Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Deshara

Pages: 1 ... 103 104 [105] 106
1561
Modding / Re: Making Weapon Pack
« on: May 06, 2016, 05:13:41 PM »
I just arbitrarily picked brdy but since I'm hitting a brick wall with the plug in code I'll try meters on.
Oh and thank you so much

1562
General Discussion / Re: going all vents on a Dominator (solved)
« on: May 06, 2016, 12:27:41 PM »
For the ammo limit, you could order full retreat then redeploy them.

ohhhh...didn't know that. just assumed that reinforcements come from the pool that was separate than those that retreated. hmmm...well, that makes harpoons certainly more attractive. i dunno though, since you could do the min/max thing and totally spam Atropos that way. i'd suggest being something we could disable in the settings

Auxiliary kite, quad a troposphere,  expanded missile racks advanced ecms and 10 missile spec = 10,000 damage per engagement all at once for 4 supplies an engagement. Roll up, plow through everything you can with 8 a troposphere then retreat and re-engineering.  It is soooo satisfying to scuttle an entire battlegroup with a pair of ultra-strike shuttles.
Just a shame the AI doesn't know how to use torpedoes

1563
Modding / Re: Making Weapon Pack
« on: May 06, 2016, 12:21:40 PM »
I got as far as the game crashing to a error about the mod plug in when it was most of the way done loading but that's where I got stuck, I wasn't sure if there was a single unified java plug in for the whole mod or if there are parts that get called on (which would explain why my computer stops for a few seconds the first time a rhon laser or clarent gets used) and if so where, I'll take another look and post an actual question later.
And, of course I wouldn't post anyone's stuff without permission, I'm the kind of jerkoff who cuts down other people's mods into something I like not the kind that steals credit where it is so very due

1564
Suggestions / Re: Special pirate crew
« on: May 06, 2016, 12:14:09 PM »
Which they do, btw. Boarding isn't a free action, and Alex intentionally made boarding ships in general a losing proposition even with marines so there's really no way i can think of to make crew-boarding a thing without changing one of those two factors

1565
The simple rule of thumb isn't concave over convex. There's no need to draw a polygon to catch a patch of outcropping detail if any shot that gets that close to the ship's hull is going to just hit the hull anyway.
Take for example the extruding fuel tanks on the s_kite where the missiles would be. No shot that gets within the curvature of the central hull and it's wingspan enough to touch those tanks is going to hit either the hull or the wings anyhow so there's no point to draw the tanks into the bounds

1566
Modding / Making Weapon Pack
« on: May 06, 2016, 01:58:15 AM »
I don't know how to mod starsector or to do java but I do mod and I'm trying to deconstruct mods to cut them down to just their weapons so I can add guns from mods that should be part of the vanilla game without having aliens and *** in my hard-science game, but I'm having some trouble figuring out what outside of the asset files in data-weapons and the jars I found associated with them to make it compile correctly on game load.
I guess my question is which files are necessary to just have mod weapons? I'm missing something

1567
Suggestions / Carrier-less fighters
« on: May 06, 2016, 01:37:53 AM »
I don't think fighters should require a carrier to be viable. A hullmod that lets civilian-hulled ships have the carrier trait with 0% credit recovery at the expense of twice one fighter's recovery supply cost in storage space would make early game fighters viable, make mid-late combat carriers and carrier flagships viable (since losing your carrier wouldn't be an utter loss of every fighter wing you have) and would make shuttles and civilian escorts viable in the late game.
Plus the thought of just keeping a mothballed broadsword in the hold of a s_class kite so you can break it out at the next auto factory you dock at to replace your flight and then put it back in storage just makes sense

1568
Suggestions / Re: Weapon Styles
« on: May 06, 2016, 01:31:11 AM »
Kind of like how SSP made universal ships have multiple hulls that match different tech levels thematically?

1569
Suggestions / Re: Special pirate crew
« on: May 06, 2016, 01:26:40 AM »
Ship crew are like the union workers you see digging ditches in roads that are being renovated, only they have to do so while under fire. Just cause they deal with tech doesn't mean much.
The way I see it is that marines are necessary because of the fact that close-quarters combat with modern weapons is a meat-grinder that makes any crew-to-crew combat a stalemate and marines are equipped and trained to break said stalemate without destroying the ship.
I do think that marines need to eventually be integrated intolerant actual combat at some point-- they already have the bones of a ship-to-ship shuttle transfer and dead-locking ion weaponry that can temporarily "capture" an enemy ship, they just need to flesh out the former and bridge the two to implement mid-combat boarding

1570
I just vented and then 0-flux phased my crippled, disarmed ultra-strike starlight harbinger flagship into the guts of a crippled, overloading modonslaught at the end of a battle that had worn our fleets down to just the flagships, only to remember I never fielded my carrier and that my fleet of assault fighters had been waiting on the sidelines to be re-fielded.
Cool to watch tho

1571
Blog Posts / Re: Economy Revamp
« on: May 06, 2016, 01:11:28 AM »
I feel that chicomotzoc's market screen being an unmanageable cluster *** is a problem that doesn't necessarily need to be solved. It kind of fits, thematically

1572
I hate to be this guy but I have extremely limited time to sit down and play games and as such I never install mods that don't describe their features in the OP and, if they have ships and weapons added in, don't have at least a screencap of a bunch of them to give you a feel for the level of polish and cohesion. Juuust so you know. Especially when people are posting about how hard it is to start this mod

1573
Mods / Re: (0.7.2a) StarSector AI Overhaul, Alpha 3
« on: April 23, 2016, 12:36:19 PM »
Oh my goood I've been waiting for this. The way that fights and escort groups prioritize remaining in formation over everything else and won't, if their escort target is harassing an enemy target because it's a close support ship and its target is an assault/strike vessel they just sit there next to it uselessly until the enemy is within range to target the close support ship instead of recognizing that the enemy is within engaging-distance of the ship they're supposed to be escorting and essentially being switched to engage the enemy until the ship they're escorting disengages, and now there's hope of that being fixed and I can stop bugging Alex about stuff that would probably require a massive reworking of the entire combat system!

1574
Mods / Re: [0.7.2a] Audio Plus 1.0.1
« on: April 23, 2016, 12:30:37 PM »
I'm loving all these new mods, Revenant! It's gonna be hard to keep track of all of them, tho. If only they could all be tied up into one big supermod that basically everyone who uses any mods would immediately and then permanently use because they are just as much a part of the Starsector feel as the base game itself at this point

1575
Mods / Re: [0.7.2a] Underworld 1.0.1
« on: April 23, 2016, 12:19:31 PM »
Oh yes. Yes please. I need more Cabal.
In fact, since before you split SSP and Cabal your work with the high-end alternative to pirates has made me wish the Luddic Path and Pirates were worked a bit more like the Cabal-- the Luddic Path in that you could (through console if nothing else) become a part of them and Pirates to make them attempt to extort you if they're just on the underside of being able to take you but you're carrying valuable cargo inside of non-dedicated (which would be out of a fight and therefor not risk being lost if one or two ships get tanked in an otherwise won fight) so as to give them a bit more wiggle room to interact with and threaten you besides chasing you down if you're weaker and running away if you're stronger-- and giving you more reason to run them down when you have the opportunity to make pirates see you as being more of a threat and less likely to harass you for extortion money

Pages: 1 ... 103 104 [105] 106