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Distribute and discuss mods that are functional. Moderator - Grognak
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Lamina
Posts: 64
Joined: Fri Jul 14, 2017 1:29 pm

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Post by Lamina »

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Last edited by Lamina on Sun Oct 08, 2017 8:06 pm, edited 4 times in total.
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rodprior700
Posts: 59
Joined: Tue Feb 05, 2013 4:25 pm

Re: [AE][Ship] Racetrack

Post by rodprior700 »

Great to see the weapon worked for you! The ship looks great, too, aside some shading errors (I make them too, can't complain!). I'll see if I can try it at some point, it shows promise :)
It's meeeeeeeeeeeee.
Heap of Weapon Designs:
http://subsetgames.com/forum/viewtopic.php?f=12&t=32170
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Lamina
Posts: 64
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Re: [AE][Ship] Racetrack

Post by Lamina »

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Last edited by Lamina on Sun Oct 08, 2017 8:07 pm, edited 1 time in total.
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Lamina
Posts: 64
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Re: [AE][Ship] Racetrack

Post by Lamina »

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Last edited by Lamina on Sun Oct 08, 2017 8:07 pm, edited 1 time in total.
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PR0T05T33L
Posts: 39
Joined: Fri Sep 26, 2014 1:56 pm

Re: [AE][SHIP] Racetrack

Post by PR0T05T33L »

This looks like a pretty cool ship, but it could still use a few improvements. There's some rooms that go outside the boundaries of the hull image and no gibs. I'd suggest moving the room grid half a tile downwards, shifting the engine room back, the battery forward and everything else to fit inside the hull. The floor image is also a few pixels off where it should be and a few room images have things blocking doorways. And I'm probably just nitpicking at this point, but personally, I'd move the front weapon mounts forward past the airlocks. Setting aside a room for artillery would be cool for those of us using Captain's Edition; I'd recommend the Standard Heavy Burst Laser.
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