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Messages - Upgradecap

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16
Discussions / Re: Civ V Multiplayer! Probing for potential shenanigans
« on: August 10, 2013, 09:45:57 AM »
I'm in as germany



/EDIT How will we communicate though?

17
Discussions / Re: Forum History
« on: August 10, 2013, 09:43:55 AM »
What chicken thing are we talking about now?

Suspicious look

18
Suggestions / Re: General View
« on: August 07, 2013, 06:38:45 PM »
He miiight (Don't quote me on this) be referring to the camera view that Star wars EaW had. It was basically a camera that allowed you to get cinematic shots of ships doing whatever, which was a pretty cool feature i must admit.
However, it could get dumb sometimes, and follow the wrong ship/not viewing the action, but usually it was sufficiently good.

And.... if that is what he meant, well, i'd rather not have it. Sure it could be a nice feature but... eh, the current camera (with the hud and everything hidden) is good enough.

19
Discussions / Re: Forum History
« on: August 05, 2013, 06:56:33 PM »
My first post was....

Probably back when i made the first iteration ever to see the world of a mod, The TimCORP.

http://fractalsoftworks.com/forum/index.php?topic=1977.0

I loved that. I really want to know how many played along with the joke, and how many that actually fell for it. Heh.

We need more of that. :)

20
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: July 17, 2013, 01:02:00 PM »
Especially on planets like that of the Corvus II, a jungle, tanks and large vehicles would pretty much be rendered useless by the terrain. 

Flamethrowers and artillery shelling seems surprisingly effective in those conditions. :P


Also, what's wrong with space marines? Last time i checked, bulky armored outfits like that helped keep the bullets away from the flesh :)

21
Mods / Re: [0.54.1a] Hiigaran Descendants v1.5
« on: July 15, 2013, 03:55:29 PM »
(Or he's just pulling some cheap save editing tricks :P)

22
I'm not sure if it has been mentioned before, and I really don't want to read through 180+ pages to see..

It seems to me like 80% of the ships are just using a flare or active flare launcher?

Is that intentional or just filler to be adjusted later when the other stuff is more fleshed out/balanced?

Also I can't seem to get the sensor array to work.. I have it in my cargo, but my ships don't get the option for any new hullmods and I can't mount it using a weapon slot, how does it work?

Right now, most of the systems are fillers, which i intend to change (As soon as i can stop being lazy :P).

As for the hullmod, you have to have the engineering manual for the ship system to be properly installed, on top of the system itself, if i haven't forgotten how you once did that.

23
Discussions / Re: Ruin a Wish (forum game)
« on: July 13, 2013, 05:43:41 PM »
Granted - you learn every single word in the english langauge, and as an added bonus, you get to learn no less than five (5) other languages for free, of your choosing!


Though, in order to fit that knowledge into your brain, we had to remove some redundant parts of knowledge away from your brain.

Unfortunately, this means your body forgot how to use the respiratory functions.

But, as an added bonus to that, now you can stay underwater for as long as you want to!

24
Mods / Re: Firestorm Federation [WIP]
« on: July 13, 2013, 02:09:20 PM »
Well well, guess who turned out to be quite the pyromaniac...

*cough* Hides the fuel can behind him  Not me!   :)



Jokes aside, i like the looks of those ships, could be something good, but the shading could definitely be improved on.

25
General Discussion / Re: How did you come about Starfarer?
« on: July 13, 2013, 02:01:27 PM »
Saw totalbiscuits video on it, and i immediately bought it. Also signed up on the forums almost the same day too.

:)

26
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: July 12, 2013, 11:49:23 AM »


I'd just like to know - how easy is it to implement a new system via mods right now, alex? And how straight-forward is that part of the code?

No much more complex than defining Corvus. It's basically the same thing, except there's a step where you define where in hyperspace the system goes.



Yep, got ninja'd by alex just as i was posting. Oh well, that gives me my answer.

27
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: July 12, 2013, 10:39:36 AM »
I'd just like to know - how easy is it to implement a new system via mods right now, alex? And how straight-forward is that part of the code?

Just requoting this, incase it got missed :)

28
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: July 12, 2013, 04:33:17 AM »
I'd just like to know - how easy is it to implement a new system via mods right now, alex? And how straight-forward is that part of the code?

29
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: July 11, 2013, 03:05:39 PM »
Am i allowed to smash my keyboard for this occasion?

no?


...


I'll find my own way out, thank you gothars.

30
Discussions / Re: Hidden guest
« on: July 10, 2013, 06:33:04 AM »
Huh, that i did not know (though i know mods can see everyone obline and such)

Where's the option to set it to hidden?

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