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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - TheBawkHawk

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31
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 10, 2015, 04:21:46 PM »
Just something I threw together on a whim. Not sure what I'll use it for, if anything.


Bonus points if you recognize the paint colour scheme.

Ooh oh oh, I know! It's black, yellow and red! Yessss the bonus points are mine >:]

You forgot green! 0 bonus points.

32
General Discussion / Re: Ship type limit in game?
« on: March 02, 2015, 08:10:16 AM »
It's just a matter of time; markets make them available over time :)

Adding on to this, destabilized markets seem to sometimes spawn medusas in the black market section, so check there as well.

33
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 27, 2015, 07:15:40 PM »
Another limitation could be the complexity (high-tech/mid-tech/low-tech) of a blueprint (requiring better factories or otherwise risking the production of degraded ships or complete failure) and/or rarity (fancy experimental stuff) and/or amount (big stuff like onslaughts) of used materials.


A big premise of Ivaylo's lore (dunno how much of this part David has changed) is the UACs have enough future-DRM on them to prohibit them from being copied willy-nilly, which is why they're rare and important enough to fight over. (An alternative limiting factor would be access to autofactories).

While it can be made sense of, I think that every other part of computers should have advanced by just as much as DRM has (or, more realistically, far more).
Hacking of DRM would have to still be a thing (even if it is inferior to having an original chip and doesn't grant access to newest stuff), so in that case there should at least be partially-functional copies of rare blueprints (which have degraded variants and/or cost more to produce and/or have failure chances during production).

Or just make using a hacked chip produce a (D) variant of the ship instead of the base hull.

34
Suggestions / Re: Allow some way to cancel engaging maneuvers
« on: February 26, 2015, 07:59:02 AM »
I would like a way to cancel engaging maneuvers. Just a simple, "Stand down and apologize" option.

If anything, even just a pop-up box asking if you're sure you want to attack a friendly fleet.

35
Suggestions / Re: Just my thoughts
« on: February 05, 2015, 02:45:15 PM »
  • The vanilla game with its 5 or so systems and like 10 ships is extremely boring. Why not replace those gray words on the hyperspace map with like gray areas and when you fly there you will discover new systems and ships, mods have great ships and systems just use those

I would like this, though some problems arise when incorporating mods into the vanilla game. If Alex were to incorporate a mod, he would pretty much have to bring the author of the mod onto the team, or sign a contract with them. This is to safeguard against potential legal issues like the author sueing for stolen material, etc. Please correct me if I'm wrong, but I'm pretty sure this is right.

36
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: January 18, 2015, 08:48:04 PM »
Say, I hate to be that annoying person, but is there a release date more specific than "sometime between today and the heat death of the universe"?

While the additions so far are definitely noteworthy, the one I really care about is the "Saves aren't so ridiculously huge" thing, as I'm playing the game on a glorified toaster.

Yes, in fact there is. The update will be released sometime between today and the day BEFORE the heat death of the universe.

37
General Discussion / Re: The "Simulation" challenge
« on: January 16, 2015, 04:08:10 PM »
Oooh, this sounds like fun. I'll give it a go, but I won't be able to record sadly.

I'll let you know how it goes when I either fail miserably or succeed gloriously.

Edit: Seems like I failed miserably. This is a tough challenge!

38
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 13, 2015, 05:24:52 PM »
..what about now? I can't do much about the black lines ( IIRC, not total black )

Spoiler
[close]

Ooooh, that is much better. Although, you may have missed a spot (or two). The area at the very tips, near the small mounts at the front looks like it needs some AA as well.

Other than that, it's a straight improvement.

39
Welcome to the forums! Enjoy your stay, because you're here forever.

The ships look really good so far, although I cant help but feel that some more shading is required.
Anyways, really good so far. Do you have any plans to make a faction out of these ships, or are you just making them for the heck of it?

40
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 11, 2014, 07:50:09 AM »
You're welcome!

This is deck I've made so far, it's an old ship of mine that will be remake later after Solvernia-class Dreadnought. Use this as your reference unless you found a better example to help you make a proper flight deck.



That ship looks like something straight out of the Valkyrian Aramada.

41
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 01, 2014, 09:57:27 PM »

Quote

...and here's my first space... astronaut? space captain? ship crew? gahh, whatever. There are two light sources, they're from the right and above. The shadings somehow doesn't feel right to me, please comment.
Looks badass, i think those are the EVA crew that fixes your disabled weapons.

Okay, trying different color schemes, which one do you guys think suits the best?
Spoiler
[close]

Spoiler
[close]

(Original)
Spoiler
[close]

First one, all the way.

42
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 27, 2014, 09:06:35 AM »
YOU CAN NEVER BE DONE! YOU WILL BE HERE FOREVER!

*ahem*

Sorry about that. It looks like you could use some AA on the edges (Ledd and Glaz, just smooth out those prickly bits).

Other than that, great work!

*EDIT* Yay I'm a lieutenant now!

okay okay, i know what AA is, but is there an easy way to do it? or do i need to do each pixel individually? :\

cheers though! :D

On the outside unfortunately yes... the "easiest" way I know of is using the airbrush tool. I color dropper the nearest pixel, the airbrush it in.

If you are using gimp, the inside is doable with the AA function.

MOAR HIGHLIGHTS!!!

Or, you could use an eraser with like, 20% opacity. That's how I did the AA for my ships.

43
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 26, 2014, 09:34:38 PM »
Well ive been quite busy as of late :3 here's another ship:

Glaz Class:


EDIT:

Plus, here's my horrible attempt at adding highlights to the Ledd Class (also darkened it a bit)...

->

YOU CAN NEVER BE DONE! YOU WILL BE HERE FOREVER!

*ahem*

Sorry about that. It looks like you could use some AA on the edges (Ledd and Glaz, just smooth out those prickly bits).

Other than that, great work!

*EDIT* Yay I'm a lieutenant now!

44
General Discussion / Re: Minor spoilers from David's Twitter account?
« on: November 25, 2014, 07:34:28 PM »
Spoilers are not only good but they are also fun and do a great job of building that ever important hype!


45
General Discussion / Re: HELP
« on: November 19, 2014, 11:19:14 PM »
ok guys how do i unpiss off the independent

How *** are they? If they're vengeful, good luck (you can't do anything about it). I think I heard somewhere around these parts that killing their enemies (not bounties, it has to be unpaid) in a system with one of their stations in it would make them (slowly) like you more.

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