Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 17 18 [19]

Author Topic: [0.97.XX] Battlefleets of the Gothic Sector (Space Dwerfs!)  (Read 262657 times)

techmajor

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97.XX] Battlefleets of the Gothic Sector (Space Dwerfs!)
« Reply #270 on: November 12, 2024, 12:16:01 PM »

the Imperator Somnium is the flagship of the emperor the main pictures are from the mod for Battlefleet Gothic: Armada 2 the Skalgrim mod.
Logged

Artyom2033

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97.XX] Battlefleets of the Gothic Sector (Space Dwerfs!)
« Reply #271 on: November 13, 2024, 07:25:13 PM »

Love the mod, weapons and ships are wonderful to play with.
Nothing better than giving pirates a good ol' macro cannon and lance broadside!

But I got some ideas regarding this cool mod:
The imperium sprites are very pretty, the others I feel like need a bit off work, I feel like like you could do alot by making ork ships more rust-orange-red instead of pure ballpit coloured.

Chaos fleets should be a bit less glowing red and more dark, metallic red.

For Tau I am not sure but more details on their hull would be nice. they seem kind of empty which is understandable cause I wouldn't know how to do them either.

The first two things wouldn't be huge changes I think, but it would make their ships look a lot more like they are supposed to look.
I must admit right now some but not all of the non imperium ships look a bit goofy :P

ps: I am sorry to hear about your huge loss in mod data, I might do some of these things mentioned above myself and will share my results with you if I do.
I hope to see this mod improve and become even better than it is now.
« Last Edit: November 13, 2024, 07:28:32 PM by Artyom2033 »
Logged

Artyom2033

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97.XX] Battlefleets of the Gothic Sector (Space Dwerfs!)
« Reply #272 on: November 17, 2024, 09:05:48 PM »

And on another note I love the nova cannon, sometimes it does nothing because you miss or hit a shield, but then... 6 enemy friages explode at the same time in the beginning phase of the match... Absolute peak, allows a quick flank with a Battlecruiser. Chefs kiss in weapon design. I have so much fun with it.
Logged

Joe Toon

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97.XX] Battlefleets of the Gothic Sector (Space Dwerfs!)
« Reply #273 on: November 27, 2024, 08:59:31 PM »

I love the mod but I have a small issue with it: What is up with the Nova Cannon? I was expecting an overpowered weapon with a large AOE. Instead I got a peashooter with an extremely long charge up time with an even longer cooldown that could barely scratch the shield of a pirate frigate (no joke, I fired this weapon at point blank range at a Wolf [P] frigate with at least three [D] mods.

Please, buff the Nova cannon. That is all I ask.
Logged

Artyom2033

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97.XX] Battlefleets of the Gothic Sector (Space Dwerfs!)
« Reply #274 on: November 28, 2024, 04:21:41 AM »

I love the mod but I have a small issue with it: What is up with the Nova Cannon? I was expecting an overpowered weapon with a large AOE. Instead I got a peashooter with an extremely long charge up time with an even longer cooldown that could barely scratch the shield of a pirate frigate (no joke, I fired this weapon at point blank range at a Wolf [P] frigate with at least three [D] mods.

Please, buff the Nova cannon. That is all I ask.

once you get the hang of it you will explode like 5-6 frigates sometimes, try to hit the larger ships, the aoe is big and will kill frigates in front of it that don't have their omni shield up to cover their back.
Logged

Durandal777

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97.XX] Battlefleets of the Gothic Sector (Space Dwerfs!)
« Reply #275 on: December 13, 2024, 07:35:47 PM »

After a few agonizing hours, I was able to get the mod to work on linux. But you need to be fairly desperate, as its very laborious. Best advice is just run
Code
./starsector.sh bash
through the terminal and slowly fix all the capitalization mismatches/make jank fixes. If I find the motivation to dive through it again, I'll download a fresh install of the mod and attempt to put together a list of things that need to be changed.
Logged
Pages: 1 ... 17 18 [19]