Search found 24 matches

by Gisiebob
Sun Dec 20, 2009 9:36 am
Forum: Ship Archive
Topic: New Alien Fleet
Replies: 43
Views: 11573

pulse guns inaccuracy is countered by their short range. when something is that close you can have a hard time not hitting it. what shots that don't hit act as environmentally friendly flack to distract the enemy's PD.

oh, and the shields are just sections.
by Gisiebob
Sun Dec 20, 2009 3:02 am
Forum: Ship Archive
Topic: New Alien Fleet
Replies: 43
Views: 11573

I think they would go with energy projectile type weapons. lasers would eat up too much energy with their sustained blasts, conventional weaponry would also work, as they are simple and efficient to manufacture and maintain, but the bullet propellant would be seen as wasteful (the bullets themselves...
by Gisiebob
Wed Dec 16, 2009 7:03 am
Forum: Ship Archive
Topic: Pseudo-Chainship! New ship starts on page 4.
Replies: 92
Views: 25080

oh, oh oh...yeah, sorry about that...that was to organize what sections should be in what groups. I'll fix it if I ever need to upload something again
by Gisiebob
Tue Dec 15, 2009 12:11 pm
Forum: Ship Archive
Topic: Pseudo-Chainship! New ship starts on page 4.
Replies: 92
Views: 25080

that's what I thought. what folder are you talking about, then, inteuniso?
by Gisiebob
Tue Dec 15, 2009 11:36 am
Forum: Ship Archive
Topic: Pseudo-Chainship! New ship starts on page 4.
Replies: 92
Views: 25080

so you are saying I should have it as custom sprites/verm_swstock22 instead of custom sprites/Verm_SWStock/verm_swstock22?

seems kinda messy, but ok.
by Gisiebob
Tue Dec 15, 2009 11:27 am
Forum: Ship Archive
Topic: Pseudo-Chainship! New ship starts on page 4.
Replies: 92
Views: 25080

Caroline is a pretty name.

and if you would please explain the problem you have with my file ordering instead of calling it names, it would make it so much easier to fix
by Gisiebob
Tue Dec 15, 2009 11:21 am
Forum: Ship Archive
Topic: Pseudo-Chainship! New ship starts on page 4.
Replies: 92
Views: 25080

Re: Pseudo-Chainship! New ship starts on page 4.

same rules, so...
Anna wrote:3) If you remove any sections added by someone else, they count as sections you used. If you remove eight sections, you can't add any. If you remove five, you can add three. And so on. This is to discourage people from erasing other people's work while still allowing for it.
by Gisiebob
Tue Dec 15, 2009 10:57 am
Forum: Ship Archive
Topic: Pseudo-Chainship! New ship starts on page 4.
Replies: 92
Views: 25080

I'd like to (re)start this with something a little different. I've made something just plain awful. actually, it's a recreation of Anna's guide to good shipbuilding's test ship, just in sw sprites. it's up to you to make it, at there very least, bearable. is bearable really spelled bear-able? or is ...
by Gisiebob
Mon Dec 14, 2009 3:14 pm
Forum: Shipmaker Info and Help II
Topic: missile deviation
Replies: 9
Views: 2059

how would the submunitions act with the new bullet sprite? and don't they just go in a set wavy pattern?

and: is deviation in degree increments? or is 90 just a number?
by Gisiebob
Mon Dec 14, 2009 8:46 am
Forum: Shipmaker Info and Help II
Topic: Nooby Question
Replies: 7
Views: 1243

you can change the sprite the weapon uses on one of the edit tabs
by Gisiebob
Mon Dec 14, 2009 8:38 am
Forum: Shipmaker Info and Help II
Topic: missile deviation
Replies: 9
Views: 2059

and now I'm going to be lost in tvtropes for the next few days...thanks also: mostly I have settled for the slower turn rate, but that means I can't have missiles explode from all sides of the ship (not literally) to suppress an area target...(maybe if I set the deviation supper high, but then the m...
by Gisiebob
Sun Dec 13, 2009 2:28 pm
Forum: Shipmaker Info and Help II
Topic: missile deviation
Replies: 9
Views: 2059

missile deviation

I've done a little tweaking with the missile stats (particularly the minimissile) but I haven't been able to achieve what I think I want, which is inaccurate missiles that can turn sharply. from what I've seen, the deviation only controls the initial deviation, and if turning is set to high, they wi...
by Gisiebob
Sun Dec 13, 2009 12:49 pm
Forum: General Discussion
Topic: how do you add doodads
Replies: 3
Views: 2884

open up the ini file that tells ship maker what to put on the pallet in the terms of doodads and sections. by default it is smsprites. type in a new 'pos' (position) (remember that 10 goes after 1, not 9. it is alphabetical order, not numerical) and then fill in the new directory to your desired spr...
by Gisiebob
Fri Dec 11, 2009 4:21 pm
Forum: General Discussion
Topic: BSF 2 suggestion topic.
Replies: 491
Views: 159479

yeah...somehow I knew something like that was going to happen, useually does for me... but hey, now I have that tool today! probably better than having it tomorrow with my name written on it. edit: this tool does not seem efficient for things like parenting or driving items, where you have to right ...
by Gisiebob
Wed Dec 09, 2009 3:46 pm
Forum: Custom Content & Sprites
Topic: Kaelis' Section Factory
Replies: 379
Views: 468552

blaise-studio.com appears to be down...can you reupload?