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Starsector => Mods => Modding => Topic started by: lgustavomp on August 02, 2020, 05:26:53 PM

Title: [0.97a] Another random SWP
Post by: lgustavomp on August 02, 2020, 05:26:53 PM
Hey

Are all those hundreds of "ship and weapon pack" on the forum/discord not enough for you? I got you covered my man. And here you'll see some ships and guess what? some weapons, especially a bunch of reloadable missiles that I really think is lacking in vanilla. Most of them are not so powerful (I hope) but they'll shine in longer engagements. I'm also adding weapons to fill the range gap that is huge in vanilla. There's a bunch of 900su mediums and 1000su larges... more info below.

Ships:

Tirpitz - very slow and cumbersome battleship, but she can easily beat the onslaught in tankiness. The built in hullmod will give her a good range and will prevent Fighters from engaging (no sluggish AI with engage command) as they're supposed to be your PD. However she lacks the killing power that the TPCs and burn drive can offer. There's also a Luddic Church version with 2 sorta bultin hammer barrages and 2 large composites (no extra range hullmod thou).

Graff Spee - a powerfull and expensive cruiser with identity crisis. She's meant to be a flagship for small fleets. She's a long broadsider, which makes her a bit clumsy in the front lines, but that is a balance feature *wink wink* because she can pose a threat to even some low end capitals. As the tirpitz, she got a range enhancing hullmod that will prevent fighters from engaging. There's a pirate version with a large missile instead of hangars.

Eagles - There are not enough eagles reskins in the forum.. so there's a couple more.

Gunther - A big (destroyer) brawler, two large hybrids plus maneuvering jets on the lions guard version. Two large ballistics plus ammo feeder on the pather.

Hullmods:

Stage One Drive Tuning - A +1 augmented drive field. But not that easy... it comes with penalties (not so big) to sensor profile. Cost half the OP.

well... excuse my poor english and have fun. Thanks passwalker, PrismaticFlux, Mora, Tartiflette, Soren, Protonus, Gwyvern, Nia, Zon (the paper plate bandito), and many other for the help.

Download (https://drive.google.com/file/d/1-oJNx4EqGqlmgmGXah2gUoRF-Rp_8oR3/view?usp=sharing)

Lazy Lib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)

(https://i.imgur.com/qPZCvbc.jpeg)


Patch Info:

Spoiler
Quote

03/20/2024

Weapons
Leveler: OPs 10 -> 11, Nerfed the accuracy a bit.
Darter: Halved the dmg, doubled the burst and ammo. (Seems that the AI is unaware of the onHit effect and was getting overloaded too frequently)
Graviton Pulser: doubled the ammo regen.

Ships:
Eagle prototypes: adjusted all the stats to align with the recent eagle changes.
Gunther: overall stats buff. (LG) version got a phase skimmer system.
Graff Spee (P): DP 35 -> 30
Tirpitz (LC): changed the System to Micro Burn (Not sure about this change yet, but let us see). Reworked the bultin Hammer, giving it a two stage behavior like a pilum, making it easier to the AI to use.
added the Falcon (LG) Prototype, with a large hybrid mount.

Hullmods:
Stageone Drive Tunning : removed the penalty to fuel consumption and maintenance cost. Not considered "Logistics" anymore.

Wings:
Thunderbolts: All of them have limited ammo and a BOMBER behavior now, so they're not so overpowered anymore. Reduced their OP cost to compensate.

10/03/2023

Added the Vektor: a new sort of SO oriented large weapon, absurdly high DPS, but crappy armor penetration.
Added the Graviton Pulser: ammo based kinetic beam with EMP.
Added the Avalon: a hightech gunship with emp, low dmg output but very tanky.
Added the Thunderbolt (LG): a tough short range gunship.
Added the Darter: reloadable kinetic missile. Decent burst, but fragile projectiles.


long tom: OP 30 -> 28, Dmg 400 -> 600, EMP dmg 0 -> 300, Cooldown 2.67 -> 3.333, Projectiles are a lot less accurate now. New SFX and VFX.
hasting: energy/shot 10 -> 8.
tyrfing: energy/shot 375 -> 360, Cooldown 1.25 -> 1.2,  Range 800 -> 900
scorpion: flux/shot 400 -> 500.
pilum rockets, small and medium: renamed to Voulge Rocket, halved the base ammo and missile hit points.
reloadable atropos small and medium: halved the base ammo, slightely reduced OP cost.
reloadable atropos barrage: OP 20 -> 24.

Ascalon wing: now uses fortress shield right after the strike.
Talisman wing: removed the salamander, changed the vanilla vulcans for a modded version with 1/2 of the DPS and more range. Polished the sprite.
Thunderbolt wing: Adjusted some stats, overall a buff. New sprite.
Gunther LG -> hullmod now reduces the flux generated by weapons by 10%. OPs 80 -> 85
Gunther LP -> removed the bultin hammer, now there is a small composite mount. OPs 60 -> 65
Graf Spee -> armor 1200 -> 1400

Adjusted most of the ships variants.
Changed some weapons SFX.
Added muzzle flash VFX to most weapons.

12/06/2022

TLDR, removed the faction and a bunch of weapons, refined some sprites and sound effects. Added a couple of stuff.

- Removed the faction stuff, it'll be a future standalone mod.
- frank: OPs 13 -> 12, Mortar DMG 120 -> 160, minor sprite change and new SFX
- Mallet torp: dmg 2000 -> 3000, new projectile sprite and trail.
- Demo Hammer: dmg 900 -> 1000, flux/shot 300 > 500
- Scorpion Artilery: dmg/shot 300 -> 400, reload 3 -> 4, new SFX
- Leveler and Big Bertha: minor sprite change and new SFX
- Squall medium and small, rare swarmer, rare locust, rare mining laser, rare flak: gone
- rare light mortar: same stats but new name and sprite.
- Pilum Rockets: reverted to a Squall like behavior, the AI can now use it as a dollar store harpoon.
- Added a large reloadable Atropos.
- Added Tirpitz XIV
- Eagle XIV: hidden mount -> hardpoint with decor.
- Tirpitz (LC) built in hammer: range 1200 > 1600, ammo 8 -> 12
- Talisman Wing:Shield arc: 90 -> 270°, added a small salamander.
- Ascalon: Cheaper to mount, I forgot the numbers.
- Gunther: tweaked HP/Flux/Dissipation a bit, sort of a buff.
- Gunther (LG): built-in hullmod now reduces the OP cost of all large weapons by 8 (previously only ballistics).
- Gunther (LP): added a built-in hammer torp.
- Added mining data to nexerelin
- Added descriptions to a bunch of stuff.

07/05/2022

- Added and changed some vanilla hullmods
- Reworked the Tirpitz, from sprite to stats. Now she's a proper, slow, clumsy and super tanky battleship. Also added a Church version.
- Reworked the Spee sprite, changed some stats and added a P version, with a large missile instead of the Hangar.
- Added an oversized brawler to the Diktats and Pathers
- Reworked the existing guns, so (I hope) they're more impactful.
- Added rare versions of existing vanilla weapons with some quirks. Being RARE does not mean they're better thou.
- Added two new wings. One is a heavy PD oriented support and the other is a Tachyon Lance with thrusters, because why not.

Well... there's also a Faction that I'm working on, it's VERY WIP, especially the names and the art. But the mechanics are 99% where I want it to be.

04/05/2021

- Added Tirpitz, a somewhat nimble but mediocre armored battleship with mine strike system.
- Added Thermal Pulse Rifle, that's a tame TPC.
- Added Mallet torpedos. High damage frag/emp and reloadable dumb torpedo.
- The missiles now cost flux to fire again. And I think it make sense, because they're stronger than most of the other reloadable missiles.
- Polished the Long-Tom sprite a bit.
- Renamed and reorganized a bunch of files and entries. Things are cleaner and professional now =P
- Now requires Lazy Lib
- 0.95 ready. (if you're still using 0.91, this patch will break your save)

12/05/2020

- Graf Spee sprite tweaked a bit now she plays a little bit more like a Conquest: High cap and dissipation but expensive and crappy shield.
- More tweaks to the rockets, they will behave better on side mounted hardpoints.
- Squall rockets not longer have EMP as their large counterpart, for balancing reasons.
- Singlnir have its alpha damage nerfed and is slightly more flux efficient.
- Eagles are 24DP now and have 155OP
- Added 3 new weapons
- Thunderbolt new sprite and added Maneuvering Jets as system.

10/10/2020

- added two Eagle variants: a XIV themed one, with two large slots and a boring midline version of Tahlan Eagle(P) (I was training my photoshop skills)
- the new rockets are a lot more pleasant to use now, especially the pilum
- some improvements and adjustments to the thunderbolt wing, it is behaving better now.

quick changes:

- Graf Spee: hitpoints buff 10000 to 12000
- Graf Spee: armor nerf 1200 to 1000
- Singlnir: nerf OP 14 to 15
- All reloadable missiles: buff flux/shot 0

08/27/2020

- Weapons will be properly used across the factions now - Thanks mora
- Added ship description - Thanks PrismaticFlux
- Graf Spee hullmod - now increases the range by 60% (was 100%) and is still compatible with ITU
- Graf Spee shield upkeep nerf - 0.6 from 0.5
- Graf Spee shield eff nerf - 1.1 from 1.0
- Singlnir energy/shot nerf - 600 from 500

added Thunderbolt, a heavy bomber equiped with a light needler (single burst) and two pilum rockets (not reloadable). I'll make a better sprite later.
[close]

Title: Re: [0.9.1a] Another random SWP
Post by: Vensalir on August 03, 2020, 06:06:57 AM
Looks fun !

I love how the Graf Spee's turret layout mimics the one of the actual ship. And the single-barrel Mjolnir looks very interesting.
Title: Re: [0.9.1a] Another random SWP
Post by: Chairman Suryasari on August 03, 2020, 10:59:14 AM
The naming scheme still need work but i love the ship design, the old and ancient feeling into it, remind me of WWII ship, i hope you succeed making ARSWP according to your vision :D
Title: Re: [0.9.1a] Another random SWP
Post by: Sterdude on August 03, 2020, 04:19:15 PM
The Copper Feather of broadside doom.

Looks good, I want more.
Title: Re: [0.9.1a] Another random SWP
Post by: mora on August 04, 2020, 06:52:31 AM
Because the mod lacks faction files, the Singlnir is pretty much unknown to all factions except the remnants.
Also default_ship_roles file is absent so the Graf Spee will not spawn in markets. Or is it a testing-only ship?
Title: Re: [0.9.1a] Another random SWP
Post by: lgustavomp on August 04, 2020, 09:05:08 AM
Because the mod lacks faction files, the Singlnir is pretty much unknown to all factions except the remnants.
Also default_ship_roles file is absent so the Graf Spee will not spawn in markets. Or is it a testing-only ship?

No, that's a noob modder fault.
Title: Re: [0.9.1a] Another random SWP
Post by: mora on August 04, 2020, 11:07:21 AM
Because the mod lacks faction files, the Singlnir is pretty much unknown to all factions except the remnants.
Also default_ship_roles file is absent so the Graf Spee will not spawn in markets. Or is it a testing-only ship?

No, that's a noob modder fault.
If it's thats the case, I have a modded version of your mod with the necessary files. Would you like to have it to... speed things along?
Title: Re: [0.9.1a] Another random SWP
Post by: lgustavomp on August 04, 2020, 01:31:42 PM
gimme pls

and thank you
Title: Re: [0.9.1a] Another random SWP
Post by: mora on August 04, 2020, 02:15:51 PM
Here it is

List of changes:
Spoiler
Added Singlnir to all factions that know the Mjolnir Cannon (including modded factions I have installed)
Shortened engine trail length of the Graf Spee from 197.5 to 107.5
Changed descriptions a little bit
Changed cosmetic explosion color and radius of the dumb_pilum_rocket to match the original pilum projectile
Gave weapons names
[close]

[attachment deleted by admin]
Title: Re: [0.9.1a] Another random SWP
Post by: PrismaticFlux on August 04, 2020, 03:04:39 PM
Hey, I wrote up a description for the Graf Spee if you'd like to make use of it. I really like the attention to detail and I'm looking forwards to trying it out in my next campaign!

Quote
Straddling the line between cruiser and capital ship, the Graf Spee would serve a role traditionally fulfilled by battlecruisers however lacklustre engine power and an emphasis on ballistic mounts have led to most admirals dubbing it a ‘pocket battleship.’ Some captains adore it for the condensed package of heavy firepower whilst others despise it for uncomfortable quarters and the ‘pocket prestige’ for leading such a ship. This stigma is worsened by debate around this vessel. Some say it shouldn’t be compared to battleships due to it’s lacking scale yet others state it’s ordnance sets it apart from any cruiser available. Regardless this bygone design, re-imagined by history fanatics, is welcome in any fleet accompanying ships of larger and smaller stature.
Title: Re: [0.9.1a] Another random SWP
Post by: lgustavomp on August 27, 2020, 12:05:13 AM
Thanks everyone and sorry for the long delay. I'm pretty busy at work this month.

I updated the first post with the new version to download.

(https://i.imgur.com/0Y3Ms9T.jpg)
Title: Re: [0.9.1a] Another random SWP
Post by: BigBeans on October 13, 2020, 04:25:29 PM
I really like the carrier Eagle and the rocket tweaks.
Title: Re: [0.9.1a] Another random SWP
Post by: lgustavomp on December 04, 2020, 07:46:58 PM
I really like the carrier Eagle and the rocket tweaks.

They are even more consistent now  ;)

Aight guys, updated the first post as usual, there are some sprite tweaks, new weapons and balance changes.

keep me updated if you find something over(or under)powered.
Title: Re: [0.9.1a] Another random SWP
Post by: Chairman Suryasari on December 05, 2020, 10:28:27 AM
Your sprite work get really solid really fast. Congrats!
Title: Re: [0.9.1a] Another random SWP
Post by: Szasz on December 08, 2020, 01:45:12 PM
Thumbs up for the Long Tom sounds. I so needed regenerative missiles like these and they blend well with vanilla and modded content alike.
Please check the reload size and rate values for them however, right now upgrading squall from small to medium nets you with 3 times the firepower for double OP cost while doing the same for pilum only doubles the firepower.

When you release your mod to the public you might want to refrain from including unused sprites (I surely remember an Eagle) and work in progress stuff that is not ready to be tested.

Note that vanilla follows either the Mk.II naming convention or parentheses like (XIV), whereas you used arabic numbers and lower case. Eagle mk2s poke my eyes out every time they pop up in a market. They do look great however. Like Eagles with a fighter bay. No, really. They truly look good. Alright, I'll stop. But I like them. A lot.
On a minor note I personally find the appearance of the Graf Spee immersion breaking because it resembles a boat instead of a space ship. And you know, there is no liquid water in space.

ps. Almost forgot, technically the smaller Squalls did not lose their EMP warhead, their warhead lost their EMP capabilities. If they happened to lose their warhead then those must have been replaced with some alternative warheads and at that point both the delivery system and the warhead would be distinct from the original technology and you could not call them Squalls anymore, since they would not boast with the same specs. So yeah, wording.
Title: Re: [0.95a] Another random SWP
Post by: lgustavomp on April 05, 2021, 07:25:36 PM
Thanks for the nice words Szasz and Chairman.

I started this mod with a dream of making boats in space, but yeah, you're right, they look boring. I'll address this issue as soon as I get some free time and creativity influx. But anyway, here we go guys, updated to the new patch and also made a long needed clean up on the mod files. There's also a papa spee that I'm still trying to make it fun and relevant in comparison with other BBs.
Title: Re: [0.95a] Another random SWP
Post by: Flunky on April 05, 2021, 11:28:05 PM
Getting a crash on game load / new game with this mod: "Fatal: Weapon spec [singlnir] not found!"

But... only when a bunch of other mods are loaded as well, not when only using this mod on its own. Currently running a few dozen, and from a bit of testing couldn't find an obvious one thus far it doesn't play well with.
Title: Re: [0.95a] Another random SWP
Post by: lgustavomp on April 06, 2021, 02:37:52 AM
 Sorry. It is fixed now
Title: Re: [0.95a] Another random SWP
Post by: Flunky on April 06, 2021, 07:10:19 AM
No worries, and thanks for the quick fix.
Title: Re: [0.95a] Another random SWP
Post by: Zoro89 on April 06, 2021, 09:26:03 AM
Very cool mod. I love the design. Especially of the long tom kinetic driver! :)
Title: Re: [0.95a] Another random SWP
Post by: Flunky on April 08, 2021, 08:35:54 AM
After a bit of playing with the large weapons, feel I need to ask: are they intended to have a much better turn rate than similar large weapons? E.g. most of the Long Tom's competitors are far more sluggish on the turn, which gives the Long Tom a bit of an edge on top of its other characteristics like accuracy.
Title: Re: [0.95a] Another random SWP
Post by: Zoro89 on April 08, 2021, 09:55:03 AM
After a bit of playing with the large weapons, feel I need to ask: are they intended to have a much better turn rate than similar large weapons?

Yes I thought it was a bug when I watch the combat. The Long Tom Kinetic Driver has a better turn rate (Very fast) than some of my PD weapons.
Title: Re: [0.95a] Another random SWP
Post by: lgustavomp on April 08, 2021, 06:50:56 PM
I really forgot to slow down that turn rate. Will fix that in the next patch. But they're meant to be fast (like hephaestus) anyway, because I want them to be effective on broadsiders. As you know, the AI tends to dance too much to mitigate hull damage.
Title: Re: [0.95a] Another random SWP
Post by: captinjoehenry on April 11, 2021, 10:05:39 PM
Oh man I'm really enjoying this mod a ton!  The big guns are fantastic and so are the smaller squalls!  I will admit though I ended up adjusting the Tirpitz a fair bit.  It's an awesome ship with a great turret layout.  But as it is normally I just couldn't get it to really work.  The minestrike does seem rather out of place from playing with it some.

I ended up boosting the speed, armor and shield efficiency a bit.  Just up to 1.2 to make it on the low end of low tech shields.  Instead of the extremely horrid 1.6 that it has right now.  And I ended up swapping the mine strike for a mobility ability which felt much more appropriate for the style of ship.

But man!  This is my new favorite mod!  The big guns are awesome and the hull for the Tirpitz is great :D  Just felt I had to adjust it some to make it a bit more fun in my view :P
Title: Re: [0.95a] Another random SWP
Post by: lgustavomp on April 12, 2021, 03:31:12 AM
...I ended up boosting the speed, armor and shield efficiency a bit.  Just up to 1.2 to make it on the low end of low tech shields.  Instead of the extremely horrid 1.6 that it has right now.  And I ended up swapping the mine strike for a mobility ability which felt much more appropriate for the style of ship....

I gave her that terrible shield eff because she used to have ammo feeder. But as the spee already has the same system, I tried something different and still "fun" to play with. You're not the only one unhappy with the mines, I'll iterate more on her system.
btw: her shield is garbage, but the flux stats are pretty insane overall, it's almost paragon level. My idea was not to make another tank (there's a onslaught already to fill that hole) but a sort of long range harasser, that would use her massive offence as defense. It still subjected to change thou, depending on the community response.

Thanks for the feedback and I'm glad you're liking it.
Title: Re: [0.95a] Another random SWP
Post by: captinjoehenry on April 12, 2021, 12:21:29 PM
Yeah I really enjoy that!  Totally love the idea :D  It's exactly how I've been playing it.  Even with all the perks and everything the 1.2 shield still is only really a temporary thing.  It dies really fast to kinetics and sustained pressure. 

So I adjusted it to be decently fast and maneuverable so it's thing is keeping the enemy at range and peppering them long range fire.  And frankly it's a ton of fun :D  It just needed a little more base speed and a mobility ability and it works out great and a ton of fun :D  And even with the buff to it's armor I gave it if you mess up and let enemies get on top of you you die really really fast.

Admittedly I've probably made it's mobility a bit too op but it's so much fun XD  And I mean I do like op stuff for my own use :P  But frankly having the opness be mobility and kiting is FAR FAR more interesting and fun compared to my usual flavor of just face tank everyone and kill them with ease.
Title: Re: [0.95a] Another random SWP
Post by: phonon5891 on April 27, 2021, 01:26:12 PM
Hello, my game crashed while using this mod, and the log seems to point to a problem with an ARSWP script:
Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: data.scripts.weapons.ARSWP_MalletEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.scripts.weapons.ARSWP_MalletEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/CombatEngineAPI;)V

I'm still on 0.91, and tried out this mod because I was under the impression that it'd work on 0.91 as well ("If you're still using 0.91, this patch will break your save"). Is this not the case?
Title: Re: [0.95a] Another random SWP
Post by: Value86 on May 03, 2021, 06:37:00 AM
Great mod so far!
Title: Re: [0.95a] Another random SWP
Post by: BigBeans on May 18, 2021, 06:18:57 PM
Longtom needs a massive nerf. It has huge range, decent rof, effective against shields, armour and hull and it has an emp effect. Its also not expensive in terms of OP. It's basically an anti-everything gun. Needs drawbacks.
Title: Re: [0.95a] Another random SWP
Post by: Bub on May 24, 2021, 09:27:14 AM
Longtom needs a massive nerf. It has huge range, decent rof, effective against shields, armour and hull and it has an emp effect. Its also not expensive in terms of OP. It's basically an anti-everything gun. Needs drawbacks.

Huh is it really that strong? I've been using 4 of the HEs on the tirpitz, gonna swap them out for the long toms and see how they work out
Title: Re: [0.95a] Another random SWP
Post by: CyberSultanVader on September 19, 2021, 07:49:14 AM
Hello any plans on updating the mod with new content? I really like the mod and everything in it so far. Idea: some more medium and small slot guns.
Title: Re: [0.95a] Another random SWP
Post by: hydremajor on September 22, 2021, 10:24:44 AM
any plans to make all the vanilla missile launchers behave like the ones in this mod ?
Its litterally what I want out of missile weapons....
Title: Re: [0.95a] Another random SWP
Post by: lgustavomp on May 07, 2022, 04:42:30 PM
(https://i.imgur.com/UKeUwWs.jpg)
(https://i.imgur.com/HfEGERO.jpg)


Hey guys... sorry for the almost a year hiatus. But there it is... Polished almost everything and added a couple or three more. I'm also smuggling my new faction into this, because, although it's in a very WIP state, the mechanics are 99% right, I'll only change names, descriptions and art. And also, it won't be a fully fledged faction and more like Kassadar from tahlan.

any plans to make all the vanilla missile launchers behave like the ones in this mod ?
Its litterally what I want out of missile weapons....

Added an autoloading version of the Atropos, Swarmer and Locust for now.

Longtom needs a massive nerf. It has huge range, decent rof, effective against shields, armour and hull and it has an emp effect. Its also not expensive in terms of OP. It's basically an anti-everything gun. Needs drawbacks.
Reworked as a long mjolner, without any OnHit shenanigans and a expensive OP bill.

Hello any plans on updating the mod with new content? I really like the mod and everything in it so far. Idea: some more medium and small slot guns.
There it is, added some Smalls and Mediums especially to fill some range gaps (mainly 700su on small 900su on meds and 1000su on larges)

Thanks everyone for the patience, and fell free to post or DM me on discord.
Title: Re: [0.95a] Another random SWP
Post by: DOKER on May 07, 2022, 05:45:40 PM
OMG this looks bloody AMAZING!!!
Title: Re: [0.95a] Another random SWP
Post by: shpooky on May 07, 2022, 06:11:05 PM
holy crap that's *** amazing. is that the salvage corvette from Homeworld i spy? truly a man of culture if reloadable missiles weren't enough to prove that
Title: Re: [0.95a] Another random SWP
Post by: lgustavomp on May 07, 2022, 08:51:26 PM
Thank you.. and absolutely, the faction is very inspired by homeworld. The Carrier/Freighter thingy is loosely inspired by the Hiigaran Crew Transport

Btw, updated the front page with a little bit more info. Especially about the hullmods that I completely forgot to talk about.

Fix a bug related to a Trailer Moments dependency and removed the vanilla hullmods.
Title: Re: [0.95a] Another random SWP
Post by: Helldiver on May 08, 2022, 07:30:56 PM
Grats on the update!
Title: Re: [0.95a] Another random SWP
Post by: WMGreywind on May 08, 2022, 10:25:41 PM
Thos Lion's Guard ship skins look super nice. I like it!
Title: Re: [0.95a] Another random SWP
Post by: Vensalir on May 09, 2022, 09:10:55 AM
Amazing stuff, can't wait to try out those new super sleek ships.
Title: Re: [0.95a] Another random SWP
Post by: CyberSultanVader on June 15, 2022, 07:45:41 AM
Hello friend, I would like to say that I really like the new update. I have been playing the mod since it first came out and really like the direction it has taken. I am a big fan of the new content and the guns, missiles and ships are really on point both in functionality and in the looks, great job! It seems like just the right balance and doesnt really overlap with any other mod content which is fantastic. The best part is there is something in the mod for any kind of fleet build or playthrough and when I cant find better guns I always like creating my builds around your general purpose missiles and guns or ships (did I mention they look absolutely great?). I am having a lot of fun exploring the new content and love the descriptions that you have writtien too, hope to see more!
Title: Re: [0.95a] Another random SWP
Post by: exelsiar on June 21, 2022, 03:15:55 AM
Hi, would it be possible to either split the Baryonic Dynamics faction and it's ships and weapons off into it's own mod, or add a setting to disable that side of the mod? I ask because I love the new ships and weapons that fit the vanilla style, but the Baryonic Dynamics, while looking nice, doesn't fit imo.
Title: Re: [0.95a] Another random SWP
Post by: BreenBB on November 22, 2022, 01:06:46 PM
Really cool SWP, interesting how its goes?

I played with it, pretty cool ships and weapons, I like them, except Long Tom definitely needs some sort of buff, its looks really cool, by stats as I recall its basically Mjolnir with same damage and extra 300 range (900-1100), at the cost of lack of Mjolnir EMP, firerate and high OP cost (24 vs 30), so for me its not attractive much, especially OP seems too much, vanilla have weapons with bigger range which cost 25 OP (Gauss Cannon), as ideas, I might suggest buff its damage, from 400 to 500-600 and add EMP damage same as Mjolnir, and reduce OP count a little.

And of course another suggestion, is to split Baryonic Dynamics ships into another mod, they looks cool, but they have completely different aesthetic.
Title: Re: [0.95a] Another random SWP
Post by: lgustavomp on December 05, 2022, 10:28:49 PM
(https://i.imgur.com/9nVKNfm.jpg)

Thanks guys.

I made some changes, according to your requests:

12/06/2022

TLDR, removed the faction and a bunch of weapons, refined some sprites and sound effects. Added a couple of stuff.

- Removed the faction stuff, it'll be a future standalone mod.
- frank: OPs 13 -> 12, Mortar DMG 120 -> 160, minor sprite change and new SFX
- Mallet torp: dmg 2000 -> 3000, new projectile sprite and trail.
- Demo Hammer: dmg 900 -> 1000, flux/shot 300 > 500
- Scorpion Artilery: dmg/shot 300 -> 400, reload 3 -> 4, new SFX
- Leveler and Big Bertha: minor sprite change and new SFX
- Squall medium and small, rare swarmer, rare locust, rare mining laser, rare flak: gone
- rare light mortar: same stats but new name and sprite.
- Pilum Rockets: reverted to a Squall like behavior, the AI can now use it as a dollar store harpoon.
- Added a large reloadable Atropos.
- Added Tirpitz XIV
- Eagle XIV: hidden mount -> hardpoint with decor.
- Tirpitz (LC) built in hammer: range 1200 > 1600, ammo 8 -> 12
- Talisman Wing:Shield arc: 90 -> 270°, added a small salamander.
- Ascalon: Cheaper to mount, I forgot the numbers.
- Gunther: tweaked HP/Flux/Dissipation a bit, sort of a buff.
- Gunther (LG): built-in hullmod now reduces the OP cost of all large weapons by 8 (previously only ballistics).
- Gunther (LP): added a built-in hammer torp.
- Added mining data to nexerelin
- Added descriptions to a bunch of stuff.
Title: Re: [0.95a] Another random SWP
Post by: BreenBB on December 05, 2022, 11:11:46 PM
Looks really great! I like XIV variant of Tirpitz (XIV Grafspee is also good idea). Only my suggestion about Long Tom remains, the problems with it I wrote in my previous post, but the rest of weapons especially Big Bertha and Leveler are really good (Also I suppose these names is homage for Total Annihilation game)
Title: Re: [0.95a] Another random SWP
Post by: Prolbo on December 06, 2022, 12:12:53 AM
There is always not enough Eagle reskins.
Title: Re: [0.95a] Another random SWP
Post by: RazorTS on December 07, 2022, 03:06:44 PM
lovely, was using you ballistics quite often would love to see 900 range arbalest version to match the set. Think mallet at 2k dmg was fine for a reloadable can always adjust OP cost (8/4) to make it more attractive, Long Tom could use proj speed bump to 1100 to match the range or perhaps bit more, 30OP dont make it that attractive and not too keen on it having more dmg/dps, hastings could use flux rebate as it is completely useless vs any armor/hull (0.8?, would go even 0.7 but thats just me)

Waiting for proper faction release, deutchland looks great!
Title: Re: [0.95a] Another random SWP
Post by: lgustavomp on March 10, 2023, 05:17:15 PM
(https://i.imgur.com/aBxLqKZ.jpg)
Download link in the first post

Ok guys, I heard you.

changelog:

Added the Vektor: a new sort of SO oriented large weapon, absurdly high DPS, but crappy armor penetration.
Added the Graviton Pulser: ammo based kinetic beam with EMP.
Added the Avalon: a hightech gunship with emp, low dmg output but very tanky.
Added the Thunderbolt (LG): a tough short range gunship.
Added the Darter: reloadable kinetic missile. Decent burst, but fragile projectiles.


long tom: OP 30 -> 28, Dmg 400 -> 600, EMP dmg 0 -> 300, Cooldown 2.67 -> 3.333, Projectiles are a lot less accurate now. New SFX and VFX.
hasting: energy/shot 10 -> 8.
tyrfing: energy/shot 375 -> 360, Cooldown 1.25 -> 1.2,  Range 800 -> 900
scorpion: flux/shot 400 -> 500
pilum rockets, small and medium: renamed to Voulge Rocket, halved the base ammo and missile hit points.
reloadable atropos small and medium: halved the base ammo, slightely reduced OP cost.
reloadable atropos barrage: OP 20 -> 24

Ascalon wing: now uses fortress shield right after the strike
Talisman wing: removed the salamander, changed the vanilla vulcans for a modded version with 1/2 of the DPS and more range. Polished the sprite.
Thunderbolt wing: Adjusted some stats, overall a buff. New sprite.
Gunther LG -> hullmod now reduces the flux generated by weapons by 10%. OPs 80 -> 85
Gunther LP -> removed the bultin hammer, now there is a small composite mount. OPs 60 -> 65
Graf Spee -> armor 1200 -> 1400

Adjusted most of the ships variants.
Changed some weapons SFX.
Added muzzle flash VFX to most weapons.

 Should be safe to update.




Title: Re: [0.95a] Another random SWP
Post by: Vasitri on January 26, 2024, 12:24:28 PM
Checking up on this thread if this mod is still alive? I liked the Baryonic Dynamics faction in the older versions.
Title: Re: [0.95a] Another random SWP
Post by: A_Random_Dude on January 26, 2024, 07:11:03 PM
Whether the author is still actively working on this mod or not, it should still work on the current game version. Just need to edit the mod_info.json in the mod's folder, and that's it. I'm afraid you'll have to do without the faction though.
Title: Re: [0.95a] Another random SWP
Post by: Jonass on March 21, 2024, 12:58:11 AM
I liked the Baryonic Dynamics faction in the older versions.

Truly beautiful stuff he made there. I am sure it will be back ;)