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Messages - Bjørn_in_the_Sector

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61
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 23, 2014, 02:26:50 AM »
Have a look at tyranid Bio-ships. You could use a certain colour as a bony or chitinous carapace (armour) over a differently covered exoskeleton. Or if you're more into the machine/bio integration, have a look at some of SPAZ's zombie ships.

62
Ah. I rememer seeing some of these in the sprite thread! I've always been curious about this mod, just haven't summoned up the courage to try a whole new TC mod. The whole "warning: alpha" bit is a bit dauntig as well. HOWEVER, I might just give this a go. Your sprites are consistently amazing, and I'm excited to see what this is all about.

63
Suggestions / Re: New Hull Mod
« on: January 23, 2014, 12:31:09 AM »
but then you sacrifice their PD capabilities, and the vulcan can be really nasty to damaged capitals who've lost their armour. It would probably be a final (or at least near-final) unlock in one of the skills in the combat tree.

also, what if you had to pay for hull mods.. ??? possible balancer, don'tcha think? money's almost irrelevant at the level you'd have to be to unlock it on a serious playthrough, and it would prevent players from rushing to them.

64
Suggestions / Re: New Hull Mod
« on: January 22, 2014, 11:45:34 PM »
here's one: Specialised Munitions Racks: _____ (insert Energy, High Explosive, Kinetic or Fragmentation here). It transforms all ballistic or ammo-using weapons on the ship to that ammo type, with a small percentage penalty to hull strength and a decreased ammo capacity for all weapons.
benefits: a high degree of specialisation for your ships is available
drawbacks: highly specialised ships
This is probably most useful for endgame fleets, where creating dedicated task groups can be easier by making a hound covered in MGs deal stupid amounts of HE damage to overloaded capitals, while being screened by your own larger ships' PD systems.

65
Mods / Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
« on: January 22, 2014, 04:12:04 AM »
that looks seriously cool, kazi! I've always been a fan of your ships, especially the way you take them from a 3D render to a 2D sprite. It just makes them look so much more 3D than other ships.

66
I would have thought that they were actually either Assault chain guns or Heavy autocannons, judging by the image.
Also, this is probably made before much was actually implemented. maybe this is an early concept falcon, with ballistic turrets on the port and starboard, while having energy hard points on the bow?

67
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 21, 2014, 11:29:50 AM »
I KNEW you were a 'Nid player at heart :P

68
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 21, 2014, 08:42:11 AM »
that. is one gorram reaver-y looking hoi-phey. I LOVE IT.

69
You're both right! XD I'm using actual german words, but I put the extra umlauts in for stylistic purposes. Maybe the mysterious Executives of Naysmyth Armouries speak a corrupted version of German? Maybe they all listen to Heavy Metal in their free time? Who really thinks that I've got most of this stuff planned out already? The questions are endless. :P

70
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 20, 2014, 09:20:18 AM »
Helmut: Yeah, they kinda are. I used the base of a Harpoon for the first three, but mostly so that I'd be sure that they fit in the launcher! :P
and the next lot are all just recoloured and retouched versions of regular missiles. I've put them in my mod's thread with little lore bits to explain my wishes for each one.

71
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 20, 2014, 02:14:13 AM »
Oh yeah. The capital-sized teleport FELT like you were teleporting a capital ship, but annihilating my enemies in a cloud of awesome sounds like it'll make up for it. In spades.

72
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 20, 2014, 02:11:48 AM »
That's really cool, ember! I actually have the opposite problem. I can't do ships to save my life, but I'm alright at the small stuff. maybe we should team up! XP

73
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 19, 2014, 05:04:48 PM »
Tried my hand at some new missiles - because there aren't NEARLY enough in all the mods that we have here XP
The red one's a REALLY fast HE missile with not much manoeuvrability, but massive damage potential.
The blue one's a harpoon-style missile that does a fair amount of energy damage
The yellow one is a kinetic damage medium missile - medium speed, medium damage, etc.
Spoiler
[close]

74
Hate to double post, but I sort of wanted to get this thing off the ground. I'm looking for anyone who would be willing to contribute their time and effort to this project. I'm very open to ideas, and will be doing a lot of spiriting myself. I have experience with weapons sprites, but can't really get the hang of ships. Any comments or criticism will be gladly accepted.

75
Mods / Re: ICE (Upcoming Faction) Teasers
« on: January 19, 2014, 06:38:30 AM »
I am really glad to see some really original content from you. I liked your first sprites on the judgement thread, and now that they're in action, I like them even more. this community never ceases to amaze! :D

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