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Messages - MajorTheRed

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271
General Discussion / Re: Legion: What role does it have in your fleet?
« on: October 08, 2017, 09:29:09 PM »
I like it with 2*broadsword and warthog. For main weapons I put 2 Devastator Cannons (I really fell in love with this gun) and 2-3 reapers launchers.
The fighters kite and flux the ennemy shield. Devastator cannons reap appart destroyers, fighters and frigates. Torpedoes are for cruisers and capital.

272
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 07, 2017, 01:37:09 PM »
@King Alfonzo : wow, thanks you very much, this is really impressive. You should make this tuto available in its own post! Really appreciate the "artistic" aspect of how it works.

I mostly found difficult finding both interesting shapes for the ships and textures for panel and greebles. Hopefully with this guide, and the Tartiflette's link, it will "unlock" this problem of my imagination.

The support on this forum is always really stunning! Thanks guys!


273
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 06, 2017, 05:40:27 AM »
@ King Alfonzo :
Thanks for your advices, really appreciate it. It really helps toupgrade sprites.
A question a little bit odd, but how do someone "grebble" in a good way? Any time I try, it seems that they pop to much in my face and I only see pixel after that...

274
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 02, 2017, 08:11:55 PM »
Still trying to learn the art of spriting. I've made a bunch of luddic church ships to give them some personnality. Was a great way to learn to work with color layers and all this stuff :

First a defense frigate, an heavy conversion of the Hound:


Then a Missile destroyer based on the Enforcer:


A conversion of the Tarsus to a fire support destroyer:


Finally, a balanced light frigate for the Persean League


Obviously they still need some work. The medium frigates lacks contrasts, the luddic frigate is too green (even if its closely match to colors of the vanilla luddic lasher). The ENforcer is rather blend, but I'm quite proud of the Tarsus conversion.

275
I've tested (and adopted) your mod, I was thinking you may like some feedback. Funnily enough, I've found in it many of the ships roles I've started to sprite to fill some gaps.

I'm really found of the redoudancy brought by the mod which remove repeatitivity. I mean, it is not like the Sector is in good shape and fleet commanders can get the ships they want. The new weapons are fun, but for now I got difficulties to find them in market.

The only minor complains are :
Maybe the Taurus gunship can use a different ship system as for know it is nearly a copy/past of the brawler.
The Spectacle frigate is a little bit over the top, too much firepower, too much goodies. Maybe it could look like more the Serphim : a nice gadget, but with a disadvantage (like fire arc for the Seraphim).

The Junker seems more useless than the Mudskipper, but I should try it just to see. Maybe in a garbage ball perhaps...

276
Blog Posts / Re: Economy & Outposts
« on: September 21, 2017, 09:28:20 AM »
Always great to see from the developper point of view, especially the maths and conceptual part of thing. Some thoughts/questions (not too repetitive I hope)

It got me thinking about the current way relationships work between faction: I guess with the new system, trading will need to also consider if the other factions are at war, or not with the current market? And it also means that it could be several states of relationships which influences directly trading (which was introduced in the Ironclad mod) : 2 factions in "cold-war" state might want to engage combat fleets but spare trading fleets, allowing some level of trade between them, while a total war would mean no quarter. In the same vein, what about alliance? Askonia, as an ally of Pearsean League, could be treated as a "same faction" market in regard for trading with PL worlds. This also ask about "how much the relationships between 2 factions can change in regards of initial status between them.

About Outpost : How about others factions? Can they established new ones too?
 I guess that to some extent, Outposts can be abandonned and/or totally destroyed. Where will be the limit with already established outposts/world? Can Asharu can be totally eradicated because it has a low level market and population?
And does outpost include Space Station?
And conquest?

So many questions....

277
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 16, 2017, 10:14:30 AM »
OK, I've followed your adviced. Now I understand what you meaned about the High-tech destroyer, there was a really lack of uniformity and blending between part. I tried to upgrade it. The bridge is not pefect but does the job, and I use the opportunity to highlight the "combat freighter" purpose.



The pirate cruiser is much more uniform and not mashup now. COuld probably still use more weathering.


278
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 15, 2017, 07:21:42 PM »
Thanks for the feed back. I'm a little bit confused, as I was excpecting the exact opposite of comments, i.e. I'm not totally sold of the cruiser and I was quite proud about the Try-Tach Destroyer.

Would you mind give some details about what is wrong in the Destroyer? As a guess I would say it's something with the medium mount, and the flight deck, but not sure

And finally, I would really love to weather the pirate cruiser, but I've absolutely no ideas how to do it... Blending options in photoshop?

279
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 15, 2017, 12:27:08 PM »
OK, I give a shot to this topic, first time I publish and make some ships for Starsector.
These are all kitbashed. I'm trying to make a mod of ships just to fill some gap I'm feeling in the game when playing. I've started to make three over but only painted this time.

First a Low-mid tech "patrol" cruiser. Mostly a reason to get a cruiser with heavy ballistic (I hate the flying brick Dominator). Fluff-wise I imagine it is a stop gap measure during AI wars to compensate losses of Dominator and Eagle/Falcon. Spare parts are used to make a cruiser powerfull enough to hold the line but still able to defend itself (not like the Dominator...) or play the role of an escort cruiser.



Second one is a "boss" ship or flagship for pirate. The concept is a ship made of easy prizes from surrending civilian : Drone tender, Venture, Nebula, Gemini... All civilian ships which are not already reconverted by pirates (like the Buffalo, Tarsus and Mudskipper)



The last one is a support destroyer/freighter for Try-Tachion raidong parties. I've always found ridiculous that with such a high level of tech, these fleets need to rely on civilian freighter to get some support or carrier capabilities.



So anyway, hope you will find them not too ugly, this was also the opporunity to get familiar with sprites painting. I've done some small changes on them


280
Does this mod need specific graphic mods to work? Or is it low-performance PC friendly?

Also, I've got a bunch of ships I've painted and/or kitbashed to fill some gap that were worrying me when playing. I've not yet made a mod to play then (no skills in programming/modding at the moment, on the to-do list), but when implanted I would be glad give you the sprites and data if you want to include them in your mod.

281
Suggestions / Re: Information access, diplomacy and new ship classes
« on: July 27, 2017, 12:08:53 PM »
Quote
Market: button in top left corner of market screen.

Yeah but it's only apply to the current market you are visiting right? What if I want to know what Hesperus is producing when I'm in Corvus? Maybe I've miss something...


282
Suggestions / Information access, diplomacy and new ship classes
« on: July 27, 2017, 07:48:46 AM »
Hey everyone,

Sorry about the title, I don't want to start several topic, so this is more a list of ideas related to needs/gaps I experienced in the game.

So, first thematic is about information access from stuff already discover or which are common. I'm mostly interested in the exploration and trade aspect of the game. I have 3 items in mind:
 - Markets : maybe I've miss a tab somewhere, but there is no way to know which good a planet produce. As planets doen't produce as much as in previous version, it's harder to get te right stuff in the right place. I don't rant about the difficulty, it's more that to my mind it makes sense to go the some kind of Starsector network and ask the local trade ministry what kind of stuff they produce.
 - Existing derelict. After dozens of explored star systems it's sometime difficult to remember which ****ing one got this precious research station. Maybe add something in a panel similar to the list of known planet? With distance, difficulty rating etc...?
 - A little update about neutron star (which should benefit from a warning beacon by the way) : maybe add in the system map where the Pulsar Beam of Death is located.

Ok now about D-mod. I really like the actual system. I was wondering if adding a little bit more about "mixing" ship could be a good idea. If someone read about WWII, he will often read that sometime two deteriorated planes where disassembled to build one which work. The same could be add to Starsector. Take two identical ships (lets say a Wolf) and combine them. The new one will only keep D-mod that both initial ships where starting with. So, if Wolf 1 has a Armour and Engine D-Mod and Wolf 2 has Engine and Power Grid D-Mod, NewWolf will only have Engine D-Mod. This can allow getting functional ships has long as they are common like destroyer or frigate. You probably will not do it with for an astral carrier because it's much rarer.

Some ships class I found lacking from my playstyle:
-A utility ship. Something with poor combat abilities (including weapon mounts) but many OP dedicated to specialized equipment : survey, EW, Nav Mod...
-A scout ship. For know both ship with High Sensor a High-tech, combat-oriented ships. I was thinking about a civilian, low-mid tech frigate with enhanced sensor used as a scout for fleet or messenger.

Last theme : diplomacy
 - For now, factions are neutral or at war with eachother. Could be nice if the relationship is degrading like with player: Neutral, shoot only at  military fleets, total war. Similarly, factions with neutral relationships cannot help eachother when engaging an other ennemy.
 - Safe harbor. From the lore and in-game description, stations are littered with guns. It's strange a raider party can attack a commercial fleet on the face of the station/planet. I don't know how it can be implemented, maybe some kind of terrain effect around the planet representing mines, long-range shots. Or proximity fleets engaging the raiders? Let's take an exemple.
A Persean League civilian fleet is orbiting Luddic Church planet. A Hegemony strike fleet jump in and attack the Persean League fleet. I don't think the Persean league will be happy to know that their fleet was destroy in a Luddic Harbor because Luddic Church is not at war with Hegemony. In fact, maybe the Hegemony fleet will not attack the fleet in orbite and wait the Persean fleet leave, or they attack, but local Church patrol will engage even if they are not at war.

Sorry for the lenghty post. I should add that don't have any idea how difficult each item is to add/implement. I just wanted to give some feedback about things I found are weird or lacking in the actual state of the game.

283
So far I'm level 20, mostly on salvage skill.

When you are commited with a faction, they become usefull to get unavailable weapons and ships. My character is with Hegemony, and without research station I will still be waiting for Optics, flux and integrated targeting mod......

The skill that make you get less D-mod when salvaging is really nice, I've salvaged a Onslaught with 2 thirds its weapons and not a single D-mod!!!

284
General Discussion / Re: .8 feedback thread
« on: April 26, 2017, 04:33:16 PM »
Here is my two cents about this release, I don't know where to start but:

This is the game I was especting.

Ok now some details, I LOVE the salvage/exploration aspect of the game. It has a Rogue Trader/Fallout vibe that is really great. I'm running a scavanger who explore old system, and it feel really nice to discover debris and relics and imagine how things must have go wrong in the system, like when you discover a Vault in Fallout! The way that you're not so much limited by your skill is quite balanced : if you discover something you cannot scavenge, you can still always get intel or some loot from it by luck...

The way how ships are all usefull in specific circumstance is really great, I've never used so many tankers, mining and salvage vessel in my fleet! The way that ship special equipment scale up with size make every ship still interesting : the sheperd is not as efficient that the venture for surveying but its salvage gantry make it very all-rounder.
Usually I run a small fleet to surveys planet and discovers relics, then come back with a huge salvage fleet if there is many thing interesting.
I've even got some luck when I was able to salvage an Onslaught without D-mod!

On the negative side, I'm a little sad that planet doesn't offer many goods anymore, the "there is only war" bug is really annoying as well as the little nasty surprise you can encounter in far systems that doesn't want to die nor to flee...

Cannot tell anything about carriers for now, I will probably create another character, some kind of neutral bounty hunter, to explore the central constellation.

285
Nice job you made on the sprite!

I'll give it a shot!

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