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Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Fri Sep 13, 2013 9:44 pm
by ClockALock
Kieve wrote:ClockALock wrote:*sigh* Oh well. There go my grand plans. I'll just have to mess with things a bit.
On another note, this is seriously the nicest place on the internet I've ever been on, and I want your (and anyone else's) honest opinion. From what I've planned, is this a good idea that I should pursue? I'm going away for the weekend, and I'm wondering whether I should keep working on this or start smaller.
You've put actual thought and reasoning into the design. You've created something original, and near as I can tell you've at least given some thought to how to balance it, and create it properly in-game.
Hell yes you should continue.
Generally a "beginner's ship mod" ends up being an overpowered Kestrel with stupid amounts of power and ridiculous "I win" weapons. What you have here is already leaps and bounds ahead of the game, so please, keep going. I look forward to seeing what you develop when you
really get up to speed.
Thanks, that means a lot. I will definitely continue this. Right now I'm working on the NXA-PC-17, but I had to mess with the design slightly.
Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Fri Sep 13, 2013 10:34 pm
by ClockALock
New update at the top of the page.
Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Fri Sep 13, 2013 11:04 pm
by 5thHorseman
ClockALock wrote:New update at the top of the page.
I like when people update the first post, if their "I updated the first post" post has that info in it. It keeps those of us who are on the thread from having to go back and figure out what was added
Regarding the drones... You have more than 0 "Drone Slots," correct? You can't define more drones than you have slots. If it's not that I've never seen this before. I'd have to see the ftl file.
Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Fri Sep 13, 2013 11:45 pm
by ClockALock
5thHorseman wrote:ClockALock wrote:New update at the top of the page.
I like when people update the first post, if their "I updated the first post" post has that info in it. It keeps those of us who are on the thread from having to go back and figure out what was added
Regarding the drones... You have more than 0 "Drone Slots," correct? You can't define more drones than you have slots. If it's not that I've never seen this before. I'd have to see the ftl file.
The editor says "Drone Slots 2" then "Drone Count" and the box to change the drone count is grayed out.
Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Sat Sep 14, 2013 1:39 am
by kartoFlane
ClockALock wrote:The editor says "Drone Slots 2" then "Drone Count" and the box to change the drone count is grayed out.
Very odd. That shouldn't be happening...
Though maybe I disabled the count spinners in preparation to make the editor handle the count automatically, and then forgot to follow through with the idea... I'll check tomorrow.
Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Thu Sep 19, 2013 1:57 am
by ClockALock
Sorry about the lack of work on this project, school has really taken a lot out of me. I'll try to do more in the future.
Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Sat Sep 21, 2013 6:06 pm
by ClockALock
Another update, thank you for visiting.
Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Sat Sep 21, 2013 8:12 pm
by UltraMantis
I have moved the thread to Working Mods. I'm not sure if that's the right or wrong thing to do at this stage. Let me know if you're happy with it, or if you'd rather create new threads yourself.
Generally, if a mod can be downloaded and played it should be there as it's going to find more exposure. You may edit your OP in the future to your liking, or start new threads.

Re: [Mod] [WIP] Auto-Cruiser-RFS Basilisk and FFS Hydra
Posted: Sat Sep 21, 2013 9:07 pm
by ClockALock
UltraMantis wrote:I have moved the thread to Working Mods. I'm not sure if that's the right or wrong thing to do at this stage. Let me know if you're happy with it, or if you'd rather create new threads yourself.
Generally, if a mod can be downloaded and played it should be there as it's going to find more exposure. You may edit your OP in the future to your liking, or start new threads.

I'm fine with that, thank you. I left it here because I just get annoyed at people who post stuff in working mods when it's not a working mod, and I figured a half-colored image (which I still need to replace with the finished one) and no custom weapons yet didn't qualify. But if it does, then by all means you may move my topic.