skill tree, never felt like I need more firepower or speed, can take a bashing if needed to vent in the middle of an enemy crowd.
 Looking forward to seeing this mod grow.
 Also: what are those two screen shots a few pages ago? What's that thing that looks like a Nevermore? And are you planning to add a battleship?

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