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Messages - CrashToDesktop

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3796
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: March 21, 2012, 06:18:06 PM »
Umm, I'm using a laptop and I can't use the mouse wheel to zoom in or out.  Can I remap that in any way?

3797
General Discussion / Re: Ship Names
« on: March 21, 2012, 03:34:09 PM »
 ;D Nice!  I love it.

3798
General Discussion / Ship Names
« on: March 21, 2012, 02:32:05 PM »
What do HSS, ISS, and TTS stand for?  It's been buggin me since I first played this. ;D

3799
Suggestions / Sabotaging Objectives
« on: March 21, 2012, 02:27:12 PM »
The title says it all.  I've always wanted to sabotage an objective in one of my campaign battles to prevent the enemy from sending out more reinforcements.  This may or may not solve that.  When you capture an objective, you should have the option to sabotage the station.  This could be used in tight situations where you know the enemy is going to capture to objective before you can get reinforcements there, and you could deny the enemy the right to send out reinforcements.  Setting the objects to "Sabotage" would make a ship (no fighters, mind you) travel to that objective and start planting explosives in the objective.  This would require a minute or two before the charge is ready, but the ship setting the charge is vulnerable to attack and cannot follow and other orders until done.  When this happens, a timer starts that has maybe a minute until explosion.  There are two things that can happen after this:

The enemy can try to get to the charge before it explode and defuse the bomb.  This is a lengthy process and will take about 30 seconds, and has all the downsides to the setting the charge (cannot follow orders, is vulnerable, no fighters).

If the enemy does not defuse the charge in time, the objective will explode, destroying, damaging, or overloading any ships in a certain radius.

C&C welcome!

3800
Modding / Re: Onslaught Variations
« on: March 21, 2012, 12:55:30 PM »
kinda made my variation...


That's very....Cute! ;D

3801
Modding / Re: Onslaught Variations
« on: March 20, 2012, 11:55:56 AM »
WOW.  I made the same exact sprite as the Intervention.
But yea, those are some nice ideas.  Personally, I love the Incursion.  It's so sleek. ;D

3802
Nice sprites here, though I need big ones not small ones...... Still, keep the art flowing :)

EDIT: I could use you if you could make a really huge ship (like really huge ship), I know all about the coding procedures now, though not always do I succeed on the first try.
Yes, I'm offering you a position in my team, but it is up to you to take it ;), though your sprites are Damn good, anyway, I'm just looking for a sprite which is bigger than any current I have.

That ship on the middle-right might fit the bill. ;)
Anyway, I've got a grasp on coding now and I've gotten a few ships/fighters in game.  Even got one into the Hegemony Station.  Not delivered, though. :-\I replaced a ship that was already in.

3803
Jeezus Christ, those are some EPIC sprites, man.  Too bad I've next to no modding experience, so no work from me. :-\
+1, though, for the epicness.

3804
Modding / Re: Random Fighter-Based Battle
« on: March 19, 2012, 06:52:42 PM »
Hey mate, if you are able to make it working, could you please post the mod here?
I would love to play fighters-vs-fighters battles as well.
Yea, I got it working.  Here's the link:
http://www.mediafire.com/?ang2cy4oorsyec9
Have fun. ;D
The only glitch is that the enemy doesn't want to send out any ships.  Can't seem to solve it, help would be nice.

3805
General Discussion / Re: Planets
« on: March 19, 2012, 06:46:39 PM »
Mech battles? ;P
Nah, this is for the battle before "Forlorn Hope."  Gives the proper introduction to that mission XD

3806
General Discussion / Re: Planets
« on: March 19, 2012, 04:47:26 PM »
From the API:
Code
			public void addPlanet(float x, float y, float radius, String type, float gravity);
So, adjusting the first number after the x and y coordinates makes the planet bigger.

Code
		api.addPlanet(minX + width * 0.55f, minY + height * 0.25f, 200f, "cryovolcanic", 200f);
Thus, the 200f in this example would be the radius.
Thanks!  I'll put it to good use. ;D

3807
General Discussion / Planets
« on: March 19, 2012, 02:10:35 PM »
OK, how would one add a new planet to the game?  I'm talking about one of the planets for missions, NOT FOR CAMPAIGN.  A mission planet.  I want to take the Corvus II planet from Campaign (most likely the "Terran" planet in the planets.json file, right?) and make it much bigger compared to the screen than what a planet might look like, such as the planets in "Turning the Tables."
 Long story made short, how would I make a planet bigger for a mission?  I plan on making a mission for the attack on Hastaeus Prime by the TT.  Sort of make the proper introduction to "Forlorn Hope." ;D

3808
General Discussion / Re: Phase/VLRM/Repair Station etc.
« on: March 18, 2012, 04:21:04 PM »
Ah, the mysteries of the future.....huhuhuhuh.
Gonna be exciting once we know what some of the sprites will server for. ;D

3809
Modding / Re: Random Fighter-Based Battle
« on: March 18, 2012, 07:44:50 AM »
Have you checked latest version?
Hmmmm, didn't see that.
But it says you edited that this morning. Seems like you just did that to get my attention. :-\
Never-the-less, I'm gonna try it out. ;D

EDIT:
IT just has way too many carriers and other assualt ships.  I really want a battle where you have to preserver your flagship, one of the only carriers on your side, and think about your next move, not just tossing all your ships at the enemy.

3810
General Discussion / Re: Starfarer Backstory
« on: March 18, 2012, 06:57:26 AM »
I'm pretty sure that Verdaria II and Hastaeus Prime are themselves/in other systems, and not within the Corvus system, Because the full game will have interstellar travel.
Ah....thanks.  Solves that. :D

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