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DerpSuper++

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About DerpSuper++

  • Birthday 01/04/1995

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  1. Really? Where does it say that? This caused quite a stir in the office because licenses aren't supposed to expire since the devs thought it would be too annoying... so if they really do, we'll have to fix that. Are you sure about this or did you accidentally move into the territory of a faction for which you don't have a license? They're actually talking about the salvaging licenses in scrapyards, not the dangerous goods licenses. It seems that thyou can buy multiple instances of the salvaging license, but the time limit doesn't stack and they count down independently from the time they were bought, as explained by:
  2. So, Koonschi let me know that you could still paste more templates even if all the boxes are full. It never crossed my mind to do that :P Welp, my mamma did tell me I was special...
  3. [ You can still paste additional templates even if the boxes are full. I just never thought of doing that :P ] Hey, I'm just a guy who builds ships and disregards other responsibilities. Anyway, my ships are usually really detailed and require extremely heavy usage of templates in order to drastically speed up my workflow. However, as I've built up my library, I noticed that I was beginning to hit what looked like the template limit, so I decided to fill the spaces up and see if the game would add an extra row. Unfortunately, after restarting the galaxy, it did not and this was the result: Which means we can save at most 70 custom templates (5 columns x 14 rows). And after doing some skimming on the forums, no one seems to have brought this up yet. So, as the title says, is it possible to remove the limit on the number of savable custom templates, if not by the developers, perhaps by the modders? (coding is like Latin to me, I don't know Latin.)
  4. Other than that guide you found, I've recently been building a library of "assets". That is, I specifically build JUST the templates and save them, then share them throughout the ships that I build. Also, as mentioned in the guide, I've been referencing a lot, especially on Sketchfab since I've found it. Here's some links: - https://sketchfab.com/aberrator2000/collections/starships - https://sketchfab.com/saphires/collections/sci-fi-vehicles - https://sketchfab.com/edgecasegames (personal fav) ____________________________________________________________________________________________________________________________________ [ON ANOTHER NOTE] Finished a new ship, it's more Fractured Space Titan Defence Systems-y in visuals, which is nice. Ship pornImgur Album: http://imgur.com/a/9ns19 Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1099407610
  5. SHE IS COMPLETE!!! >:D I tried including absurd amounts of detail into this one. Enjoy the ship porn Album: http://imgur.com/a/mR6ak Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1096896430
  6. Thanks :) Though, I haven't been really active on these forums lately because... well... Steam. :P _________________________________________________________________________________________________________ Anyway, a little update on something I'm working on. I still feel it needs a little bit more polish but I want to go crazy on the details with this ship. Also, yes, heavy Fractured Space TDS influence.
  7. I think what he means are some way to build those cosmetic torpedo hatches(?) and other flashy mechanisms that can be done in Space Engineers, and some form of auto docking system. Though, imo, it's not really a necessity yet at this point in development as I'm sure there's still a lot of core features that need to be implemented.
  8. I do have to agree that the tags are getting a little out of hand (a bajillion "<insert tag here>(1)" tags). Perhaps have a broad range of pre-defined tags that would predictably be commonly used (hull class, slot count, ship purpose, ship/station, replica, etc.) instead of allowing custom tags, or if possible, add some kind of option to hide/show custom tags. Though, admittedly, I also have no idea how this is done on the developer's end.
  9. ____________________________________________________________________________________________________________________________________ [uPDATE] - Added new Javelin Assault Gun to Steam Workshop. Featuring a cheap son of a bitch marketing gimmick "customizable spinal mounted main gun". ---> http://steamcommunity.com/sharedfiles/filedetails/?id=953160372 - Added new Spatha-Class Destroyer to Steam Workshop. Based on the Praetor-Class and replacing the Gladius Mk-II in active service as a 6-slot destroyer. ---> http://steamcommunity.com/sharedfiles/filedetails/?id=953469276 ____________________________________________________________________________________________________________________________________
  10. The ship's looking great. Also, if I were to make a suggestion, you could try approaching turrets the way Maffin does on his Higaran ship replicas. That way, you can have "functional" turrets. http://www.avorion.net/forum/index.php/topic,3247.0.html Keep it up. :D
  11. Thanks. :) I was starting to see one too many replicas, not saying that it's bad because some are amazing, but it was getting old so I decided to contribute to the pool of more original stuff. Anyway, I now have a shit load of screenshots to take... Yay, sarcastically.
  12. So, I couldn't wait and got the beta just to upload stuff into the workshop. Welp, that's about it. Also, the thumbnails don't seem to be doing my ships justice, they've for some reason failed to render the shaders in most images and the ships look "flat", without any shading to define their form. Like this: http://steamcommunity.com/sharedfiles/filedetails/?id=951711091 P.S. If anyone knows how to change thumbnails on the steam workshop, do please let me know. This is literally my second time uploading stuff and my foray into the realms of God Emperor Google have not proved very fruitful. ____________________________________________________________________________________________________________________________________ [uPDATE] - Uploaded several ships onto the Steam Workshop, though pages are still under construction. ____________________________________________________________________________________________________________________________________
  13. If I were to guess, it's a station that spawned with either no cargo bays, or the cargo bays that spawned on them are too small to be functional as they need to be a certain minimum size in order to work. A few kinks in the whole random generator thing.
  14. Again, exemplary work on the suggestions. I'll go over some stuff that came off the top of my head from looking at your recent additions, seasoned with my glorious brand of tasteless humour. Safe/Danger Zones This concept can make a huge difference to gameplay. It can stop, or at the very least discourage players from rushing straight to a higher tier resource from the get go, since I'm one of those people personally not guilty of doing that. With this, it's not that you CAN'T do it, you still can, but it's the whole "risk and reward" thing. Some people get hard to that. Also, it gives the populated sectors that sort of "purpose" (I don't know what word to use) other than simply being places to find factories, merchants, and whatnot... Or being your next victims for trying out this new overpowered railgun turret you built. Though, an addition I'd suggest would be to have the outer galaxy be safer (perhaps with larger safe zones and having yellow zones make up more of the dangerous areas) then get progressively more dangerous as you approach the core. That way, the game would still be more forgiving towards pussies the newer players, whilst still giving the more leveled ones a challenge. Additionally, player/alliance founded stations or even ships could be used to stave off those danger areas, considering there's already a "points system" in place to decide the priority of out-of-sector simulation. This could also add more depth and emphasis on station and fleet building other than the current meta of get rich quick production line pyramid schemes. Rare Devices and Unique Abilities Again, this can potentially add a huge amount of diversity to playstyles and especially ship designs, like the whole "design a plane ship around a big gun" thing. Like the A-10 Thunderbolt. However, some of these seem pre~etty overpowered... Pretty much everything on the list Most of the items on the list, in fact. I'll go over what I'd suggest on them in point form, because reasons. - Midas Device. Perhaps either give it a long cooldown, or have it be a consumable item, because with this, every asteroid is a resource asteroid. Another approach would be to have the resource be random, with higher chances for lower tier materials. - Hyperspace Interlink. Brain not functioning properly, cannot think about this. - Mr Fusion. The potentially infinite energy storage thing is... well... infinite. One way to go about this is to either add diminishing returns the higher the amount of stored energy, perhaps affected by your energy storage cap, or set a hard cap at xxx% of your energy cap. MAKE MR. TORGUE PROUD AND HAVE IT EXPLODE WHEN OVERCHARGED!!! :D :D :D (don't) - Commercial Port. This one seems ok. - Matter Processor. With this, any resource is, well, any resource. Maybe include things such as % efficiency of conversion, % failure, or have it be a consumable. Also, since this might end up allowing high tier resources to be acquired much earlier, it could be made so that you first have to acquire some amount of that resource in order to be able to transmute it. - Tractor Beam. Seems okay. - ION Cannon. I'd imagine how devastating it could be if you built an AI fleet armed with these, especially to larger ships. Maybe don't let the AI use it. Completely deactivating shields is cheating is, well, OP. Instead, it could apply a status effect where your shields will go offline for a time, allowing you to pile on the hurt. If you want to be more of a dick make this weapon more appealing, it could also cripple power systems and/or disable afterburners for the duration of its effect. - Reflector Shield. This seems ok. Can't be shot, can't shoot back. - Escape Velocity. This seems like fun. - Siege Laser. Again, you could build a ship around this, emphasizing on turn speed. Though, to circumvent this, it could reduce your ships turn rate by some % while it is firing. Another limitation would be to add a charge up time. Adds some sort of balance, and makes you feel that the weapon is powerful. Totally stealing the fusion beam from the Fractured Space Leviathan. Furthermore, there could be more general limitations/balance so you wouldn't be a flying mega death cube, like having them take up regular upgrade slots, or limit the number of these upgrades based on ship size. I could go on, but there's a million and one ways you could go about it. Those AIs though, they seem pretty hilarious. Jerry makes me think of E.M.E.T. from Evolve. ---> Anyway, I'd type more things but I'm running out of attention span. Also, I'm hungry.
  15. The poster's already removed it from the workshop (or set it to "hidden" like I advised, since that's his go-to starter ship) and apologized. Pretty much all's said and done. And yes, I consider possibilities when stuff happens, an honest mistake was one of them. If you've seen my posts around the forum, usually worded in some form of tasteless humour, you'd see that I don't mind, and even encourage the use of and/or mixing of various existing designs, so long it's based on them and not a blatant carbon copy claiming it's yours. It's one of the many ways designing works. Some people can create from scratch, but most, including myself aren't exactly good at that so have to use that as a crutch to get going. Even professional artists trace over images or recreate parts of them or use self references. It speeds up work and gives you something to ride on. Like so: On the other hand, replicas aren't plagiarism because you're building them in honor of the original work, and they're next to impossible to plagiarize because they're popular... And stuff. In addition, you'll in some way end up advertising for the original media, probably all part of their evil plan for global domination. Also, I can't decipher whether you intend your post to be hostile or just civil discussion, judging from your colourful post history. But this, little paragraph here, is admittedly ad hominem on my part. To answer your possibly rhetorical question of an example of a non-offensive disclaimer, No, that is excessive. A simple "Based on X-ship by Y-person" is enough. Any additional flair such as "You should go check him out" is of the poster's own accord. On a side note, and I mean this in good faith, as much as it's ignored, proper spelling, punctuation and structuring can severely affect the delivery of your texts and the impression people get, in any media. Because, I was honestly confused for a time when reading your reply. Yes, I'm a nitpicky asshole, but I do it because I love you. No homo, bruv
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