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 - Rhyden

Pages: 1 [2] 3 4
16
Mods / Re: Demolisher mod
« on: March 07, 2012, 08:47:30 PM »
 God, I can't explain how wet this ship makes me, the way it looks is just too *** awesome lol, you should make more mixtures of ships ^^ be cool with some other classes mixed, not just capitals. But keep up the nice work.

17
Modding Resources / Re: Spiral Arms:Suggestions?
« on: March 06, 2012, 08:43:55 AM »
Slightly corrected Demolisher


Wow, that thing is awesome, I would use the *** out of it. Great work.

18
The inferno rockets are pretty cool.

19
Thing looks pretty cool.

20
     Hmm, at this point I would have to say this error is being caused by the other mods that I'm using, I have Theii's Ascendency, Ironclads, TimCORP, Starfarer Extended, Confederacy of free stars, and I think that's it.

21
Alright sweet thanks man! I'll see if it works now, appreciate it =]

22
id   designation   hitpoints   armor rating   max flux   8/6/5/4%   flux dissipation
hadd_sparrow      450               165                800                    50
hadd_bat         1050               295                500                    40            Arc   upkp.  efficiency
hadd_platypus      1750               600                1900                    80->   OMNI    180    0.3    0.4    (added shields to him)
hadd_raptor           1550               580                800                    40->  OMNI   180   .25    0.4 (shields)

And that's pretty much the jist of it, increased the wings of the sparrow and bat to 6, increased platypus and raptor to 5.   


23
It was after, I hadn't tried it before I edited the files though, right after I downloaded it I just went to editing the hitpoints and stuff but I don't understand why that would cause it. Since just changing the hitpoints, armor, number in a wing, and formation works with every other fighter in other mods. It just gives me a null error after my game crashes.

24
  Oh another thing, I don't know if it was me that did something wrong, but all of the new fighters for me take 0 fleet points, there's only 1 fighter/bomber in a wing and whenever i deploy them the game crashes. I changed the stats of the fighters in the ship data.csv and gave most of them 5 or 6 fighters/bombers in a wing, you know any reason why this is happening? Any help would be appreciated, since the ships in this mod have no conflicting art and i want more vanilla looking ships. =]

25
   Yo, I love the way these ships looks man, really cool. I noticed when I was playing though that the Terra Carrier's second Microwave Beam is a Hardpoint, not a turret like the other one. Thought I would point that out ^^

26
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: March 02, 2012, 09:14:57 AM »
   Wait, devMode is being disabled? :/

27
Thanks ^^, the dreadnought has been tweaked but the new dreadnought isin't out yet, but thanks for your criticsism :D
Yeah, no problem. =]

28
   Yo, this mod is pretty cool man, even in the early version. If you don't mind some constructive criticism on the Dreadnaught? And sorry if you do, just giving feedback ^^, IMO it doesn't look as good as it is. Not saying that it looks bad, because it looks great. Just saying that if I saw that, and an Onslaught by eachother, I would have to say the onslaught looks more powerful, right now it just looks like it shouldn't be that good lol, I mean I'm no modder or anything so ya know, lol. Anyways nice mod, been watching it since the start.

29
General Discussion / Re: devmode
« on: February 24, 2012, 05:50:01 PM »
  Uh, is there a free application I can use to open JSON files? I want this devmode, so I can edit variants.

30
Suggestions / Some Suggestions
« on: February 23, 2012, 10:20:34 PM »
       I'm guessing that AI do not take in account asteroids anymore; since they just run right into them, it's not that big of a problem because the bump damage from asteroids is negligible. But it was still pretty cool how they maneuvered around them like they used to. Also another thing, I think it would be better if the AI took disabled vessels into recognition, so they don't just blindly shoot at something behind it, just to smarten it up. Think you get the picture. ^^

Pages: 1 [2] 3 4