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Messages - TheBawkHawk

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16
General Discussion / Re: New Let's Play cropping up everywhere!
« on: November 24, 2015, 09:52:26 PM »
How the heck did beagle change the direction of the wolf while phasing! He phased behind the enemy ship pointing in the direction of its engines. I didn't know this was possible :o
The way it works is that you move in the current direction your ship is travelling (NOT the way it's facing), and it places you facing where your cursor is.

17
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 23, 2015, 07:02:06 PM »
Hi again! Sorry for not posting in a while, my hard drive crashed and it took a while to get everything back in order. Anyhow, I did a bit of editing to my Battlecarrier from a while back. I think she's nearing completion!

18
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: November 23, 2015, 10:12:51 AM »
I wonder if I can find that planet cracker hidden somewhere.  ::)

What?  I promise I won't do anything!  Well, nothing too bad anyway.
There's one Tri-Tachyon planet that has armories and such deep within mine shafts or whatever it is, and that the deepest ones had some arcane power and whatnot. Perhaps it's hiding in there?

19
General Discussion / Re: Favorite Surprises
« on: November 22, 2015, 10:35:03 PM »
My favorite surprise so far - though I don't yet have the rep to take advantage of it - is the discovery of an Independent world with a military market that can sell Conquests.
I was also extremely pleased to find an Independent military market, although sadly its in Sindrian Diktat territory, and they decided they don't like me anymore because they're jealous of all the friends I have had.

20
Blog Posts / Re: Faction Music
« on: October 02, 2015, 08:22:16 PM »
I know this is kind of rezzing an old blog (and now, a REALLY old blog post, and an overshadowed one considering the latest one), but I just re-watched the video...and oddly enough, it's changed (at least, from what I remember).  Did Stian append some gameplay of the in-dev patch to the beginning of it while we were all distracted?

Good catch! And yes, it has changed (99% sure)

21
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 24, 2015, 06:41:39 PM »
I cleaned it up a tad, and did some shading along the front. How's this?


Here's the first version to the current one:
Spoiler
[close]

22
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 23, 2015, 11:35:23 PM »
Messy, Also yes. I should probably remove some greebly bits, but where in particular do you think is too messy? In my opinion the front half needs to be less flat, and the back needs to be less messy. What's your opinion?

You already mentioned the places I wanted to point at. Try to make 'em less crowded.

Alright, Thank you!

23
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 23, 2015, 11:04:23 PM »
About your ship, it does look better now since you filled the empty spots on the engines. Don't you think she looks kinda flat and messy?

Flat, yes. She's still a work in progress, so I'm going to (hopefully) fix that eventually. I have a vague idea of where I have to work on it.

Messy, Also yes. I should probably remove some greebly bits, but where in particular do you think is too messy? In my opinion the front half needs to be less flat, and the back needs to be less messy. What's your opinion?

24
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 23, 2015, 10:31:58 PM »
jaggy?

Yeah, there doesn't seem to be any AA on the edges. Should be an easy fix, though.

In other news, I THINK I fixed up the Acheron.

Spoiler
[close]

25
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 23, 2015, 05:51:19 PM »
Quote
@TheBawkHawk, that's a very interesting one, a mid-tech capital battlecarrier is something i'd like to have. However it feel very flat, the middle section than run all along of the ship beg to be "elevated" to give some volume. A bit of shading and highlighting would do wonders.

Also not very convinced by the twin bottom white parts borrowed from the Paragon, it clash pretty hard with the mid-tech aesthetic. I'm pretty sure Tartiflette's kitbash database have something better to replace them with. Overall, i still like it quite a bit, just need to un-flatten it.

Thanks for the critique, and I see what you mean. I'll check out the database and see if I see anything I like.

26
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 23, 2015, 02:52:25 PM »
Hello! After a very long break from the game, I'm finally back! I was inspired to make a new ship, and after a few hours, I created this!

The Acheron Battlecarrier! Critique is much welcome.

Bonus pic of it in-game:
Spoiler
[close]

Edit: Bonus-bonus pic of it in-game:
Spoiler
[close]

27
General Discussion / Re: Looking for a FAQ on using mods
« on: July 11, 2015, 10:01:13 PM »
I am tempted to try out a few ship mods to add variety to my "buy all the ships from Tibicena to force Hyperion / Tempest restock" routine, and I am a little bit worried about mods causing problems with save games and future game releases. 

If I install a mod and load up a saved game, would the new content take effect immediately?  Is there a FAQ on mods?

Thanks



If you already have a save game, you won't be able to play it if you have installed new mods. Mods generally do not work between releases, but the modders here are quick and will generally release an update for the new version relatively quickly. I don't think there's a FAQ for mods, but I could be wrong. Hope I helped!

28
Suggestions / Re: please remove the CR set.etc
« on: May 25, 2015, 03:24:20 PM »
What? A ship is sitting there next to a hostile small ship doing nothing, and nothing happens. But if it's sitting next to a big ship doing nothing, it starts melting like butter after 5 mins. I just can't buy it.
Three ways that I can think of to explain this: Electronic Warfare (bigger ships can handle more powerful or numerous EW attacks) Moral boost (as CR IS heavily based around crew and their level) or a combo of the two

I've got one more.

If you're a crewman on a destroyer and you're fighting a frigate, you probably wouldn't worry about it too much and not work the ship as hard. Now, replace that frigate with a battleship. You're probably putting everything into high gear and trying to get every last ounce of performance out of your ship. Understandably that would put much more of a strain on the ship. That's how I see it at least.

29
Blog Posts / Re: Abilities
« on: May 08, 2015, 04:49:17 PM »
Another idea for an ability that just occurred to me:

Blockade. Activate this and your fleet formation spreads out while the circle surrounding it grows. Depending on your fleet size, it can grow enough to cover an entire planet, wormhole terminus or similar objects of strategic importance. Of course you can now engage every fleet that wants to pass through.
Your fleet is unable to move though, and the supply consumption is increased to to the logistic challenge of coordinating over bigger distances.

Since your fleet is dispersed, you get a penalty in the deployment mechanics if it comes to a fight. Maybe some kind of time delay in getting deployment points.


I thought this might add nicely to the blogpost idea of watching for targets along frequently used routes instead of chasing them around.

Your fleet would need to move though, as if it were stationary, the planet/wormhole/station would just orbit out from beneath you. A solution would just be to reduce your burn speed to one, so you can still move.
Maybe using the Blockade ability could also stop your fleet from interacting with non-fleet entities, so you can just click on the object you want to blockade and have your fleet follow it around as it orbits.

30
Suggestions / Re: A new role for combat readiness and hull points
« on: May 06, 2015, 06:36:37 PM »
Well thought out, I like it! You have my support. It's more realistic in my opinion, it seems like it would be more fun as well. But the question I need to ask is if it's possible. Does the current framework support this kind of mechanics?

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