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Post by warmach1ne32 on Nov 20, 2018 3:18:26 GMT -8
Or maybe something like Fate/Stay Night? It works for them so once Love in Space made millions a Sunrider anime may be made.
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Post by warmach1ne32 on Aug 3, 2017 18:38:47 GMT -8
I love the music in Sunrider Academy, so how can I play it without needing to open the game? outside the game I could put it in a playlist and just let go of reality and drift to piano and strings.
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Post by warmach1ne32 on Aug 2, 2017 2:29:04 GMT -8
Playing Devil's advocate, Cosette is an enemy combatant who has killed and command a Pirate army. With her gone there will be a power vacuum on who would command the Pirates now so they will be too busy fighting each other rather than fighting you.
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Post by warmach1ne32 on Jun 6, 2017 2:32:19 GMT -8
Multiverse doesn't mean that there are a limited number of universes, it means that there are an uncountable number of universe where ANYTHING could happen. A few of those universes have the Love in Space region of the multiverse where Academy and the main storyline exist. Other multiverses close-by are possible weird non-canon multiverses. Sola could be a ninja priestess or Asaga could be the genius or Maray could be part of a secret organization that battles Space Whalers. ANYTHING can happen with multiverses, you just need to find the right universe.
Time-travel doesn't necessarily mean you travel to your universe's past, you could have traveled to another universe that copied your universe except it is later than your own thus it is in the 'past'. I got this from reading Fate/Stay Night's 2nd Magic Kaleidoscope aka Multiverse Manipulation. Magic in there is incredible, the level of badassery in there is 'Holy Shit' inducing.
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Post by warmach1ne32 on Mar 24, 2017 1:24:31 GMT -8
OR! Or, Kayto is captured and must defeat the Sunrider crew to save Maray.
"Mind Explosion"
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Post by warmach1ne32 on Jan 8, 2017 23:19:29 GMT -8
Ava: 1022 (+1) Asaga: 1017 Chigara: 962 (-1) Cosette: 967 (-3) Icari: 1002 (+1) Claude: 949 (-1) Kryska: 990 Sola: 1005 (+1)
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Post by warmach1ne32 on Jan 8, 2017 22:47:00 GMT -8
Sunrider Academy is a spin-off of Sunrider Mask of Arcadius and it's sequel Liberation Day. While SAcadamy is a dating sim MoA and LDay is a hex-based RPG with turnbased combat + visual novel. You don't need the main game to understand Sunrider Academy but there are a few references here and there that mentions the main game but it's pretty obvious if you have played the main game. There are a few... adult scenes in the game but you can download a patch on the community page to uncensor that
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Post by warmach1ne32 on Jan 7, 2017 3:02:30 GMT -8
Noooo~~~ . ... Haha your magical staff is no match for the power of my dank memes~! (⌐■_■)
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Post by warmach1ne32 on Jan 7, 2017 0:09:21 GMT -8
Out of context, it does look like Asaga was about to kiss her reflection.
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Post by warmach1ne32 on Dec 14, 2016 6:53:08 GMT -8
Ava: 1001 (+1) Asaga: 1011 Chigara: 990 (-1) Cosette: 990 (-4) Icari: 1013 (+2) Claude: 1002 Kryska: 991 (+1) Sola: 1000 (+1)
I think this would go faster if you remove 5 but add 3 only. Raises the stakes a bit.
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Post by warmach1ne32 on Nov 13, 2016 11:12:07 GMT -8
Academy could definitely have been better paced to have less repetitive days in between events. LiS did say, on the forum somewhere (I forgot where) that after Starnova they are going to continue the Sunrider series.
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Post by warmach1ne32 on Nov 13, 2016 9:31:19 GMT -8
Academy is a bit dull gameplay wise but the story is interesting enough, and I think it was made to attract the casual VN player base to notice the series and maybe check out the main Sunrider series. Starnova is still in development so don't call it dead before checking it out first. I'm advocating for at least a rhythm game system with multiple of LiS amazing songs as tracks to perform. A pure stats game system would get boring quickly for people who enjoy Sunrider's strategic and tactical challenges, I know I did when playing Academy (I got by through listening to a podcast or watching youtube videos while playing Academy). Also Starnova might be part management game, which might interest another the casual-management-game players who may find the main series interesting too, which would also increase Sunrider's player base. If they like the art style and the plot but think the gameplay is lack luster they might check to see if LiS have other games and try that. As a college business major student, in my opinion LiS is just reaching out and diversifying their company name to attract more people to buy their products, through releasing a spin-off on a different genre. Other VN companies make new VN's in different genres for a similar result (some might make it cause they wanted too and they have the money to make it so why not). I'm cool with that I mean LiS need to eat too.
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Post by warmach1ne32 on Nov 10, 2016 20:16:40 GMT -8
Uhh, I don't think you know how game development works. In a game company like Blizzard, the guys coding the game balance and the ones who does system updates are not the same guys who does the art and visuals. It's why games have skins, since the artists have finished their jobs but the game isn't released yet, because of publishing and paperwork stuff or there are still bugs that needed to be exterminated, they have nothing else to do but they are still getting paid by the hour. So as to not waste money, the company have them make cosmetic skins cause they have nothing better to do so they might as well do something like making cosmetics for their favorite character/unit/weapon. That's why there are a lot of cosmetics in recent games since we have really excellent art software and experienced computer artist the art can be done quickly enough to reach their goal before the actual game is finished/released.
The same could be said of the guys in charge of the story, unless you have very few employees, so they have to juggle multiple jobs. Story is not as difficult as coding since all you need is a general plot line and a lot of people to brainstorm the plot and make the script.
Besides once you have the battle system, enemy AI, UI, and etc. set up all you need is to add the units, add in modifiers from purchased upgrades (as far as I know in basic coding all you need is "Reduce energy cost by 5% if energy cost factor is__" and all you need are ideas on what those modifiers are and then just write the script, done in a few hours). Creating the encounter itself is also easy since all you need is to just make a formation and let the game AI move them around. Like chess, making the board and pieces takes much longer than actually moving the pieces in a match, obviously.
Developing the battle system from scratch requires a lot of work, but since they already have a framework they could just copy paste (figuratively) the battle engine into the new game and make adjustments to freshen the gameplay. The encounters are easy once you have the battle system since all that is required is to set up the encounters, make the units, and add the art for 1 ready made encounter. The story is where I think (not sure if it's true) be consistently long in developing the scripts and dialogue make up the other half of the game and that can be read through quickly, 1 panel would at most take 20-ish seconds to be read so not a lot of time required to go through them, while if you really try to challenge yourself in the combat you could use up an hour at least if you didn't save scum. The attack animation also eats up a lot of time making the battle even longer, LiS should add an option to disable or add the projectile animation of LibDay and add an option for MoA Ryder/ship combat animation(I miss having that).
Personally I'd leave them be, the did good work with FA and MoA, also the set pieces on LibDay like the Alliance and Pact combo barrage with one of their epic music in the background is a highlight of awesome after a hard fought battle.
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Post by warmach1ne32 on Nov 7, 2016 21:29:12 GMT -8
Well, since Sunrider already choose Chigara as the canon girl in Lib Day that isn't much of a problem if canon is concerned.
After Lib Day tho you could have a poll on who choose which waifu in the game and why. The most votes and the best reason could be used to pick the canon girl. If your waifu wasn't chosen there is the game version where you can do that. Anime Sunrider just shows 1 of the routes that most people either chose or didn't.
For those that didn't choose Asaga you can find your route in the game and for those that didn't know there was a game LiSpace could point those people into their game for the route they want. Like with Clannad and their spin-off Tomoyo After. Anime of Sunrider could be a great Marketing tool (I'm an international Business major) to atarract people to Sunrider games that could cover the cost of producing an anime. You already know voice-actors so all that is really needed is an animation and a publishing deal or go the Rooster Teeth route and just post them only like what they did with RWBY and sell merchandise to cover cost of production. I really love Sunrider so I'm just giving my thoughts on what would happen for Sunrider to benefit from an anime and give examples.
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Post by warmach1ne32 on Oct 3, 2016 2:30:31 GMT -8
The outer hallways and rooms *are* probably depressurized to be whipple shields. Tho I have a strong suspicion that armor-piercing shells can puncture whipple shields, problem is a small hole isn't good enough to bring down a capital ship, probably cause decompression on a few rooms but nothing that would kill the ship. I think multiple hits are needed to break the shield and then start to damage the hull. I do wonder what Depleted Uranium rounds are going to do to to capital ship with a whipple shield.
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Post by warmach1ne32 on Sept 25, 2016 3:30:25 GMT -8
got it I'll try it next week I have school tommorrow.
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Post by warmach1ne32 on Sept 24, 2016 20:15:19 GMT -8
So I need to download the Lib in MoA mod for the empty folder, copy that into LibDay's folder, download the MoA game itself and copy that into LibDay's MoA folder, and then put the Saibot's mod into the folder that also have MoA in it for it to work? Ohhh I'll try that but it might take a while to download. Thanks ^^
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Post by warmach1ne32 on Sept 24, 2016 6:54:39 GMT -8
Yeah... Kinetic impact weapons though, for capital ships might still be effective in space and on the ground and be similar in effects.
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Post by warmach1ne32 on Sept 24, 2016 6:51:38 GMT -8
already used that Modframework still won't work.
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Post by warmach1ne32 on Sept 24, 2016 6:49:23 GMT -8
Basic number stats training system like in Academy is a bit repetitive. Maybe a mini-game/practice of a concert, with a rhythm game mechanic, and the higher the score with multipliers the more experience they have this can result in level ups. Then you can do an RPG-style skill points where the higher the points the more benefits skills like Singing(increase score-multipliers), Stamina(allows for longer songs/routines/combos), Agility (more dance moves), and etc. This is only the few categories I can come up with but you can customize your play style to be more focused on score-multipliers because you are always on point, get more value on combos/dance routines, or a balance of the 2.
Costumes can be either cosmetic or give passive buffs like increased popularity and such. A training studio to practice and level up the idols is a must, lights are kind of mandatory on any stage so they might not need to put a Lights buff item in, Fireworks could be a good consumable to maybe double the popularity/happiness of the crowd, and Lazor Light Show could be a cooldown ability that doubles the multiplier when you remember that the next segment of the song being play has a lot of points coming up so you activate it to get more points. The light show can be used once per show but is available to be used multiple times, maybe have the option to set it on a timer to make it easier.
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Post by warmach1ne32 on Sept 17, 2016 15:42:27 GMT -8
I know that but I can't find it in the old forum. There is no download link or anything blue to click on in a there.
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Post by warmach1ne32 on Sept 17, 2016 15:40:11 GMT -8
I only found Bigfoot's ModFramework.rpy as the only thing downloadable and I have downloaded it but it made Libday unplayable, as in it opened a notepad with code when I used the play button on steam.
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Post by warmach1ne32 on Sept 17, 2016 10:32:02 GMT -8
My 2009 Windows XP PC is available for testing, I just need a really dumbed down instruction manual since I know next to nothing about modding files. You could probably add more target options like "Cannons: disable the use of kinetic for x turns", "Bridge: can only do 1 action (fire once or move once)", & damaging the Reactor would probably be an instant kill but it must be done using special armor piercing shells that can penetrate into the heart of a ship and be at 80%-100% accuracy to have a chance of actually getting the instant kill. It is a high risk high reward move and if it hits the ship but doesn't hit the reactor then you get 1/2 damage as the shell just pokes a hole and not crunched the body.
And interesting option would be to give a counter-measure to kinetic weapons, armor is okay but not good enough. Maybe give the ability to buy armor attachments like spaced-armor like in WW2 tanks or reactive armor for the ships, maybe give combat shields attached to the side of a shoulder of Ryders to give extra armor. I have a few ideas for additional counter-measures for missiles like Laser Point Defense Drones could be deployed to provide additional flak and can last for 1 turn and act like missiles and replenished after the battle and maybe give option to deploy decoy flares to reduce missiles aimed in that area. Something really fun would be damage over time attacks, maybe give Ryders Armor Piercing Incendiary ammo for a chance to cause fires for 2 turns which would cause damage while the crew try to put it out... wait a minute if there is a hole then there would be no air no air means no fire... wait then how come when in [Re]turn that droid got in and there isn't any sign of decompression? Another type of ammo that could work is EMP rounds which reduces the energy the ship regens when it's their turn, basically damages their energy bar along with their health bar at a specific ratio. Get hit enough times and the enemy might not move or shoot that turn.
This are just suggestions any comments are welcomed to help refine the ideas or scrap them.
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Post by warmach1ne32 on Sept 16, 2016 7:16:10 GMT -8
Uhh, where do I download this mod? I can't find it in the old forum
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Post by warmach1ne32 on Sept 16, 2016 7:12:42 GMT -8
Uhh, I can't find the link to download the mod. I Downloaded the empty Mask of Arcadius LibDay port but I can't find where the bonus mission mod file is. Please help ;n;
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Post by warmach1ne32 on Sept 16, 2016 6:38:36 GMT -8
Dude, you NEED to post this on FF.net The Sunrider page only had like 8 stories on it. Compared to other stuff it's pretty bare.
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Post by warmach1ne32 on Sept 15, 2016 9:46:43 GMT -8
The systems thing actually trivial to do, I had a MoA joke story mod that had a weapon that inflicted random status effects until it was caught (it was a rocket propelled animal that was used like boarding drones) that was a lot more complex than this. [Having PACT SPort give random buff and debuffs would be a nightmare (;n;)]Now my framework is included in the base game, it would only actually take a few lines to do and apply it to any/all weapons in the game. If I get an hour spare I might make a bare-bones version of it for you. perhaps just a 5% crit chance and 5-6 options that apply and vary from where the ship is attacked. Will keep it separate/toggle-able from the main combat mod because it wouldn't actually affect combat that much as you cant plan from it. (although if the crit chance increases at over 100% acc...) (and giving Sola a called shot where she can target a specified system at a 50% accuracy 50% damage penalty...) [Having the possibility of losing your Ryder to a random crit might cause player to be more cautious then again it might give hope in a pretty tough situation. Crits would make the game more.. volatile maybe having a cover system or something else taking the hit might help mitigate the fears of a death crit.]The fun thing will be with the gravity cannons, using the move mod it will also turn the ships (left/right only) which exposes the more vulnerable back armor, now we can move cap ships it is a lot more relevant. [That is good to know]The movement mod was unreleased but basically it changes all ships so weapons cost say 50% less but consumed x of a shared pool between weapon types based on upgrades to energy cost. Meaning you had much more mobility. The problem I never fixed was getting the AI to take full advantage of it on the enemy side. [This might benefit for the weapon mods as now you can't just upgrade the reactor and energy cost enough so you can shot twice, now you have to use your resources and AP more efficiently. I have no idea how to program enemy AI so I'll just wish you luck when you have the time.][If weapons can be upgraded with attachments, like in XCOM then it would be awesome as a replacement to the old Ryder upgrade system, since we don't have a chief engineer anymore we need to buy upgrades off Black Market store shelves Icari brought which might give a different way to play the game. I don't know if I want exactly the same mods as in XCOM2, but something similar and basic like scopes or custom ammo would be helpful at the beginning levels and then you throw in crazy stuff like full custom built weapons with unique stats and bonuses like from Gary's Loot mod. Basically turning Sunrider into an RPG with Loot. Maybe have missions to steal advanced weapons to be used on the Ryders. This could also gives the option of having the Ryders change weapon types, maybe give the Phoenix Pulse and Assault (which halves the cost of Assault and the damage but gives her Pulse lasers to take out weakened targets that still have too much armor for Assault to deal with). Not every Ryder would benefit from changing their weapon type like that tho so the most common weapon switches are probably weapons with better stats and bonuses. Not asking for Borderlands levels of weapons just a moderate amount at your discretion. This is just brainstorming, and asking if this is possible in the next Sunrider that could be released in 3-4 years later.]
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Post by warmach1ne32 on Sept 15, 2016 2:26:16 GMT -8
I've seen people who hate Chara but enjoy playing Doom, heck he's a youtuber who plays both Doom and Undertale while enjoying both. Doom guy is like Chara actually, coming in and just killed demons who are trying to get their Argent energy back.
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Post by warmach1ne32 on Sept 15, 2016 2:20:19 GMT -8
Basically, nukes in space are laser grenades. They would instantly heat up and melt or irradiate any ship in the blast radius for several hundred kiometers cause radiation at light-speed are basically lasers and lasers can travel pretty far and that would blind anyone looking in that direction I don't think Hollywood even knew how to make a nuclear explosion in space probably because they are lazy, penny-pinching, or have no idea what a nuke in space would look like.
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Post by warmach1ne32 on Sept 15, 2016 0:54:03 GMT -8
I don't think I'll need the evasion mod cause space is huge and there is a lot of space in-between ships already. I mean if Legion takes up 1 hex then how big is 1 hex anyway? So I don't think Evasion should be messed with too much. Although if you move it might be great to give an evasion buff instead since, in real time, they are moving so makes it difficult to hit. Also while positioning does matter, Ryders should be nimble enough to rotate to face the enemy if the enemy is at least 3 tiles away. However this could bait them to focus on the closest enemy Ryder while it's weapon's are reloading (their turn is over), then you could shoot it in the back for extra damage from your side of the map if you managed to get the Ryder to focus on the enemy behind them exposing their backs to your squad/fleet. Ships probably can't spin fast enough so if you can get behind them then great, you get extra damage.
This might make my game difficult but if you could separate armor into sections like front, sides, and back then you can focus down on 1 section of the ship from the direction you are facing or cover your damaged sides by re-orientating your ship. This also gives a reason to flank since they have less armor in the sides and rear. In universe it could be explained as using cheap ammo so it's less effective and have to be even tactical in battle to make the most of your reduced damage. Maybe have modules like engines if damaged the ship is immobilized for 2 turns as the engineers on board fixes it or something might add an extra layer for gameplay. You could get a Hail Mary and cause a Torpedo tube to explode because Sola got a lucky shot at the ship's front which causes the ship to receive 1000-ish extra damage because a torpedo exploded inside it. I'm not a programmer but I know from binary that there is a way for it to be possible. Like after the rol to see if the attack would hit hhe target, you could add additional script to determine the direction of the shot and let the game then rng the chance of the shot hitting a module assigned on that side like main cannon in-front, missile silo's at the sides or engines at the back based on percentages. Sola could have an ability to be able to snipe modules that is facing her direction or increase here chance of critting if the system is implemented.
I'm not sure how the MoA mod works but I'l assume it's similar to XCOM's move and attack method.
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