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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 367453 times)

Cathal

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Re: [0.53a] Interstellar Federation v1.22
« Reply #330 on: August 03, 2012, 04:37:24 PM »

p7zip worked for me, thanks.
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keptin

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Re: [0.53a] Interstellar Federation v1.22
« Reply #331 on: August 04, 2012, 04:42:39 PM »

funtip

Albatross Bomber - http://www.youtube.com/watch?v=dLjX7i_9kuE&hd=1
Configured as a bomber, the Albatross' autofeed system allows it to hurtle cluster bombs towards its enemies, destroying ships many times its usual strength.



IFed 1.22 was just released introducing ship systems!
« Last Edit: August 04, 2012, 04:52:04 PM by keptin »
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Outro

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Re: [0.53a] Interstellar Federation v1.22
« Reply #332 on: August 04, 2012, 05:41:28 PM »

First off, I love the aesthetics of your mod.

Secondly, I was wondering if you could consider using this sprite for the Toa Destroyer?
It just bothers me when ships have weapons jutting out at the very front that are grossly oversize or look out of place, which happens a lot with the Toa.



And in addition, change the 2 topmost medium hardpoints to small turrets (with the same coverage as the other 2 small turrets), then change the 2 small hardpoints in the center of the ship to medium.

I have suggestions for a couple of the other ships as well if you want to hear/see them.
« Last Edit: August 04, 2012, 05:47:43 PM by Outro »
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Griffinhart

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Re: [0.53a] Interstellar Federation v1.22
« Reply #333 on: August 04, 2012, 07:00:53 PM »

Rigging an Auria with a Hadron Accelerator in the Large Universal hardpoint and a Cain in the Large Ballistic 360deg turret mount makes for good, anti-cap, fun times. Mass Drivers in the front Medium Ballistic hardpoints for some more alpha strike. Railguns, Dual Light Machine Guns, and Double Flak Cannons (mm, DFC!) for some point defense, and you're pretty much golden. (I like to stick Hypervelocity Drivers in the 270deg Medium Ballistic turret mounts, but that's because I can't find any more Mass Drivers, ugh.)

It's almost overpowered, really. Especially if you slip on an Integrated Targeting Unit and Expanded Magazines. Missiles? What language is that?

Also, a Titan with Cains in the Large Ballistic turret mounts? Glorious. A triple-linked Cain broadside can punish just as well as a single Hadron Accelerator, minus the charging time.

What I'm saying is I love your mod. Here's hoping Uomoz's Corvus gets updated with 1.22 soon, so I can mess around with ship systems.

-- Griffinhart
« Last Edit: August 04, 2012, 07:06:24 PM by Griffinhart »
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Uomoz

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Re: [0.53a] Interstellar Federation v1.22
« Reply #334 on: August 04, 2012, 07:37:57 PM »

Waiting the tested version for U'sC integration (max 1 week).
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Sunfire

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Re: [0.53a] Interstellar Federation v1.22
« Reply #335 on: August 04, 2012, 09:11:57 PM »

First off, I love the aesthetics of your mod.

Secondly, I was wondering if you could consider using this sprite for the Toa Destroyer?
It just bothers me when ships have weapons jutting out at the very front that are grossly oversize or look out of place, which happens a lot with the Toa.



And in addition, change the 2 topmost medium hardpoints to small turrets (with the same coverage as the other 2 small turrets), then change the 2 small hardpoints in the center of the ship to medium.

I have suggestions for a couple of the other ships as well if you want to hear/see them.

I like how the toa loos, though your version could do for a toa v2
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Outro

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Re: [0.53a] Interstellar Federation v1.22
« Reply #336 on: August 04, 2012, 09:15:24 PM »

I like how the toa loos, though your version could do for a toa v2

Yea, I'd be okay with it being added as a different version of the Toa
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keptin

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Re: [0.53a] Interstellar Federation v1.22
« Reply #337 on: August 04, 2012, 10:56:15 PM »

New splash image is up!  

As for the looks of certain ships, I'll be keeping them how they are for the most part.  I like the toa.  Sure, it's junk hangs out, but that's how it rolls.  I don't want to start kitbashing minor ship variations (i.e. Toa MkII), because it looks kind of lazy and introduces "same-y-ness".  IFed provides a lot of variety in terms of ship designs and I'd like to keep pushing in that direction, but I will definitely keep your thoughts in mind for future ships.  Thanks for the feedback and high praise folks, I'm glad you're enjoying the mod!

I'm just getting a chance to dig into 1.22 and already have a few lines on the next changelog.  The goal here will be to have a solid build for Uomoz by Tuesday, if not sooner.  Starfarer 0.53a is a blast and I'm already looking forward the next update!
« Last Edit: August 05, 2012, 12:50:16 AM by keptin »
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Uomoz

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keptin

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Re: [0.53a] Interstellar Federation v1.22
« Reply #339 on: August 05, 2012, 01:07:25 AM »

New splash image is up!

*_*

Ha, I literally just PMed it to you!  Made from scratch, very "Eve-Online".  If only the mod looked that good.   ;D

Splash image ships in order:
Dakota
Scythe
Ares
Antares
Hornet fighter wing
Defiant
Shogun
« Last Edit: August 05, 2012, 01:20:01 AM by keptin »
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Uomoz

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Re: [0.53a] Interstellar Federation v1.22
« Reply #340 on: August 05, 2012, 01:12:50 AM »

It's absolutely amazing :D.
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keptin

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Re: [0.53a] Interstellar Federation v1.22
« Reply #341 on: August 05, 2012, 09:09:12 PM »

Interstellar Federation v1.23 is up!  Includes a few systems tweaks and a new assault cruiser, the Helios!


And yes, those energy guns up front work.  Give the Neutron Gun system a try!

Code
InterstellarFederation v1.23
=Ship Changes=

-Added Helios Assault Ship

Montana
-Ship range increased to 66


=Weapon Changes=

-Added Neutron Gun system

X-Flare Launcher system
-Now has unlimited uses, 15 second cooldown

Torpedo Launcher system
-Max uses reduced to 2, 20 second regen, reduced cooldown

Lightning Gun
-Cooldown increased to 5 seconds

Killian

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Re: [0.53a] Interstellar Federation v1.23
« Reply #342 on: August 06, 2012, 12:50:23 AM »

More fun toys! I do wish there was a version of the MLRS' that had homing, though (MLMS? MMLS?), just because mass barrages arcing out and around from the Auria's angled launchers to slam into a target would look beautiful.

Any hints at what roles future ship additions might be filling?
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keptin

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Re: [0.53a] Interstellar Federation v1.231
« Reply #343 on: August 06, 2012, 01:23:54 AM »

Interstellar Federation v1.231 fix patch!  With all the excitement surrounding Curiosity's landing, I forgot to add the Helios to factions & world stuff.  Oops.  It's fixed now!


Code
Interstellar Federation v1.231
=Ship Changes=

Helios
-helios_Assault loadout changed

=File Changes=

-Added Helios to fleet compositions and station cargo
« Last Edit: August 06, 2012, 04:58:08 PM by keptin »
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keptin

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Re: [0.53a] Interstellar Federation v1.23
« Reply #344 on: August 06, 2012, 01:32:41 AM »

More fun toys! I do wish there was a version of the MLRS' that had homing, though (MLMS? MMLS?), just because mass barrages arcing out and around from the Auria's angled launchers to slam into a target would look beautiful.

Any hints at what roles future ship additions might be filling?

With 0.53 just released, it's still too soon to know what's possible with systems, but I'd like to push them further.  I have some ideas, but I'm keeping them under wraps for now.  I've heard that the next Starfarer update will focus on the campaign.  If that's true and it's moddable, then I'd love to dive into whatever new content can me made for it.

The one hint I'll give on upcoming stuff is pew pew!
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