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Messages - washout

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76
Mods / Re: Going to start a star wars mod.
« on: February 20, 2012, 02:05:46 PM »
I would LOVE to help. I am basically a walking SW encyclopedia and would love to help with facts, ship ideas, and other miscellaneous SW things.

Can you actually help me make the turrets and guns? I can make up the mechanics and whatnot easily. But the turrets are actually really hard. Ships are super easy to make by comparison.

In the meantime I'm just going to edit sound into some existing guns. If someone feels like making the animated turrets let me know and I can supply some starter sprites.

77
Mods / Re: Going to start a star wars mod.
« on: February 20, 2012, 08:14:10 AM »
The camera is zoomed out. It's 500 tall, and the aurora is only like 380 or something. Also I'm "borrowing" all of these from a GSB mod, I'll ask for permission once I've actually got something to ask permission for. I'm no artist so I can't really redo any of these sprites.

Holy ***, making guns is like 10x harder then making the ships.

78
Mods / Re: Going to start a star wars mod.
« on: February 20, 2012, 12:32:41 AM »
Going to focus on getting a star destroyer and some tie fighters going along with the guns and right sounds, once I have that I'll release it and then start on the rest of it. But mostly just rebels and imperials.

I got the star destroyer done today, but not the weapons yet.


79
Mods / Star Wars Mod Update: v2.04 new guns
« on: February 19, 2012, 08:27:29 PM »
https://rapidshare.com/files/4085631445/star_wars_v2.04.rar

http://www.mediafire.com/?v6db8fu6wbe4so3

v2.04
Fixed: Many turrets and angles so that things are actually lined up like they should be.

Changed: Increased spread of medium turbolaser dramatically from 2-10 to 10-20 for balance it may warrant a even higher increase.
Changed: All the variants to add the new heavy turbolasers and rebel versions of guns.
Changed: cr90 added the hidden botton medium turbolaser, and changed the side quad guns to cannons as they should be.
Changed: Anything left over that had piliums or swarmers to concussions.

v2.03

Rebel ships firing green lasers? Unacceptable!

Added: Rebel Turbolaser (sw_laser_turbo_rebel)
Added: Rebel Turbolaser Cannon (sw_laser_turbo_rebel_medium)
Added: Rebel Quadlaser (sw_laser_quad_rebel)
Added: Imperial Heavy Turbolaser (sw_laser_turbo_heavy)
Added: Imperial Turbolaser Cannon (sw_laser_turbo_medium)
Added: Concussion Missile Launcher in 4, 6, 8 and 10 payload varities (sw_missile_concussion_x)

Changed: Increased Quadlaser effective range very slightly
Changed: Balance tweaks to Proton Torpedoes
Changed: Slight tweaks to Turbolaser spread and damage
Changed: Renamed Fighter weapons

v2.02

Added: Put rebels and imperials into the campaign.

Fixed: Naming of everything so that now they all have good names, no more tie interceptor interceptor etc.
Fixed: Nebulon B forward gun arc and radius were switched.
Fixed: Changed name of tie interceptor and bomber in wing_data to make compatable with campagin.

Changed: Increased energy per shot of turbo lasers from 75 to 190, added spread.

TODO: Will add ships to stations, imps will be added to tritach and rebel to the starting

station, this will require the tt mod to be active for my mod.

Here are some pictures of the sprites I'm using:




v2.01
More Ships
Added: sw_sd_interdictor Star Destroyer version of the interdictor
Added: sw_blastboat Skipray Blastboats are part of most imp compliments.
Added: sw_nebulon_b Finally found a sprite
Added: sw_ardent the first sw legacy (comic) ship, more to come.
Added: sw_victory1 first generation star destroyer

Changed: Interdictor is now Interdictor Cruiser id remains the same
Changed: Added launch bay to the Acclimator
Changed: Acclimator has point defense laser cannons not turbo lasers.
Changed: X-Wings have 360 shields
Changed: Point costs: Acclimator up, cr90 down.

Fixed: Interdictor Cruiser had one engine glowing the wrong color.
Fixed: Rebel mission didn't have a flagship set.

TODO: Make variants for victory 2, nebulon B2 and a host of others.

v2.0 BETA

First major milestone reached!
All major ships have been added, all major weapons are complete.
Balance is mostly there. AI has some problems with the really big ships.

Added:    Two test missions, one playing imps the other playing rebels.

Fixed:    B-Wing was all crazy since I had tried to make it turn around the cockpit instead of the middle.
   It's really too bad that you can't set the collision stuff to be centered around the shield.
Fixed:    Interdictor now has engine glow and correct bounding.

Changed: Proton torps for cap ships.
Changed: Added two more launchers to the SD
Changed: Tie Bomber squad size +1 (now 4)
Changed: Tie Interceptor squad +1 (now 4)
Changed: Lowered cost of B-wing squad. They may be tough but not that tough...
Changed: Halved max flux of Home One and Star Cruiser, no longer invincable ships of doom.
Changed: Lowered shield damage to .6 for home one and star cruiser.

TODO: Maybe make the yt-1300 a little bigger
TODO: Figure out of the tt station mod works and add imps and rebls to the normal game.
TODO: Add all the pirate stuff.
TODO: Find some more imp sprites for more varity (need some of the pocket star destroyer models)

80
Modding / Re: Starführer Graphics Mod (Should be viewable now)
« on: February 19, 2012, 08:25:36 PM »
just make ships from this movie

http://www.ironsky.net/site/

81
The issue here is not that the player ships can't defend against bombers, because it's easy enough for us to slap on enough point defense to mitigate them. But against the AI bombers just wreck them.

I'm not really super concerned though. Because the game is so easily modable that if they don't change much in the final release I'll just gimp them in the final version of the game. Do things like adding more PD to all the bigger ships, and slow down all the interceptors, along with making the bombs and torpedoes easier to kill. My only big concern is that if there are too many different ship types that it will be a bear to re-equip them all to make them more challenging.

82
General Discussion / Re: @Alex---Ordinance Points?
« on: February 18, 2012, 03:49:32 PM »
i bet its less a role and more an advancement tree.

so you would have engineer and you would get more and more upgrades the more level up points you put into the tree.

i would be interested to see more than 3 trees to :P seems like a lot of games have 3 trees.

I'd rather see some crazy convoluted tech tree unlock thing. No trees at all, just one gigantic tree.

83
Also I'm not trying to say there is anything implicitly wrong with the system, just that an I WIN button like this makes the game way too easy. Fighters need to not be invincible and endlessly resupplying, and bombers should do a lot less damage or the bombs be much easier to kill.

84
I posted what my real setup is, and yeah you lose some once in a while. But when you are picking up huge cap ships worth 200k every battle because they can't deploy them it's really easy to sustain. And as I said it's not always interceptors, anything around 200 speed or so. It just makes the fights really super trivial to do it this way. I don't do it anymore and purposefully them them cap the two back points and fight over the middle one to make it more of a challenge. But then you have to quit using bombers too because 3-4 wings of them just instakill cap ships.

85
I guess I've broken the game by doing this, so don't read any further if you have interest in just having fun with the existing game.


If you build up a large fighter fleet it becomes trivially easy to kill pretty much anything. 3-4 squads of fast fighters (wasps or balanced fighters) and then 4 or so squads of bombers you will just win against pretty much anything. (tempests with speed boost also do the trick anything over speed 200 really). All you need to do is take all of the waypoints  before they can and then your fighters/tempests just wreck everything. Especially bombers seem way too overpowered when you send a squad of 4 at a cap ship.

So I guess the main problems are:

Fast ships will beat them to the punch and contest/capture all the points and prevent reinforcements.

Those same fast ships are nearly impossible for the AI to kill.

Bombers do far too much damage to AI opponents.

86
Suggestions / Re: Being able to shoot other weapon groups with a key press.
« on: February 17, 2012, 09:53:07 PM »
For normal weapons like ballistic, beams, and other rapid fire weapons this isn't going to be used all that much I think. But for weapons like missiles and anti-matter cannons where it's often the case that you need to fire just one shot off at the right time when the enemy ship's about to let down their shields due to high flux, I often find myself scrambling to switch weapons group to fire off just one shot.

At the moment I just pause the game and fire off a volley or two, this feature would alleviate my need to do that.
Well, personally, I'd much prefer to put all of my guns except point defense under my own control. It's pretty cool to be able to shoot anti-shield weaponry only then when shields go down start shooting anti-armor weapons. Especially if you enjoy piloting the giant battleships with tons and tons of guns.

I just had a battle in fact where my kinetic weapons under computer control ran out in a huge scrum because they would just keep firing when the shields were down and there was too much going on to shut them off every time the shields went back down again. I guess I could pause, but it would be a lot more fun imo if I could have just been switching buttons when the shields were up and down.

87
Suggestions / Re: Being able to shoot other weapon groups with a key press.
« on: February 17, 2012, 06:01:33 PM »
Yeah that is true, but given the intelligence in the turrets already where the ones on the opposite side or out of firing arcs won't shoot it would still probably be pretty useful if that was still in effect for that key press.

I'd like to be able to focus my pulse laser on a target and constantly hammer him in just that right spot and reach over and tap a key to fire off some missiles.  Especially since the default configuration has shift be the same key to strafe as to lock in autofire, pain in the ass to be maneuvering around while switching weapons.
Yep, for this reason on any ships I'm piloting I just take all the missles off and use the space for other things. Too difficult to try and switch around weapon groups while strafing and paying attention to shields etc.

88
Suggestions / Re: Being able to shoot other weapon groups with a key press.
« on: February 17, 2012, 02:37:58 PM »
Yeah that is true, but given the intelligence in the turrets already where the ones on the opposite side or out of firing arcs won't shoot it would still probably be pretty useful if that was still in effect for that key press.

89
Suggestions / Being able to shoot other weapon groups with a key press.
« on: February 17, 2012, 01:52:18 PM »
Can you eventually include an option to shoot group 1, group 2, group 3, group 4, and bind them to whatever keys you would like? I've got one of those cool gaming mice and while I can do stuff like bind autofire to mouse4 or whatever it would be even cooler if I could bind my missle group to a seperate key or button.

Another key for mechwarrior style SHOOT ALL MY GUNS AT ONCE would be pretty awesome too.

90
Modding / Re: Captain Portrait Photoshop Thread.
« on: February 16, 2012, 03:06:43 PM »
Holy *** these are awesome, there better just be a folder full of pics and new captains just randomly pick images from the folder.

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