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Messages - D00D

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16
Suggestions / Colony Building as a Victory Condition
« on: March 28, 2021, 06:11:57 AM »
The latest update has greatly boosted the variety and depth in colony building and it really feels like you can build a wide and varied empire based on Lostech that can dwarf the vanilla Factions eventually. I think that more people are enjoying this aspect and I feel that eventually, the endgame empire you build should deserve its on lore implications.

Thereofore, I think there could be an ending path related to colony building that is different from the usual beating up of a super-sector ending threat. With conditions and milestone such as reaching 10 Billion population Colony, producing X amount of fuel reliably, creating a garden planet to re-educate luddites etc. The end goal would be to reach such a beacon of stabilty and progress that you become an influencial enough political faction that you can bring everyone to the table to achieve sector wide peace. This may not be an immediate win, but uniting the Sector and putting all their minds and will towards stopping the Super-threat would be a good payoff.

At the end of the empire building, perhaps the player can be awarded a "Wonder" style building to commemerate the achievement and have a steady Story Point income to signfiy this achievement.

17
Mods / Re: [0.8a] The Knights Templar 0.9.8
« on: May 15, 2017, 07:49:44 AM »
I'm getting a ton of them from NPC battles when they launch a crusade, even more in the rare cases where they get their faces smashed in. Some variable must have been off since their exploding chances doesn't seem to apply to NPC battles where you don't participate.

18
Mods / Re: [0.8a] The Knights Templar 0.9.8
« on: May 15, 2017, 05:00:22 AM »
The new salvage system makes it way too easy to grab Templar ships and their restoration costs is about on par with the top tier ships. I think the price should be increased a bit. Speaking of which, how do I activate the special burst ability? Rightclick seems to do nothing for me.

19
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 11, 2017, 06:12:34 AM »

I'm stuck with getting the metallic-plastic texture of the Medusa on to my ship's dark blue armor. I'm not sure how to proceed to make the armor more solid and distinct from the ship? Also, anyone feel that there is too much details and geebles on the ship? I think it's a little too excessive but I can't say for sure until I can get the armor texture in. Also, what's with the fuzziness of the picture's outline? How can I remove the edges to make it smoother? Using GIMP btw.


20
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: May 04, 2017, 08:23:35 AM »
Ah, I see. I found the script in MS_thrustPlugin along with your tutorial. Does that means you don't mind other people adapting your script for their own mods? I might have an idea for some solar sails that angles towards the sun on ships.

21
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: May 04, 2017, 07:25:32 AM »
Hi, may I ask how you managed to do those directional engines? They are some sort of directional turrets I guess?

22

Anyway to make a projectile's sprite spin? I have a mini-blackhole I plan to sent hurling towards the enemy. Do I just use a gif sprite or is there some code fiddling I need to do?

23
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 29, 2017, 04:50:30 AM »


Hi, I'm working on porting over some of my sprites from BSF.

In the middle, I finished my Bomber (With payload) and Very Heavy Fighter, they are a faction based on holding ground and striking with heavily armored fighters and bombers so they are slightly bigger then the biggest fighter. Costs a ton at 25 and 20 OP though.

The Destroyer at the top is 30% finished, I'm stuck in a bit of rut on adapting the highly detailed BSF sprites to Starsector and am still deciding on the loadout. I'm more interested in what's used to do the post-processing on most modder's sprites, I assume AA is the obvious answer but anything else that could help?

24
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 06:18:40 AM »
Hi, may I ask where did you get the turret hardpoints and their sprites? I've been trying to find them on the forums but no luck.

25
Modding Resources / Re: A spriter's first toolbox
« on: April 23, 2017, 05:27:04 AM »
Hi, is there a vanilla kitbash of small items like Hardpoints, turrets and flux coils? I want to standardize those details with the rest of the modders.

26
General Discussion / Re: Starsector Ship Tiers
« on: November 10, 2015, 04:42:38 PM »
I'm not sure why would you want to balance gimmicky strategies in  a Single player game. I've had a lot of fun with using disposable missile ships from mods where I flank the enemy fleet while they break themselves on my defensive fleet and then flanking them by unloading all my missiles then retreating and coming back with a fresh ship

27
General Discussion / Re: Industry
« on: October 31, 2015, 01:20:23 AM »
There are 2 things that detracts this from the Warhammer 40k scenario.

1) Humanity isn't beset on all sides by enemies in a constant threat of extermination. Given enough stability, it can slowly rebuild, rediscover UAC or learn to reverse engineer technology from then or even just start from scratch with basic mathematical principles. The pirates with their ramshackle ships are the best examples of humanity not relying on technology from the Domain of Man

2)The player is a massive stabilizing/destabilizing force in the sector. Any high level player can easily smash through countless enemy fleet. If the player is benevolent, he can slowly exterminate every pirate base, allowing independents to flourish or rediscovering lost UACs from pirate kings. If the player chooses to turn on the Hegemony, there's a whole bunch of old tech and infrastructure for him to take and repurpose.

Either way, there's a working economy in Starsector and massive potential for the player to interact with like in the X series. Building a mining base, upgrading an independent market by feeding it resources or even fixing the abandoned station so that players can use it as their home base are examples I could think of using the Industry skill. The only problem is that it doesn't have a direct impact on combat compared to even logistics which would make it boring. Ideally, it should be a skill that you need to take in order to develop your own independence faction like in Nexelin or otherwise allow you to produce exclusive weapons and ships by understanding and rediscovering UACs.

28
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 27, 2015, 11:48:48 PM »
I have a question. Where do high level independent ships spawn in the market? I'm referring to Monitors and Hyperion, I enabled prism freeport and they tend to spawn other factions high level ships. Does the player faction market spawn theses as well?

Also, there should be some sort of cap to how effective Agents are at modifying diplomatic penalties. 30 agents will pretty much make a faction the enemy of all neutral parties or bring your relationship from neutral to cooperative. I recommend capping their effects to either welcoming or suspicious at best.

29
Mods / Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« on: October 27, 2015, 12:14:52 AM »
Hi, is it possible to pm the weapon mount sprites? I like them alot better than the vanilla ones. However, I think they are not really to scale to most weapons, the frigates are covered 75% in weapons sprite as well

30
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: October 19, 2015, 05:58:32 PM »
Re: the above discussion: Usually the best way to build BRDY rep is to grind enemy fleets in Rama/Sita. (Hegemony, TT, Pirates) Don't really have any tips beyond that, and to use trading to your advantage.

Rare or capital ships only spawn in stable (8+) markets except for fringe cases. And it's always random.


No wonder they don't spawn, my sector's pretty much in constant anarchy.

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