Fractal Softworks Forum

Starsector => Mods => Topic started by: MrDavidoff on May 17, 2012, 05:57:59 AM

Title: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: MrDavidoff on May 17, 2012, 05:57:59 AM
Edit 03.06.2021-

Hello you wonderfull person, browsing to this age-old topic. I hope that you are doing well!

Ive had many people ask me for permission to use my sprites in the last couple years - yes, its been years!

Bad news first - I dont plan on going back to modding, but as far as I know Johnny Cocas used my sprites for his faction-
Fringe Defence Syndicate (https://fractalsoftworks.com/forum/index.php?topic=12243.0)


And I think its reasonable to leave a working link here aswell, where you will find the latest ver. of the sprites, weapons etc.

You can use them in your own work - just gives credit to MrDavidoff  ;)

Reminder
(https://thumbs.uloz.to/c/5/7/c578161182444fac081062d12af861c7.640x360.jpg?vt=1622843999&sg=EVkSocPWfcWc0_6hKvh48A&bl=)(https://thumbs.uloz.to/0/3/0/0302a39af66d717519526f5852dedee7.640x360.jpg?vt=1622843999&sg=dtroaMNGuf6QCo0f_TQUSg&bl=)(https://thumbs.uloz.to/a/8/d/a8d76e78d101bc1b83a78e55d4560062.640x360.jpg?vt=1622843999&sg=MxfosX-3b6Yjnh_fBmYxzw&bl=)(https://thumbs.uloz.to/2/e/a/2ea0118573de18bdbcee932b190af646.640x360.jpg?vt=1622843999&sg=FRG04fhrodHPHW_pQoKarg&bl=)

Link is HERE (https://ulozto.net/file/eyh9JU4HLUHD/mrdavidoffs-dump-03-06-2021-zip#!ZGH5LmR1A2R0ZGL4MTL0AJZlBQp5ERuIGTIZFzIMp1I0MwAw)

Stay healthy !

P.S. - @Alex I actually checked the progress made since last time - Im in awe sir!

P.P.S. - Still no Steam?  ;D


Some words:

---

What´s next:
Considering two problems - how complex the game has become to mod and that I dont actually have time to play it to get into its new features(lost a bit of interest over time too i supose),
I decided to stop working on this mod.


Special Thanks to:

Alex and his team - for the great game Starfarer is.
Arcibalde - for his great help with coding.
LazyWizard - for his code to stop the station overstacking with supplies and fuel.
Trylobot - for his great Ship editor.
UpgradeCap - duuh, for making the fleets fly :p


Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: maffo on May 17, 2012, 06:12:20 AM
Wow that is really nice hegemony/merc midline ships man. I would love to see those in project Cealus
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: mendonca on May 17, 2012, 06:16:43 AM
I concur, those hegemony / merc ships are awesome.

As they get bigger, they seem to look a little flat (if I wanted to be extremely critical) but I can't think of one single bad thing to say about the smaller ones. They are awesome indeed.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on May 17, 2012, 07:32:48 AM
Thank you for the appraisal guys. And yes I see it to (them being flat, but its kinda the best i can do atm). If you want, have the time - please take the sprite and buff it up, I could dig into it when i have the time and rip it of.. inspire myself, where ive gone wrong.

Note - added abandoned sprites
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: WKOB on May 17, 2012, 07:54:15 AM
These are very neat. This is what I'd do to them, personally. I find it it makes them perfectly usable in game.

(http://i.imgur.com/V6WtK.png)

Spoiler
Colour scheme reminded me of something.

(http://i.imgur.com/NUGqx.png)
[close]
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Uomoz on May 17, 2012, 08:25:30 AM
Very cool sprites! I like their style very much, and the shape of the triangular is very similar to Empire Destroyers. (so +1)

Austupaio, TA fanboy!
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on May 17, 2012, 10:33:03 AM
I'm not the only one reminded of Acclamator-class ships from looking at that Venator....Am I?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Radradrobot on May 20, 2012, 11:18:05 AM
Really nice ships!  Keep at it!  To make it look more 3D try adding some shadows under plates as you   move towards the center of ship. Just an idea that i have no time to do myself ;p
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Psiyon on May 20, 2012, 11:22:31 AM
I don't know how I missed this thread, but:

(http://s3-ak.buzzfed.com/static/imagebuzz/web05/2011/2/15/16/seal-of-approval-23221-1297805841-2.jpg)


I agree with some of the above comments though, a little more shading would make them even better.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Vandala on May 20, 2012, 01:14:52 PM
Those are some nice looking ships.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on May 30, 2012, 02:24:11 AM
Thanks for the tips.. and Seals guys, Ill try to do something with it during the weekend, hopefully get the scheme right and pull out some new ships.

As for the venator reminding you acclamator.. how so  :P I didnt get the front of the ship quite right, but come on  :) 



Venator-
(http://images.wikia.com/starwars/cs/images/2/28/Venator_star_destroyer.jpg)

Acclamator-
(http://images.wikia.com/starwars/images/2/2a/Acclamator_OCF.jpg)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on May 30, 2012, 02:42:26 AM
mah bad.  :D

But yeah, I still really like the similarities to the Old Republic ships. I love me triangle ships.


EDIT:
Perhaps replace those side mountings on the Venator with a pair of flight decks?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: The_Sandman_20 on May 30, 2012, 04:54:25 PM
The Executioner Bears a striking resemblance to the Nebula Class Star Destroyer
http://images3.wikia.nocookie.net/__cb20081004171829/starwars/images/3/3a/Nebula-class.jpg
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: silentstormpt on May 30, 2012, 05:15:58 PM
These look gorgeous...
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on May 30, 2012, 08:30:16 PM
I'd love to see a triangle ship to match the Omega. A ballistic dreadnaught to match the energy dreadnaught.

Also, because you can never have enough dakka
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Kommodore Krieg on May 30, 2012, 08:49:56 PM
Some of the best sprites I've seen in the modding section.  Nice job for making originals too.  I also like what Austupaio did there.  Looks like it fits right in with the game.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 07, 2012, 07:27:21 AM
07/06/2012 -

Oki, so I said I would work on it during the weekend, but.. I didnt say which one  :P  .. and so im little late, still I think the wait, work is worth it. I took your advices into consideration. And I reworked the Hawk sprite. Made a lot of changes, mixed the weapon placement a bit, removed the large central slot, for "aesthetic" sake, redid the basic shape/design and more importantly - tried to implement the right shading. If you approve, Ill leave it for now and start making next ship of the line in this same fashion. Shouldnt be hard, since I got all the layers set up, so Ill make a "larger" and smaller class, want to make another fighter and then Ill release it in a mission. In that release I also plan to fix the Omegas hangars. (Ive already done it, tested it.. but im lazy to make a file for that now  :P )



Im open to suggestions on how to improve it further - most important aspect is to put Starfarers Eagle next to Hawk and think.. yep, those are similar (well, they will never, but.. you know fake it a bit  ::)  ). Then again, if you put the three next to each other (Eagle, 1st Hawk and 2nd Hawk.. I feel like Im slowly getting there). Im kinda noticing that things look differently, when its not displayed by PS (I see now, that it could use more darker touch ups at places.)


(http://img707.imageshack.us/img707/4014/eagleca.png)(http://desmond.imageshack.us/Himg534/scaled.php?server=534&filename=hawkov.png&res=landing)(http://desmond.imageshack.us/Himg171/scaled.php?server=171&filename=hawk2.png&res=landing)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 07, 2012, 07:33:39 AM
EDIT:
Perhaps replace those side mountings on the Venator with a pair of flight decks?


 :o

You sir, just may have saved the Venator. I dont know, why I did not put hangars there in first place, probably because I wanned to copy the Conquest side launchers me thinks. Anyways.. Im planning to get back to Venator eventually (must rework the sprite to match "current" standards).



I'd love to see a triangle ship to match the Omega. A ballistic dreadnaught to match the energy dreadnaught.


Well, your talking to a person, who already made a big ship, likes triangle shape ships... and is stil saving the name executor  :P So.. it might ring a bell, the thought came on my mind  ;D buut.. its a long way. What I wanned to mention I did not think I would make the ships pure Balistic :x. Idea behind that - If hegemony decided to improve, they would be using energy weapons, which are advanced (rank up?).. Or there could be two Hulls - one for energy, second type for ballistic (which is kinda cheeze, but.. )
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 07, 2012, 07:36:11 AM
The Executioner Bears a striking resemblance to the Nebula Class Star Destroyer
http://images3.wikia.nocookie.net/__cb20081004171829/starwars/images/3/3a/Nebula-class.jpg

Pure coincidence, for real :D But i do look at pictures from Old republic - - Galactic era for inspiration.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Shoat on June 07, 2012, 07:25:34 PM
I'd love to see a triangle ship to match the Omega. A ballistic dreadnaught to match the energy dreadnaught.

Well, your talking to a person, who already made a big ship, likes triangle shape ships... and is stil saving the name executor  :P So.. it might ring a bell, the thought came on my mind  ;D buut.. its a long way. What I wanned to mention I did not think I would make the ships pure Balistic :x. Idea behind that - If hegemony decided to improve, they would be using energy weapons, which are advanced (rank up?).. Or there could be two Hulls - one for energy, second type for ballistic (which is kinda cheeze, but.. )


Well, there is no ballistic equivalent to the omega anywhere...
There's maybe the relic faithopter, but it has only one large forward gun and the rest is mostly small mounts (and it's not nearly as powerful as a super-capital).

So IF, just in theory, you made another super-capital like the omega out of the eagle-hawk line of ships, it would be best if it at least had half of it's mounts be ballistic and the rest maybe be a mix of energy, universal and a few missile mounts (just like the eagle has a mix of ballistic, energy and a few missile mounts).
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Archduke Astro on June 07, 2012, 07:41:39 PM
So IF, just in theory, you made another super-capital like the omega out of the eagle-hawk line of ships, it would be best if it at least had half of it's mounts be ballistic and the rest maybe be a mix of energy, universal and a few missile mounts (just like the eagle has a mix of ballistic, energy and a few missile mounts).

Interesting. That's actually a solid description of a mid-line ship, as opposed to a purely low-tech ballistic one. Frankly, I'd like to see both types of command ships come into the game to join the high-tech energy-armed Omega.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on June 07, 2012, 11:30:20 PM
So perhaps then, a dreadnaught that would like something like the Onslaught's big brother, a dreadnaught that looks like the Hawk or Venator on steroids, and then the Omega dreadnaught? Lots of ballistic mounts and missile mounts in the low-tech super-Onslaught, and ballistics mixed in with universals in the super-Hawk/Venator. It'd give the midline dreadnaught that flexibility of being midline, able to get some energy weapons into the mix, or go all ballistics, or mix missiles in there, too.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 08, 2012, 03:59:12 AM
Well, to lay down cards on the table.

1. I would welcome some thoughts on the current Hawk look (Seals would do  :P ).. I like to bounce of ideas - and imo it works out well that way, the first sprite is allways the hardest..
2. On my to-do list. -
    a) finish Hawk
    b) make Venator usable (has large slots, decks-which Hawk doesnt-would be good duo to balance out stuff)
    c) possibly make Hawks bigger brother - with 2 large slots (wont be really much bigger, but it will have additional punch)
    d) make two smaller lines ( dedicated missile ship and a slightly better "eagle"-just for variety)
    c) Im soo ahead of you - I have a ships, which is a Onslaught, but in eagle fashion - which I ment to do as pure balistic, it would make sense because Hegemony would have lots of experience
        with these weapons and would have spares to use...
    e) try to improve the frigates
    d) finish the cruiser size carrier ive been working on.. and a cargo/supplie ship (thats for campaign only)

I already have outlines, designs done for those ships - just sorting out the shading/effects/details, which is where I ask the community for help  :) But all these ships are either tad longer or much smaller than Hawk, even the Hawked/Onslaught - which I already have a name for btw - Overlord  :P .

Thing with command ships - in retrospect I see what I did wrong with the Omega sprite and sadly I also wasnt as thoughtful when I made that ship. So the layers there are mixed up all wrong. To rework it, would be a pain in the a**. And second thought - Alex doesnt really approve such large ships.. and until recently i didnt realize one thing -there are so many weapons on these super-capitals, that it fills the UI weapon interface wayyy too up. I didnt see this, cause I use a 1900x1200 monitor, but for ppl with smaller screens - it has to suck. I dont like the shileds on that ship aswell..

But those issues can be avoided in different ways, if I get to make a new C.S. ill consider that into the design/balance. For Omega.. I dont see me having so much free time to play with the sprite, but I will change some of the stuff I mentioned in the next update.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on June 08, 2012, 01:30:57 PM
I play on a laptop, 1300~ by 760~. So yeah, bottom left half of the Omega is untouchable, nor are the guns at the rear, all hidden under the UI, or out of sight entirely. And even though people have said that's possible to zoom, I think it's only possible with a mouse wheel, which I don't have on a laptop. A reworked Omega, big enough to be super-capital, but not so big that it goes off screen might be nice, but at the moment, I'm more curious to see the Onslaught and Hawk's bigger brothers.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: hadesian on June 08, 2012, 01:40:17 PM
I play on a laptop, 1300~ by 760~. So yeah, bottom left half of the Omega is untouchable, nor are the guns at the rear, all hidden under the UI, or out of sight entirely. And even though people have said that's possible to zoom, I think it's only possible with a mouse wheel, which I don't have on a laptop. A reworked Omega, big enough to be super-capital, but not so big that it goes off screen might be nice, but at the moment, I'm more curious to see the Onslaught and Hawk's bigger brothers.
Finger gesturing? Touch zones?

Honestly, just go get a Sharkoon Fireglider... great gaming mouse and only about £16. Laser etc.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 08, 2012, 01:49:03 PM
Hmm.. no touch-pad ? My friend told me he can use Alt and "+" or Alt and "-" to zoom in/out.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: hadesian on June 08, 2012, 01:56:50 PM
Hmm.. no touch-pad ? My friend told me he can use Alt and "+" or Alt and "-" to zoom in/out.
Yes, this too. Ctrl though I think. Check your controls.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 08, 2012, 02:01:50 PM
Could also be PageUp and/or PageDn  ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 09, 2012, 08:49:46 AM
Oki, so ive made a new version of the Venator. Basically redid the whole thing and I added the hangars to the middle part of the ship. Sadly, my mouse died.. so I had to do the touch-ups with my backup mouse.. which just aint the same. I updated the Hawk on the main page with latest version.

(http://desmond.imageshack.us/Himg99/scaled.php?server=99&filename=venator.png&res=landing)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Psiyon on June 09, 2012, 08:57:14 AM
Day-um yo, that ship's pretty frikkin' ill. Nice work.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Upgradecap on June 09, 2012, 09:08:06 AM
You wouldn't mind if I took that ship for project CAELUS, would you? :D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on June 09, 2012, 09:44:52 AM
Liking the new Venator, though I prefer the big engines of the older version. Will that be 2 launchbays? Or just one? I hope two.

EDIT:
Their tiny preview images in firefox kinda look like a off-colour Pulse Laser, and an off-colour Exo. (Exo being from Purifiers in the Relics mod (found in Uomoz's Corvus))
http://puu.sh/zNO5
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 09, 2012, 10:40:50 AM
Day-um yo, that ship's pretty frikkin' ill. Nice work.

Thank you sir :)


You wouldn't mind if I took that ship for project CAELUS, would you? :D

I would bet my socks, that you are using it already anyways  :P  (so-yes, you can :D )..anyways next time, when I bring up some more ships, ill put them in the missions - so from there on, i would welcome, if you would use the same ship files - so that the ships wont have different weapons, stats etc (thnx  ;) )

Liking the new Venator, though I prefer the big engines of the older version. Will that be 2 launchbays? Or just one? I hope two.

I was moving the engines(and the back of the ship) around for quite a while actually,  this is what seemed the most eye-appealing to me.  I didnt wanned to use six big engines, simply because.. well, if Hawk needs "one".. Venator should be flying at ridiculous speeds, cause it may be a tad longer, but its actually lesser in mass.. so putting six big engines would be an overkill. i wanned to keep the "technical" look of the area behind the tube.. and no matter how hard I tried to arrange it, it looked silly - so I went with this. Plus Venator is not so advanced as Hawk - which is why it gets "weaker" engines (I rock at lore/descriptions  :D ) And yes.. definetly two bays.

EDIT:
Their tiny preview images in firefox kinda look like a off-colour Pulse Laser, and an off-colour Exo. (Exo being from Purifiers in the Relics mod (found in Uomoz's Corvus))
http://puu.sh/zNO5

Lol, indeed.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 10, 2012, 09:44:58 AM
10/06/2012 -

This will probably be the last update, before a release. But weekend is at its end.. and I dunno, when will I have time to finish up, what i wanted and then make the hull, variants. But.. for now - more sprites.

Vulture

(http://desmond.imageshack.us/Himg194/scaled.php?server=194&filename=vultureh.png&res=landing)


Raven

(http://desmond.imageshack.us/Himg845/scaled.php?server=845&filename=raveno.png&res=landing)


Kiwi

(http://desmond.imageshack.us/Himg834/scaled.php?server=834&filename=kiwiwh.png&res=landing)



Sprites added to main page, check out the topics first post for info and lore.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on June 11, 2012, 10:15:16 AM
I like the look of the Raven and Kiwi the most. Dude, I love your spritework. Aside from Omega, it's all home made awesomeness.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 16, 2012, 01:08:17 PM
16/06/2012 -

Oki, did a lot of changes to the sprites.
-some minor tweaking on the Venator, Vulture, Raven and Kiwi.
- reworked the frigates - you tell me if its for better or worse.

(http://desmond.imageshack.us/Himg835/scaled.php?server=835&filename=slasher.png&res=landing)        (http://desmond.imageshack.us/Himg515/scaled.php?server=515&filename=rightarrowx.png&res=landing)       (http://desmond.imageshack.us/Himg28/scaled.php?server=28&filename=slasher100mlong.png&res=landing)


(http://desmond.imageshack.us/Himg535/scaled.php?server=535&filename=spearhead.png&res=landing)       (http://desmond.imageshack.us/Himg515/scaled.php?server=515&filename=rightarrowx.png&res=landing)       (http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=spearhead126mlong.png&res=landing)


- decided to scrap the Executioner
- added two new sprites - the Spartakan and the Overlord

(http://desmond.imageshack.us/Himg842/scaled.php?server=842&filename=spartan290mlong.png&res=landing)            (http://desmond.imageshack.us/Himg259/scaled.php?server=259&filename=overlord540mlong.png&res=landing)


- reorganized the main page, added "true" descriptions (may wanna spellcheck)


For now, I will stop on the sprites and start doing the missions, so hopefully, next time it will be playable
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Upgradecap on June 16, 2012, 01:27:22 PM
I am so going to steal those ships! ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on June 16, 2012, 01:29:53 PM
Hrm, I kinda want to think up some background stories for these ships, but I don't wanna impose.  :-X
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 16, 2012, 01:45:03 PM
I am so going to steal those ships! ;D


yeah, your kind of a sprite grinch..  :D


Hrm, I kinda want to think up some background stories for these ships, but I don't wanna impose.  :-X


I got the descriptions with some history behind it already.. or at least thats enough for my taste  :)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Upgradecap on June 16, 2012, 01:46:40 PM
I'm going to steal the ships for a new faction in CAELUS, redo the lore a bit so it matches the CAELUS universe, and then give you what all modders want:

Credit. And a cookie.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on June 16, 2012, 01:48:37 PM
I'm going to steal the ships for a new faction in CAELUS, redo the lore a bit so it matches the CAELUS universe, and then give you what all modders want:

Credit. And a cookie.

Here is cookie
(>^.^)>#
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: arcibalde on June 16, 2012, 01:52:28 PM
HEY! Did someone write COOKIEZZZZZZ  ;D  ME WANT!
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 16, 2012, 02:10:12 PM
I'm going to steal the ships for a new faction in CAELUS, redo the lore a bit so it matches the CAELUS universe, and then give you what all modders want:

Credit. And a cookie.


You know, this is going off topic  - then again its my topic so.. but Im lurking in and out the Caelus project.. and the thing that bothers me.. how are you gonna stitch up all the different art styles you have.. it makes sense, since everyone has their own method/vision.. but I dunno how will it look in the end, meaning - my ships dont seem to fit at all  :D

And.. I dont know about others, but I want feedback.. and ppl to enjoy the game  ;)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on June 16, 2012, 02:23:14 PM
I've stopped looking in the Caelus thread because of that. I have a feeling all the ships are gonna have drastically different styles, with sprited ships, kitbashed ships, and whatnot, all mixed together.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Upgradecap on June 16, 2012, 02:30:38 PM
I've stopped looking in the Caelus thread because of that. I have a feeling all the ships are gonna have drastically different styles, with sprited ships, kitbashed ships, and whatnot, all mixed together.

No. They are not going to be drastically different from eachother. Each faction have It's own sprite set...

But you can actually judge for yourself once DEMO 4 comes out, with campaign, then you'll see that everything is sewn together into a proper...

Thing.


Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: arcibalde on June 16, 2012, 02:40:25 PM
Upgradecap i think that they think (ok, this sound weird) that faction styles wont fit with each other. You know, kitbashed ships are way different than hand made and they are too different from BF ships etc. Look at vanilla ships, they are all different but in same style no mater high, mid or low tech. Ship style is same. Well, at least, that's what i think  ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Upgradecap on June 16, 2012, 02:44:07 PM
But there are no kitbashed ships in the mod. Everything is made fron scratch, by hand...


Ok, now i just feel bad for all our spriters that did their best to make the ships from scratch, and then just get it called a generic "kitbash" :(
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 16, 2012, 03:08:17 PM
Arcibalde got it right, thats exactly what I meant.. (its not about kit-bashing, but different Styles) and I dont want guys working on the mod to feel bad, in fact Im looking forward to see, what they created, but - this was just my point.



And now I must enter the ring and say "I said I allowed offtopic here" ..but I feel this could get off hand (3pages about Caelous in my topic) pritty quick  :D

So yeah... LOOK - those nice floating triangles again.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Upgradecap on June 16, 2012, 03:11:51 PM
Last OT post, I promise, but...


What we wanted to show with the extremely different styles is:


1. That we as a modding team can work independent but yet act as a group.

2. To show how each faction evolved into their own routes of thought and technology, independent of others, but those small civilizations that got a help from some larger actor may seem to have their ships biased towards their helpers technology and style

3. To show how every faction is unique, and yet colorful.

Hope that has helped a few people to change their minds ;)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: arcibalde on June 16, 2012, 03:42:24 PM
Every time i look up your ships i got irresistible urge to draw one particular ship and i fail in that many many times. DAMN! What i wanna say is, your ships look great  ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 17, 2012, 02:48:11 AM
Every time i look up your ships i got irresistible urge to draw one particular ship and i fail in that many many times. DAMN! What i wanna say is, your ships look great  ;D


Well thank you, thats always nice to hear. And out of curiosity.. what is that particular ship you mentioned ?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: arcibalde on June 17, 2012, 04:35:14 AM
Well thank you, thats always nice to hear. And out of curiosity.. what is that particular ship you mentioned ?

Well it's bad luck to talk about picture/story/etc. before finishing it BUT i need something to start making dang thing.

Ok, it should be Omega killer, huge (1000x1000), bulky, nasty, midline( or low tech) ship. Ugly, like pit-bull, but powerful, something with large numbers of really huge & nasty kinetics weapons facing forward. I have outline for it but i failed horribly many many times making it... Terribly...

4x Large Ballistic hard points facing forward
3x Large Ballistic turret points facing forward (but with small arc like 90-100)
4x Large Missile hard points on sides (on each side 2x)
2x Docks for fighters/bombers (1 on each side)

And lots of med and small mounts, but i didnt figure it out where...

Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: WKOB on June 17, 2012, 05:10:39 AM
Hey there, big fan of everything you've made since I posted, although I think you're trying too hard to make the entire ship uniform.

Let's start with this one.
Spoiler
(http://desmond.imageshack.us/Himg835/scaled.php?server=835&filename=slasher.png&res=landing) to (http://desmond.imageshack.us/Himg28/scaled.php?server=28&filename=slasher100mlong.png&res=landing)

This is my favourite one, possibly because it reminds of the Hind (http://en.wikipedia.org/wiki/Mil_Mi-24) which is my favorite vehicle ever.

First thing I notice was that you simplified the cockpit, why? It was pretty neat before and now it's just more plain. Secondly, all of your *** pits have been blue. That's fine if you want to go for a stylistic choice, but what are they reflecting that's blue?

Second is the indentations that were the darker, more orange colour but are now the same beige, again I don't see why. It just makes your detail more plain. The old colour was better in my opinion.

Third is the from your orb-like platform to the more squarey ones. This is fine and I like both, but the sphere-like shape was more original.

As for both versions, the hard points look likely to break off, slip them inward a bit.
[close]

If you'd like, I can talk about your other ships as well.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 17, 2012, 11:28:43 AM

Ok, it should be Omega killer, huge (1000x1000), bulky, nasty,



Well, maybe you should try making smaller stuff, for start.. it only takes one blind dude in a small fighter to take down a 10km ship you know.

Spoiler
(http://img715.imageshack.us/img715/9129/oneblinddude.jpg)
[close]
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 17, 2012, 12:12:13 PM
Hey there, big fan of everything you've made since I posted, although I think you're trying too hard to make the entire ship uniform.

Thanks, by uniform you mean the "fleet" so far as a whole, or single ships? The unified "fleet" effect is done purposely, the "single ship" effect - thats just me using the same technique over and over - and being lazy honestly. Which may be a cheap method, but then again - dont see how I could do it differently anyways atm.


Let's start with this one.
(http://desmond.imageshack.us/Himg835/scaled.php?server=835&filename=slasher.png&res=landing) to (http://desmond.imageshack.us/Himg28/scaled.php?server=28&filename=slasher100mlong.png&res=landing)

This is my favourite one, possibly because it reminds of the Hind (http://en.wikipedia.org/wiki/Mil_Mi-24) which is my favorite vehicle ever.

Yeah, we still have some Hinds in active service too, wont lie I got the idea for double-cockpit from it. Like that thing myself.


First thing I notice was that you simplified the cockpit, why? It was pretty neat before and now it's just more plain. Secondly, all of your *** pits have been blue. That's fine if you want to go for a stylistic choice, but what are they reflecting that's blue?

Second is the indentations that were the darker, more orange colour but are now the same beige, again I don't see why. It just makes your detail more plain. The old colour was better in my opinion.

Third is the from your orb-like platform to the more squarey ones. This is fine and I like both, but the sphere-like shape was more original.

Fair points. Lets elaborate shall we-

About the cockpit - I wanned to enlarge it, because the first one I used (i think i used broadswords cockpit as reference) I want to use on a fighter - adjust it a bit, but it would look too much identical, thats why I changed it. As for there not being any detail - yeah, that caught my eye before, I may break the segments, to destroy the "plain" surface feels it has now.

As for the color - like I said I used the broadsword as a reference.. and then adjusted it many times on the fighters - its not rlly a reflection, just that its a glass (sure - like 10cm thinck glass, but still glass).. and glass is displayed as "blue" or cyan.. in my head. Its not about reflections, more like the materials or the "glow" from within the ship itself (as starfarer doesnt rlly work with shadows). Looking at it now.. i could change it to the green - light green lights, like used on the cruisers bridges, which would make more sense as it would differentiate it from the fighters.

As for the coloring of the plating - indentations I didnt mean to make it planer, its the generic "plates" I used on other ships, so yeha, me being lazy  :D Generally speaking - the redesign of the frigates was to make them look, like they were made for the same navy - thats why I used the same colors. I may darken the plates later on - as for the longer plates around the engine and behind the cockpit - I removed those because when I was making the ship orignally I had no clue, how to do the "inner" structures and wanned to differentiate it a bit, but that kinda lost the point with the new design. And I went for the more "squary" look because it seemed more.. believable to me. I think this is a matter of personal preference, but when i made the ship for first time I never knew how to "end" it properly, thats why I ended up with those round-strange shape things.


As for both versions, the hard points look likely to break off, slip them inward a bit.

I cant slide them in, because once mounted with guns, the guns would interfere with the hull, which is what vanilla lasher has..
Spoiler
(and honestly i didnt test the ships ingame yet.. so i only used weapons in PS to eye pick the right spot.)
[close]
  I wanned to avoid it..i guess I could put more mass around the mounts, to make it appear more durable.


If you'd like, I can talk about your other ships as well.

Yes, go on - just one at a time please  :D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: WKOB on June 17, 2012, 12:28:08 PM
Spoiler
(http://desmond.imageshack.us/Himg535/scaled.php?server=535&filename=spearhead.png&res=landing)(http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=spearhead126mlong.png&res=landing)

Big improvement here, the armoring looks more natural. However, the new one has less colors, I really think the orange-y color in the indentations should stay, just my opinion of course. Prefer the old cockpit, as mentioned. I like your idea for making it green as well.

I'd also say that these lay outs (the weapon slots) are different enough to warrant being entirely different ships.
[close]

Spoiler
(http://desmond.imageshack.us/Himg515/scaled.php?server=515&filename=rightarrowx.png&res=landing)

This sprite needs a ton of improvement, there's only really one colour with some shading, and I don't event know where the weapons are supposed to be mounted. Start over, basically.
[close]
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 17, 2012, 01:35:29 PM
..."I really think the orange-y color"...

It was actually some dark red.. and to make it "lore" friendly - look at the vanilla eagle and let me tell you, theres lots of yellow, biege, black colors.. and thats it.. red(or any other color for that matter)  doesnt fit it there  :-\ (lore wise).. one day (probably once i sit on a toilet) stars will conjure and I will imagine a color to mix in the actual mix, but for now.. Ill leave it. But I will do something about the small hardpoints.. once you mentioned i cant take the sprite seriously anymore..  Anyways -

Spoiler
(http://img198.imageshack.us/img198/9595/adjustedslasher.png)
[close]

Spoiler
(http://desmond.imageshack.us/Himg515/scaled.php?server=515&filename=rightarrowx.png&res=landing)

This sprite needs a ton of improvement, there's only really one colour with some shading, and I don't event know where the weapons are supposed to be mounted. Start over, basically.
[close]

I Lolled.


And to update the current status - I have the hulls, now im thinking about the variants..
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Upgradecap on June 17, 2012, 02:04:49 PM
Yay, he got the hulls done, which will save me tons of work! :D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Killian on June 17, 2012, 02:23:55 PM
(http://desmond.imageshack.us/Himg535/scaled.php?server=535&filename=spearhead.png&res=landing)(http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=spearhead126mlong.png&res=landing)

I'd also say that these lay outs (the weapon slots) are different enough to warrant being entirely different ships.

The second one looks much higher-tech. Perhaps it's an upgraded "Mark II" redesign of the original... the medium turret is no longer needed thanks to superior mobility, but the "Mark I" is still in widespread use amongst militia forces and pirates due to the surplus of Mark Is being sold off to help pay for more Mark IIs.

Either way, these are some pretty nice pieces of work. For markings, what about white or grey stripes? There doesn't seem to be much room for logos or decals, unfortunately.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: IIE16 Yoshi on June 18, 2012, 05:10:45 AM
Could 'trim' the armor, color some of the armor plates in different colors to have an effect similar to the dark brown/orange parts on this ship.
(http://desmond.imageshack.us/Himg535/scaled.php?server=535&filename=spearhead.png&res=landing)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 18, 2012, 05:53:34 AM
Someones not paying attention  :P  I update the main page with "actual" sprites. Then theres the abandoned section. I may get back to this design, but for now - that sprite has been replaced with the new one, its not like there are two ships, nope.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Temjin on June 18, 2012, 06:16:46 AM
I'm going to steal the ships for a new faction in CAELUS, redo the lore a bit so it matches the CAELUS universe, and then give you what all modders want:

Credit. And a cookie.

You realize that, if he didn't give you permission to do that (which he did, thankfully) not all modders want credit or want their stuff used by someone else?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Upgradecap on June 18, 2012, 06:34:57 AM
But he did give permission to us. Otherwise, I wouldn't be asking, you see ;)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Temjin on June 18, 2012, 09:04:11 AM
But he did give permission to us. Otherwise, I wouldn't be asking, you see ;)

He did, however, impose conditions on your use. You'd probably do well to follow them.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: Wyvern on June 18, 2012, 09:22:13 AM
Just as a note on the new frigate designs: they are, overall, much better; the improved shading makes a huge difference.  I do think they'd be even better with the changes suggested by Austupaio; but the base hull is much improved.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 19, 2012, 04:58:26 AM
You realize that, if he didn't give you permission to do that (which he did, thankfully) not all modders want credit or want their stuff used by someone else?
But he did give permission to us. Otherwise, I wouldn't be asking, you see ;)
He did, however, impose conditions on your use. You'd probably do well to follow them.


....
Spoiler
(alot of quotes there, isnt it...)
[close]

Temjins right, all I want is constructive feedback, so I can further improve the stuff Im trying to make.. and for peepz to enjoy the game. Im glad we have the oppurtunity to mod the game the way we do (thnx alex and the rest of the staff). Naming the "authors" I consider.. I dunno natural, its not something that should be "awarded". 

Then again I did give them permission to use the sprites and hulls. I also said I would "welcome" if they used the hulls. Thats simply because, if (hopefully) anyone puts them in their mod the ships wont be totally different and will still have the same .."feel".. im not talking about the variants of course, but to keep it in some familiar lines. As for the lore - thats upto caelus, what they come up with.  :)


Just as a note on the new frigate designs: they are, overall, much better; the improved shading makes a huge difference.  I do think they'd be even better with the changes suggested by Austupaio; but the base hull is much improved.

Hmm, I will probably re-use that style once I do next ships, for pirates, mercs.. I simply cant force myself to put those red(you all call it orange  :P ) detail back in. (I already got an idea how to use the old Spearhead, so.. Soon TM.


Anyways I already posted a pic of a reworked slasher a bit. Not making too many chnages, but the weapon hardpoints, cockpit and little color change, I guess it went unnoticed.

(http://img198.imageshack.us/img198/9595/adjustedslasher.png)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP)
Post by: MrDavidoff on June 19, 2012, 05:09:06 AM
19/06/2012 -

Demo is out.
Contains one mission with all the new ships versus tri-tachyon fleet + the two original missions for omega, with fixed LB.  

Feedback is very much (http://www.commhope.org/WeNeedYou.jpg) wanted guys.
Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20v0.1a.zip)

Im gonna take a little break, would like to get some playtesting done. Ideas for balance/more variants are welcomed :)

Anyways, on my to-do list, before I move on to another faction addons:

- make a cargo ship
- make a special ship, which will use the blink ability in next game build
- make a "Hawk" Mk II with large energy mounts

Enojy.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - demo mission out)
Post by: Upgradecap on June 19, 2012, 05:10:00 AM
Sent you a PM, MrDavidoff ;)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - demo mission out)
Post by: MrDavidoff on June 19, 2012, 05:13:05 AM
Send you a reply Mr. Upgradecap. Which sends you here.

(this is a spamm - just for the laughts  :D)



Edit - this was also my 100th post on these forums... yeah what a proper use for it   :-\ :D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - demo mission out)
Post by: MrDavidoff on June 19, 2012, 09:20:48 AM
I was just going over the hulls again.. I will make the cruisers a bit more controllable. I have noticed I accidentally gave Raven 90 000 hitpoints.. instead of 9000.  ::)
So.. yeah, Im also gonna lower the max flux values.


Edit - Oki, "version 0.1a" is out. Messed with the values a lot. Ships are now manageable, but still have the heavy feeling. Also nerfed the flux limit on most, some other changes have been made. I need to reinstall my pc, so im putting this up now. Download links updated.

Cheers
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Tezarius on June 19, 2012, 03:54:43 PM
Hi! I have played in your awesome mod (v0.1) and here several remarks:

Hawk:
Some problem with turrets WT9 and WT10 - their weapons from saved variants don't want to load

Kiwi:
I think it's more effective (powerful?) cruiser than vanilla Eagle, so 15-16 fleet points (fp) would be more reasonable

Vulture:
Shield flux/damage: 1.4 - so ineffective?
Same as Kiwi 15-16 fp

Spartakan:
It's "Heavy Destroyer" and with "Heavy" variant we can see "Heavy Heavy Destroyer"  :)
And 7 fp is deficiently, I would suggest 9-11 fp

Opperessor Fighter Wing
Imho a bit overpowered ::)

Also I think you should more differentiate capital ships and cruisers in terms of fuel/cargo capacity

I have made some variants, probably they may interest you:
https://www.dropbox.com/s/af6d4e7ipmm3oo1/variants.zip (https://www.dropbox.com/s/af6d4e7ipmm3oo1/variants.zip)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on June 20, 2012, 08:56:55 AM
Hi! I have played in your awesome mod (v0.1) and here several remarks:

Hawk:
Some problem with turrets WT9 and WT10 - their weapons from saved variants don't want to load

Kiwi:
I think it's more effective (powerful?) cruiser than vanilla Eagle, so 15-16 fleet points (fp) would be more reasonable

Vulture:
Shield flux/damage: 1.4 - so ineffective?
Same as Kiwi 15-16 fp

Spartakan:
It's "Heavy Destroyer" and with "Heavy" variant we can see "Heavy Heavy Destroyer"  :)
And 7 fp is deficiently, I would suggest 9-11 fp

Opperessor Fighter Wing
Imho a bit overpowered ::)

Also I think you should more differentiate capital ships and cruisers in terms of fuel/cargo capacity

I have made some variants, probably they may interest you:
https://www.dropbox.com/s/af6d4e7ipmm3oo1/variants.zip (https://www.dropbox.com/s/af6d4e7ipmm3oo1/variants.zip)



Thanks for the feedback Tezarius! Sadly my pc is in coma, so i cant fix/check/change.. or do anything, dont even have a vanilla values refference atm, but ill get back to those points one-by-one, once i can.  :)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: NikolaiLev on June 21, 2012, 11:47:44 AM
Any chance of this getting campaign integration?  Even just the ships being sold in the stations would be nice.

By the way, I'm not sure how much this is worth, but I really liked the rendition of the Hawk that was in the CAELUS Demo 3.  It had a few medium ballistic mounts supported by this gigantic swath of IR pulse lasers.  I loved it.  It was unique beyond anything I've seen.  The new Graviton + Heavy Blasters theme is... alright, I guess.  But I liked the pulse laser theme more.

You can still do it.  It's just missing a lot of the small energy mounts, I think.  Other than that, I'm eagerly awaiting seeing the ships in the next CAELUS demo.

Actually, I think these ships would be right at home in Uomoz's mod, too.  I'd go pester him about it, but he mentioned the mod being too cluttered, so I suppose I'll hold off on that for now.

Still, great mod.  I still love the unified aesthetic these ships have.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: IIE16 Yoshi on June 21, 2012, 12:11:04 PM
I would say that these ships could be turned into a sort of splinter faction of the Hegemony, as the Neutrino is a splinter of Tri-Tach. (Or is Tri-Tach a splinter of Neutrino?) But yeah, Uomoz said the mod felt like a bit of mess, which makes me sadface, because I quite like all the factions in there.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: NikolaiLev on June 21, 2012, 01:27:20 PM
I would say that these ships could be turned into a sort of splinter faction of the Hegemony, as the Neutrino is a splinter of Tri-Tach. (Or is Tri-Tach a splinter of Neutrino?) But yeah, Uomoz said the mod felt like a bit of mess, which makes me sadface, because I quite like all the factions in there.

The mod feels like a mess?  And Neutrino doesn't?   :P

Maybe it could afford a pass through BalanceSuite, but I don't see what's so messy about it.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on June 21, 2012, 01:35:13 PM
Any chance of this getting campaign integration?  Even just the ships being sold in the stations would be nice.

By the way, I'm not sure how much this is worth, but I really liked the rendition of the Hawk that was in the CAELUS Demo 3.  It had a few medium ballistic mounts supported by this gigantic swath of IR pulse lasers.  I loved it.  It was unique beyond anything I've seen.  The new Graviton + Heavy Blasters theme is... alright, I guess.  But I liked the pulse laser theme more.

You can still do it.  It's just missing a lot of the small energy mounts, I think.  Other than that, I'm eagerly awaiting seeing the ships in the next CAELUS demo.

Actually, I think these ships would be right at home in Uomoz's mod, too.  I'd go pester him about it, but he mentioned the mod being too cluttered, so I suppose I'll hold off on that for now.

Still, great mod.  I still love the unified aesthetic these ships have.

Did Upgradecap send you here to praise his work ? /joke! These are his work, so his credit. Although If he added more weapon slots, hes in violation of my terms of use. /again - joke.

Tezarius has send me some more variants and Ive already checked them out, I will use them to put more diversion into the variaties. He also used pulse lasers, but not IR PL. I may ask Ugradecap for his variants to see what I could use for the vanilla balanced theme - I dunno, how much he mixed up the values. The look I was going for with my variants - to stick to the vanilla game design, lore.

And yeah the idea of lots of Pulse laser and IR pulse lasers is nice ...because it resembles the Star Destroyer, I can imagine it :) ..Please note I put those variants together over night, did some testing and send it out to the world, hoping to sort things out according to feedback.

as for the campaign integration i promissed i would release it "later" once i had a ship collection for each faction. BUT.. my main work on this "mod" so far was done in Photoshop, then used a hot needle and Trylobots Ship editor to put them in game. As for balancing - putting them in campaign - hell, even making better missions I would need another one, two peepz, who know what their actually doing. Because I didnt have time to work on other sprites, cause im looking at varinats and at excell tabs. Plus Ive got problems with my PC, but hopefully tomorrow I will find out, whats causing the trouble, but combine that with few time.. and we have a snails progress.

Anyways, Ive temperred with the values a bit. Still didnt touch the Oppressor, but i think ill remove one of its IR pulse lasers and put one in the middle of the cannons, to make it look like they are being shot form both, but alternately.

Spoiler
(http://img189.imageshack.us/img189/2806/beznzvukz.jpg)
[close]
(warning - its a big picture!)

Anyways, Im quite satisfied with the way the ships fly-behave right now, so the next "patch" can wait till I have more sprites. As to when it comes out... Well Soon TM .If I find someone to put them in a campaing - I would like to cooperate :p

And I know that a mod, which would put these ships into campaing would be kinda cool, but I think that by now players have their fav. collection mods and would just want these "added".. because a mod with just my ships, would cast out all the rest. So yep -  already asked Uomoz about putting them together, he hasnt replied recently, but like you say - his mod is overcrowded, so my ships would serve inside Hegemony/merc fleets as elites..

Anyways, Yoshi said he would wanna write some lore.. and im sill waitting with my empty inbox  :P (you cna give it a go, we may run into somehting interesting, but check "my" lore-i wouldnt want it to be.. completelly off that hook, you know what I mean. :)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Upgradecap on June 21, 2012, 02:41:41 PM
MrDavidoff, we seem to have come close enough with the ship balancing :D

Though i have made some slight alterations to the balance on my side ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: IIE16 Yoshi on June 21, 2012, 02:47:43 PM
Hrm, I may give the lore a go, but what order did the ships come in, again?
IIRC, the Hawk is the original, then the Venator, I think, but I don't know what came after that.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on June 21, 2012, 02:56:22 PM
Hrm, I may give the lore a go, but what order did the ships come in, again?
IIRC, the Hawk is the original, then the Venator, I think, but I don't know what came after that.


Makes me sad.. you know how long it took me to re-arrange the main page(first post)  :D (really seems like nobody reads it, sad again)

Ive put the sprites in order, the ships were made by hegemony + there are descriptions, from the actual game itself.


EDIT - except the Spartakan, which would actually be developed after "raven" was already in service.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: NikolaiLev on June 21, 2012, 03:34:32 PM
Have you considered running your ships through BalanceSuite?  It seems to work for a lot of factions.

And yes, they do seem fairly balanced.  At least, they're not completely batshit insane OP.   :D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Upgradecap on June 21, 2012, 03:35:27 PM
You really like the word "Batshit insane OP", don't you? :D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: NikolaiLev on June 21, 2012, 05:13:36 PM
You really like the word "Batshit insane OP", don't you? :D

If it was a word, I sure would, doc!
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on June 22, 2012, 07:23:26 AM
Have you considered running your ships through BalanceSuite?  It seems to work for a lot of factions.

And yes, they do seem fairly balanced.  At least, they're not completely batshit insane OP.   :D


I gave it a thought, sure.. but instead of finding how it works, i putted my shipdata on one monitor and starfarers ship data on the other.. and I started comparing - considering how the ship size will effect the values. With some adjustments.. it works also.

And good news - my pc is healthy again so i will resume work, when i can.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Tezarius on June 22, 2012, 09:23:13 AM
If for some reason you don't want to use balancing programs, it could be not so bad idea to add all ships you want to compare, to some campaign integrated station, there you can see almost all available information and (what is more important) you can test them by starting new campaign  :)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on June 28, 2012, 11:06:38 AM
If for some reason you don't want to use balancing programs, it could be not so bad idea to add all ships you want to compare, to some campaign integrated station, there you can see almost all available information and (what is more important) you can test them by starting new campaign  :)

Well, considering how tiny the bit of time i can spend on SF is.. I just have some block, which prevents me putting stuff on my pc, which i know i wouldnt use.. since all i need is one vanilla ship data files on one screen, my data files on the other.. and use logic. :)

And.. what your suggesting, yeah Im hoping to put campaign up - thats news, for anyone interested, but I cant say when it will be done. And honestly - its much fastter to make these files by looking at them in excel :p  . At this time, Im making new ships.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on June 28, 2012, 11:09:10 AM
Also - PR is kinda important in this day and age, so...


Picture, big stuff -  here !  (http://img109.imageshack.us/img109/5324/hegemonycorefleetposter.jpg)


(edit - the person, who made this background - please let me know, where and who you are, for credit you deserve - couldnt find out at the time of posting!)
Edit 2 - Background made by ZeroKnight
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: IIE16 Yoshi on June 28, 2012, 11:24:50 AM
I think you might've been looking for this place (http://fractalsoftworks.com/forum/index.php?topic=3250.0).
 ;)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on June 29, 2012, 04:26:33 PM
I think you might've been looking for this place (http://fractalsoftworks.com/forum/index.php?topic=3250.0).
 ;)


-Yep, that was the place.

Anyways, small update -


   Hawk Mk. II "Allegiance"
Lore/info :
Spoiler
Heavy Assault Battleship a later version of the already impressive Hawk class BB.  It is a common true, that once a weapon system is developed and put into construction, it is time to start developing its follower. One of the few dissadvantages of the Hawk BB was the lack of large weapon mounts. And while the sight of a fleet filled with Hawks and its variations would scare any potentional riots, revolts in the local systems.. Hegemony realized it needed a weapon system, capable of carrying the heaviest weapon systems and dominating through sheer power.
[close]


(http://img840.imageshack.us/img840/4928/mrdhawkmkiiallegiance.png)


Thats all for now.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Upgradecap on June 29, 2012, 04:28:54 PM
Wow! :O
I'm going to make it perfect..

;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on June 29, 2012, 05:11:59 PM
Wow! :O
I'm going to make it perfect..

;D

Your gonna put more weapon slots on it and make it totally OP(.. thus ruining my perfect design, but ya know, since youll be doing the campaign.. i close both eyes.  ::)   ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on July 02, 2012, 05:11:49 AM
Oki, good news, I think a new demo should be ready soon, bad news is - Im very unsure about the campaign.

changes for v0.2-
- many balance changes, adjusted all ships weapon arcs, so that they are more friendly to use, but still the max arc on avarage weapons is 130°
- redid the whole mission - added various variants (thnx Tezarius  :) ), balanced both sides (equalized the number of ships on both sides - makes for fair fight)
- will be adding the Allegiance, Phantom and possibly two more ships
- made several sprite adjustmens on the Hawk (armor plating shape), Overlord, Venator and did a lot of work on the Spartan - looks much better, on par with other ships now.
- maybe will add the modified slasher, just to see which one looks better
- campaign is still in play...


   Phantom
Lore/Info : Experimental destroyer, with a decent energy and missile loadout and the ability to teleport. How and where did the Hegemoney got their hands on this exotic looking destroyer and teleporting technology is a mystery. It is possible that some Tri-Tachyon scientists were kidnapped in order to get the blueprints, but then again the ship design is unknown, not used even by the TT. (Teleporting will be added to this ship as of 0.53)

(http://img4.imageshack.us/img4/5333/mrdphantom.png)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: arcibalde on July 02, 2012, 05:19:58 AM
MY PRECIOUS !!!!!!!!   ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Upgradecap on July 02, 2012, 05:21:58 AM
MY PRECIOUS !!!!!!!!   ;D

NO! IT IS MINE!

;D

Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: arcibalde on July 02, 2012, 05:31:51 AM
Then i DEMAND a COOKIEZ!!!!!  ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Upgradecap on July 02, 2012, 05:34:06 AM
Then i DEMAND a COOKIEZ!!!!!  ;D

FINE!


(http://1.bp.blogspot.com/-0wLKeCIIt5Q/T6T9GLPq5ZI/AAAAAAAACKU/1DAgDRn-0G4/s1600/jQuery%2BCookies.jpg)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: IIE16 Yoshi on July 02, 2012, 05:34:58 AM
Maryland cookies. Best cookies ever. Unless homemade cookies...
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on July 02, 2012, 05:43:37 AM
is this a hijack, robbery or something ?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: arcibalde on July 02, 2012, 05:45:10 AM
AGHHHHHHHHH!!!!!!!!!!!!   YESSSSSSSSSSS!!!! TAKE SHIP!!!!! AGHHHHHHHH .........    ;D ;D ;D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Tezarius on July 02, 2012, 08:01:15 AM
I can't wait to try it! But what did you mean by this?
Im very unsure about the campaign.
You don't have time or you don't plan to implement it?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Upgradecap on July 02, 2012, 08:07:04 AM
He's getting me to do campaign work for him, but I only work at Random hours, so that's why he's unsure ;)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on July 02, 2012, 08:57:33 AM
You don't have time or you don't plan to implement it?


I did plan to make a campaign, after I had all the ships done, but I didnt expect to make it this "early". If I needed to do the campaign myself, I would need to learn how to do it. Just as I learned how to make decent sprites. It would take years.. way too long, not to mention I dont have much free time to work in that in first place, so I made a deal with devil.. Upgrade and in exchnage I provided my sprites for Caelus.

And after Upgrade is done, I will need to recheck everything, adjust stuff as needed. And I still need at least one sprite, two would be better to rlly pull it out as a "faction". And I dunno how fast Upgrade works, but I did spamm him with things I wanned done.. add the time for me to make two sprites...... next week it could be out maybe ? it will be Soon TM.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on July 04, 2012, 03:21:29 PM
Small update - I would like to bounce ideas.. about the Venator, as you may know.. before i released the demo I briefly added a "new" ship - Venator Mk. II, because right after the initial playtesting I didnt like the way weapon slots are so close to each other, sometimes (when using bigger medium weapons) the two colide. I made the slots universal, because I thought I would later figure out which w. type would fit there mostly.. but because I tend to favor customization, over strict weapon choice.. and since its a hardpoint on a hard moving ship, its not giving it a hyper advantage, so for now - im leaving it like that.

But what about the weapon sprite overlap? Well, cheeze approach would be to make the mounts universal, for small weapons. But.. that makes even smaller sense, since OP, dmg output + maneuverability would not be worth it..IMO and i would personally mostly fit it with missiles, permanently.

Because of this dilema I swiftly removed the mounts, changed few stats to respond to this change and called it Mk.II. (which sprite has already had one nose plastic surgery since then- more sharp now). I thought I would later remove one of them permanently.

But then I felt little sorry for it, so ive done another nose operation, im quite happy with the result - its def. better than it was before imo.
(beware the pics are 1900x1200)

New weapon mounts - empty

Spoiler
(http://cloud-2.steampowered.com/ugc/542932039699066523/376F94BF35BAE0A9213F767C30D3C9FADB2184A6/)
[close]

New weapon mounts - with A.CH.

Spoiler
(http://cloud.steampowered.com/ugc/542932039699068547/ACB115EA4AA29E0EC5216E6D8275E1B7DD3EC971/)
[close]


Then theres of course another idea on the table - put there a large mount.. which is somehting ive been experimenting aswel.. but it didnt look "coo" + it would make the ship more powerful, than it needs to be imo.

Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Tezarius on July 05, 2012, 12:26:54 AM
How about to make this two fore hardpoints hidden, with just small outer "signs" what they exist here?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: arcibalde on July 05, 2012, 12:32:44 AM
Yep weapon could be beneath ship or make weapon as ship part with hidden mount.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on July 05, 2012, 02:54:15 AM
How about to make this two fore hardpoints hidden, with just small outer "signs" what they exist here?

Yep weapon could be beneath ship or make weapon as ship part with hidden mount.


That would also be a sollution, however-you lose the customization options and not everyone would like to have a hidden med. mount there.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Tezarius on July 05, 2012, 07:07:02 AM
Ok then, how about this:
Spoiler
(http://i.imgur.com/2S7JK.jpg)
[close]

As you can see, weapons not overlap :)
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: arcibalde on July 05, 2012, 07:21:48 AM
Can you make like small "wings" (or something like that) and put weapons on them? Try i think it maybe look better, maybe.
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Tezarius on July 05, 2012, 07:45:44 AM
Yeah! Looks good
Spoiler
(http://i.imgur.com/V4HO4.jpg)
[close]

P.S. I hope MrDavidoff doesn't kill me for that :D
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: arcibalde on July 05, 2012, 07:51:37 AM
Nice :)   but you are now good as dead you know that don't you :P
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on July 06, 2012, 10:02:00 AM
I wouldnt kill you for it - but if you add wings to venator.. it wouldnt excactly be a venator anymore now, would it ?  :) and I dont like to place them so close to the edge of the hull (artistic integrity/design in mind). Then again considering how ppl wanna stick something up the nose (lol) the two versions should remain. Ie. not to decide for just one. 
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Tezarius on July 06, 2012, 11:39:17 AM
As you can see I'm already add them on this pirated venator :P
The only reason I started this discussion is that the nose ;) hardpoints in your version a bit break design too, but I could be wrong. That's why I'm happy to hear what you retain both versions. :D
Btw, how about to add some minor visual (only visual) difference between mk1 and mk2?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on July 06, 2012, 12:07:20 PM
I dont mind peepz modding in their own slots . Weapon slots will allways break the immersion/design a bit, but since i dont want to use hidden weapons and want to stay loyal to the vanilla sprite design as much as possible, theres not much to do. I place the WS in predictable positions, which usually makes sense on the ship - the slots you added are basicly.. on the lowet deck and overlap those "lights" man..could be observation decks, engineering control station, battle positions.. living quators, buffet.. janitors cabins, but every V shaped ship must have lights :-X  so yeah those placed ws of yours awoke the osd guy within me, but.. as you please :D

Btw, how about to add some minor visual (only visual) difference between mk1 and mk2?

The next release will have the updated sprites - the noses are now obviously distinctive (as i said i redid both of them), but otherwise - yep, its the same ship (because.. yeah i copy-pasted-edited and that was it). I would put some time in it, but Im empty on ideas on how to split these siblings. Because a) dont wanna work on the hull shape b) dotn wanna add extra color (would not fit in the whole fleet)... and minor details are not so distinctive. (so my train thought returned empty on that one). You can bounce ideas, if theyll be good, ill see if i can make the changes - sooner or later. For now they have slightly varied WS mounts (balistic/energy etc..). So its only gameplay distinctive, not visiual
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: Temjin on July 06, 2012, 05:19:36 PM
Maybe add some canards on the front with turrets on them?

Or different bridge structures to visually distinguish them?
Title: Re: MrDavidoff´s dump (Ships, Missions - WIP - mission demo out - small update 0.1a)
Post by: MrDavidoff on July 07, 2012, 07:15:00 AM
Maybe add some canards on the front with turrets on them?

Sorry, whats a canard ?  ??? (i know i can be deceiving, but still not english man  :D)
(edit - and yes I know of translators.. but canards give me a silly, nonsense translation.)

Anyways - I tried to make a different bridge (hell, why not take inspiration in the SW venators, since the ship is named after it anyways, right...), would be a good idea.. But I dunno, if i will use it in the end. Here are the latest sprites of the Venators. (with various patches)

(http://img28.imageshack.us/img28/2930/mrdvenator.png)    (http://img11.imageshack.us/img11/987/mrdvenatormkii.png)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: sdmike1 on July 07, 2012, 08:43:07 AM
how much of the .log do you need, it keeps crashing chrome whenever i try and put the whole think in to the textbox  :P
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Tezarius on July 07, 2012, 08:52:01 AM
What? Mod crashing chrome browser? ???
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: sdmike1 on July 07, 2012, 08:54:34 AM
the starfarer.log text is so long that it keeps crashing the tab lol
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Tezarius on July 07, 2012, 09:04:27 AM
Oh... you should delete log file sometimes because it's easily become very huge. And all you need is the last... approximately 10-20 lines, start with "ERROR" line ;)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 07, 2012, 10:00:44 AM
I have a question, since its unclear - is it my mission - that you have problems with ?
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 08, 2012, 06:58:17 AM
Anyways, Ive renamed the topic to "Ship addon" so its  not confusing anyone.. I will "clean" the main page after I got the next release out. So far - I did some more work on the possible Venator Mk. II bridge.

(http://img189.imageshack.us/img189/987/mrdvenatormkii.png)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: sdmike1 on July 08, 2012, 08:26:10 AM
i can play the mission but it randomly crashes.

EDIT:
OK i got the log

425953 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.missile.MirvAI.oÖ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.õÕ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.class.private$super(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: sdmike1 on July 08, 2012, 08:39:22 AM
so if i am reading this right (which i am more than likely not) it is geting a null pointer exception from the combat AI for the Mirv?
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 08, 2012, 08:39:45 AM
i can play the mission but it randomly crashes

Oki, so
1) The Clash ? Or one of the other two ?
2) Post the log error message pls. and as Tezarius mentioned, delete it from the game folder before you start the game - once oyu get the crash, post it here or send me a pm.
3) Its the demo as it was - no changes done to it etc ?

--------

I will use this oppurtunity to post additional change to the Venators - redid the bridge on the first ship, because originally I used the "large" bridge I had from Overlord.

(http://img31.imageshack.us/img31/2930/mrdvenator.png)





Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: sdmike1 on July 08, 2012, 08:43:43 AM
it is the clash and i posted the log
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 08, 2012, 08:51:50 AM
I see, thnx. Now we wait for someone, who understands this  :D

Its weird, because Ive tried the mission countless times, without a problem, before I posted it.
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Tezarius on July 08, 2012, 09:05:38 AM
sdmike1 could you please post 10 lines just before error message you already posted? They should contain last loaded files, hope this could clarify something  :D
And there is still a chance that this is because of some weapon from other mods, so could you reset this mission and play it without refitting your ships?
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: sdmike1 on July 08, 2012, 09:17:41 AM
never mind, i forgot that my brother was messing around with the Mirv's weapon files :P
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Temjin on July 08, 2012, 10:12:47 AM
Canards are "front wings." Often show up on delta-winged planes because they obviate the need for tail wings.

(http://upload.wikimedia.org/wikipedia/commons/thumb/6/60/SaabViggen_Canards.jpg/300px-SaabViggen_Canards.jpg)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 08, 2012, 04:09:49 PM
Canards are "front wings." Often show up on delta-winged planes because they obviate the need for tail wings.
(http://upload.wikimedia.org/wikipedia/commons/thumb/6/60/SaabViggen_Canards.jpg/300px-SaabViggen_Canards.jpg)


Oh, i see.. then I wont be adding those, sorry :) but Im experimenting with the various command bridges. I dont want to add the canards.. because it would break the design of the ship, imo. But I may make a small destroyer/frigate with these "wings" - which would amke more sense on smaller ships, because they would be likely to enter atmosphere.



Spoiler
sdmike1 could you please post 10 lines just before error message you already posted? They should contain last loaded files, hope this could clarify something  :D
And there is still a chance that this is because of some weapon from other mods, so could you reset this mission and play it without refitting your ships?
never mind, i forgot that my brother was messing around with the Mirv's weapon files :P
[close]


Oki, so I take this has been solved then. :)


And.. introducing the last peaces of the puzzle for the next release - Mustang and Mustang Mk. II. The first is a transport, cargo ship, with no shileds, low armor, only small arment, the later is a battle version of this vessel - having shields, better armor and various weapon mounts. I guess its obvious which ship I took the inspiration.  :P

(http://img846.imageshack.us/img846/6703/mrdmustang.png)   (http://img831.imageshack.us/img831/1019/mrdmustangmkii.png)



Edit -


(http://desmond.imageshack.us/Himg515/scaled.php?server=515&filename=rightarrowx.png&res=landing)

This sprite needs a ton of improvement, there's only really one colour with some shading, and I don't event know where the weapons are supposed to be mounted. Start over, basically.


(http://img688.imageshack.us/img688/1019/mrdmustangmkii.png)


Tis better now ??  :D
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Upgradecap on July 08, 2012, 04:18:07 PM
Dammit, Why are you copying the acclamator? The only thing hey where good at in Star Wars: Empire At War was dying. And taking other ships with them/distracting them for your main force :P

EDIT: Gonna give you a quick update: completed the .faction files for you, now it's time for me to start working on the scripts. Still going to take your newest ships for me ;D
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 08, 2012, 04:40:22 PM
Dammit, Why are you copying the acclamator?

Im not copying it  >:(   .. Im just taking inspiration  :D


The only thing they where good at in Star Wars: Empire At War was dying. And taking other ships with them/distracting them for your main force :P

Agreed, same in EAW:FoC. The Republic at war mod had them slightly usefull (because there werent any other ships-era wise), but still made acclamators pritty weak. I always edited the xmls...  ::)  Now they will act as a transport and a decent Battlecruiser.

EDIT: Gonna give you a quick update: completed the .faction files for you, now it's time for me to start working on the scripts. Still going to take your newest ships for me ;D


Oki, im gonna take a break, because I have to work.. That means that for now I have 21 sprites in total for the next release, which is a decent number. Im gonna attend the sprites I already finished and polish, whatever catches my eye over the week and then ill see how far youll be with the coding, if theres more time i might make one last ship for v0.2. (as far as plannign goes)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 09, 2012, 03:41:31 PM
Got out of work early today.. was teribly hot outside.. so after a brief drun.. refreshing moment. I decided to to do some work on the sprites. Before that I made a new banner for the mod, yay..  Ive done some adjustments to both the Mustangs, Phantom (redid the "inner" part of the ship) and Allegiance (was bit too bright- slightly tuned down, fixed some of the nasty border pixels).

Then I moved on to the Venators and while Im confident with how ventor (Mk.I) looks for now (did a lot of pixel-by-pixel adjustments), I started working on the Mk.II, now there are several "options" of this sprite to choose from (for the next release), but really only one can make it in the game. Ive been looking at them for too long i guess, so i kinda lost the point, where i was going - dont expect any significant changes to the sprite, just minor details, but they make a difference and I simply cant "pick" the right one anymore - could use some help deciding. (of course I have a pick, but maybe you guys will inspire an idea...).

Here are the various outcomes Ive made over time-
(warning - its quite a wide picture)

Spoiler
(http://img94.imageshack.us/img94/8941/41178913.jpg) (http://img571.imageshack.us/img571/6893/98414361.jpg) (http://img207.imageshack.us/img207/8223/38849284.jpg)  (http://img703.imageshack.us/img703/773/30595150.jpg)  (http://img189.imageshack.us/img189/9966/22178868.jpg)
[close]


To follow that train of thought - from left  - to right -
1) I made a new (like 5th already??) bridge (really cant pinpoint the right shape/size... i dunno), also thought I might give it a different detail for the hangars.
2) Then I decided I might wanna stick with the green/yellowish lights.
3) The I thought.. what if it was all blue?
4) Then I simply faced the truth - I dont like the bridge structure, I like the bridge I made for Mk.I more... and also realized ppl will again ask me, what are the "blue" "windows" refelcting.. I was gonna say its a blue light, but that didnt even convince myself, SO - I used the Mk. I bridge, classis lights.
5) The I thought I would try that setup, with blueish hangars...


SO...  ??? I let it drift... ::)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Temjin on July 09, 2012, 04:39:44 PM
I actually really like the "dual bridge."
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Tezarius on July 10, 2012, 12:22:28 AM
Could you try to slightly redid bridge "underground" to more correspond the dual one?
About colouring: I like yellow more, probably red could be good too...

P.S. Are you sure that transport Mustang should have no shields? How about some cheap "civilian" shield?
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 11, 2012, 10:57:13 AM
I actually really like the "dual bridge."

Could you try to slightly redid bridge "underground" to more correspond the dual one?
About colouring: I like yellow more, probably red could be good too...


Ok, I will look into it further then.. and i see what can i do with the bridge layer.

P.S. Are you sure that transport Mustang should have no shields? How about some cheap "civilian" shield?


Yeah, tried it out... its not really ment to be a fighting ship.. (you dont fly atlas in the campaign, but in the future, I bet such support ships will be welcome in the fleets..by which time I may have a different sprite acting as a designated transport, this is done by hot needle a bit..), but yeah I gave it a small arc shield anyways.


Anyways, Ive made and added in another Mk. II version of Raven (Im getting so close to EA bussiness strategy - make one  model, than retexture it till death..), but.. it will add some variety anyways, also added all the ships in the game, updated the Clash map and again - those little touches everywhere. Probably wont be adding new ships until after next release, as I need to decide how to deal with Venator Mk.II and I want to have a look at the Spearhead, which is the only sprite of the set, that im not really comfortable with. And then I need to work on the balance and ship behaviour. But I exect a majority of that will rise as the ships are set in the campaign.

Some screenies I took from the clash - its kinda against the game nature to put many ships on the field, but .. its kinda fun, so what the heck.

Steam screenshot library (http://steamcommunity.com/profiles/76561198004820456/screenshots/)


There sure was a lot of trash in space after the battle  :D

Edit- and forgot toshow the variant, so.
(http://img705.imageshack.us/img705/3992/mrdravenmkii.png)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: 2_Wycked on July 13, 2012, 09:31:17 PM
These ships are amazing. Simply brilliant.

Please tell me you're considering adding a campaign version of these ships?
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Starlight on July 14, 2012, 05:10:03 AM
These ships are amazing. Simply brilliant.

Please tell me you're considering adding a campaign version of these ships?

I agree.  These look pretty damn good.

MrDavidoff, if you need a hand getting these ships into the campaign, I beleive I could help you with that, if you're wanting/willing. 
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 14, 2012, 07:12:45 AM
These ships are amazing. Simply brilliant.
Please tell me you're considering adding a campaign version of these ships?

I agree.  These look pretty damn good.
MrDavidoff, if you need a hand getting these ships into the campaign, I beleive I could help you with that, if you're wanting/willing.  


Thanks for the appraisal guys. Im holding out the next release, because im only waitting for upgradecap to finish his work. Which is nad news, cause theres no way to make him work faster  :D ..on the bright side in the mean time i had time to polish, balance the ships a lot and I had time to make new ships.. and on the contrary to what i said before, I still can work on new ships, cause upgrade is taking forever... is busy and getitng banned, ya know.  

So for now, theres no need to help, thnx for the offer Starlight. Once ugrade is done I will need to add in the additional stuff, which he doesnt have atm, so cant say, when it will be done, but once its out i think it will be quite a beefy mod. But sure, i was kinda counting on community help, if i get into trouble during the updates :D

In the mean time... a new ship called the Counselor (not finished) preview..

Spoiler
(http://img31.imageshack.us/img31/636/counselorpreview.jpg)
[close]
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: SteelRonin on July 14, 2012, 07:56:36 AM
Coincedience that this looks like the Red diplomacy vessel in the first star wars?
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 14, 2012, 08:02:07 AM
Actually the Converted combat cruiser from the clone war era and no conicidence, the resemblance is intentional indeed.
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: 2_Wycked on July 14, 2012, 11:16:26 AM
...Upgradecap got banned?
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Upgradecap on July 14, 2012, 11:19:26 AM
...Upgradecap got banned?

Don't ask Why, please. :D
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 14, 2012, 11:23:12 AM
...Upgradecap got banned?

So he claims. I dont know... and dont care.. I said work dammit!  :D


Anyways.. making a new ship atm, but did some changes to the Counselor

Spoiler
(http://img43.imageshack.us/img43/636/counselorpreview.jpg)
[close]


Edit - close the img to spoilers, so tha page wont be wallpapered.
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 14, 2012, 06:40:34 PM
And the next ship i mentioned is.. I think I will call it Dragonfly, lightly armored, but very fast with some major firepower and requiring just a small crew to operate.


(http://img821.imageshack.us/img821/2371/dragonflyprev.jpg)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Upgradecap on July 15, 2012, 07:21:35 AM
I suppose you want an update on my work? Well, i have completed the spawn scripts (made some completely random fleets, you can chang them totally if you want, whenever you want) , and am on my way to make the convoy scripts. Do you want an new planet, or just a station? That's important stuff for me to know. :)

EDIT: in exchange, i want those ships PMed to me in raw sprite format ;D
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 15, 2012, 07:45:03 AM
I suppose you want an update on my work? Well, i have completed the spawn scripts (made some completely random fleets, you can chang them totally if you want, whenever you want) , and am on my way to make the convoy scripts. Do you want an new planet, or just a station? That's important stuff for me to know. :)


I can imagine about the fleets, but Im unfamiliar with the convoys system.. could use a later cooking book/manual on location of the files.. and I hope I can figure out the rest. (im concerned a bit about what the convoys carry.. that will require some testting, so i will need to understand it..) and how many convoys will you put in there in the end ? (3?) About the planet/station.. i would go with extra planet never hurts, does it? Although from lore perspective it would amke more sense that they just moved in with a station.. but for learning purposes - lets say theres a small planet at the end of the solar system :)


EDIT: in exchange, i want those ships PMed to me in raw sprite format ;D

See kids? Dont let anyone fool you, that core capitalism doesnt work.  ;D
(will do - but you know you will get to use the latest sprites once its all out anyways.. by that i mean demo5 will come probably later than this)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 23, 2012, 11:43:12 AM
A small, but important update. Thanks to a great job by The Soldier  the mod will have (at least) one custom weapon, called the Heavy autoblaster. It fires three energy projectiles in much the same way as the H.Autocannon, does 250dmg for 350flux, "costs" 14OP  and 2500 credits.

(values may change after further game testing)


Spoiler
(http://cloud-2.steampowered.com/ugc/542932685235851113/1A7D66E9CD8FD699448D7B9FC3B1CA3C85907916/)
[close]
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: arcibalde on July 23, 2012, 03:02:34 PM
0 dmg?
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 25, 2012, 09:22:06 AM
0 dmg?

It was 250 dmg, for 350 flux.    - Now it is  220 dmg for 280 flux, the range was lowered to 650 and the OP is still 14. Done alot of testing, like the weapon as it is right now.  :)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: robokill on July 25, 2012, 07:26:03 PM
when do i get my holy opressors in campaign, please

love the dragonfly
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 26, 2012, 02:05:12 PM
Well, thats a good question on Upgradecap, whos putting the campaign together. But to answer your question :

Spoiler
Soon TM
[close]


Anyways, Ive been keeping The Soldier busy for some time too, so there will be at least three weapons in the mix, I made them , so they would fit the fleet, nothing new, but they fit in nicely. And I keep adding new ships. I recently redid the Hawk Mk. II and Im working on more versions of the Hawk, will post a screenie, ones I have them ingame.
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: robokill on July 26, 2012, 03:44:02 PM
soon thats what blizzard said 4 years agobuts i trust upgrade cap also now that i think you mite wanna stall for the next patch realease
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 27, 2012, 12:29:27 PM
Actually I would need Upgrade to finish asap, because I will need to add in other stuff and make it to my liking + playtest it a lot, balance gameplay - adjust the ships etc. So theres still a loong road ahead and i would rather start working on it now, than Soon is late  :)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 27, 2012, 02:30:29 PM
And heres an overview of all the ships, that are currently made and will definetly be in the release.


Spoiler Alert - Big picture ahead

Spoiler
(http://img337.imageshack.us/img337/6133/allships.jpg)
[close]

Spoiler Alert - Big picture ahead


I didint bother bothering you will all the changes I made to the sprites, but.. there was a lot of it..
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Dante80 on July 28, 2012, 03:52:23 AM
Love the work you put in your designs man, keep the goodness coming...^^

Was playing around a bit in CS today, here is a beat up version for your hawk BB. Feel free to alter it if you like for a pirate version in your mod, cheers... :)

(http://i44.photobucket.com/albums/f9/Dante80/Minecraft/hawk480ml2ong.png)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 28, 2012, 03:59:20 AM
It's beatiful ! Are you gonna use it in Lotus ?  ;D
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: hadesian on July 28, 2012, 04:01:27 AM
I have no words
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Dante80 on July 28, 2012, 04:13:11 AM
It's beatiful ! Are you gonna use it in Lotus ?  ;D

Wasn't thinking about it, was just firing up photoshop after a couple of idle months and playing around to get the rust out of me (and apparently...into that hull lol)... ;D

I'm hopeless though, it turned out like a Lotus ship...XD

 

Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on July 28, 2012, 04:44:11 AM
It would fit in the Lotus family and a pritty good "try" after long time :) You gave me a big dilema, because I think tis too big to be a pirate ship, i could swap the weapon mounts to ballistic/since it appears like it has been salvaged, but I would need more ships like that :D which would require more work.. and I wanned to work on something else.. man.. *head explodes*
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on August 03, 2012, 10:11:35 AM
Oki, so the weapon set is now complete, with the PD laser Mk. II (just the same Pd laser, with slightly improved range - its ment to be a purely cosmetic addon).


Pd. Mk. II hardpoint

Spoiler
(http://img228.imageshack.us/img228/3239/screenshot002bf.png)
[close]


Pd. Mk. II turret and the other two weapons on the Allegiance

Spoiler
(http://img834.imageshack.us/img834/3027/screenshot000w.png)
[close]


However, theres something I wanted to ask for help, as Soldier hasnt been up lately - he made the Light and Heavy Autoblasters, but for some reason I cannot get rid of the glow on the Light Autoblaster. Strangely the glow isnt as intensive, whent he L.A. are shooting themselves, but when the Heavy B. fires and the L.A. are on hold - the glow becomes .. eyes tearing, how do i get rid of that  :-X

Spoiler
(http://img17.imageshack.us/img17/8421/screenshot001kx.png)
[close]
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: ClosetGoth on August 04, 2012, 05:19:44 AM
Those ships look AMAZING. I can't wait to use them! They are satisfying a craving I have for decent battleships in SF, a craving that the conquest just can't fill. That being said, I think there is a slight blooper in one of your ships. The third ship on the bottom row has the little "edge lights" on the rear port side, but not rear starboard. Just pointing out this tiny asymmetry.

Keep up the hard work!
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on August 04, 2012, 06:21:53 AM
Those ships look AMAZING. I can't wait to use them! They are satisfying a craving I have for decent battleships in SF, a craving that the conquest just can't fill. That being said, I think there is a slight blooper in one of your ships. The third ship on the bottom row has the little "edge lights" on the rear port side, but not rear starboard. Just pointing out this tiny asymmetry.

Keep up the hard work!

Thank you :) aand yes, Ive noticed that blooper right after I posted the image, I simply forgot to mirror that part, but its already fixed, I was just lazy to do a new jpg after that. :)


And an update - Ugradecap is stuck with an error, so the campaign is still in the works and Im gonna go and have a look at the weapon glow I wanned to fix. I also made a "final" version of the Slasher, i will still need to rework the Spearhead and then I want to add at least one more fighter and a frigate before moving on. Ive got a lot of "capital" size battleships, which play the role of cruisers, battlecruisers and while that wouldnt be a problem, the game does have a problem(makes it look silly) with flyign multiple capital size ships on screen, in vanilla that aint that much noticable, but having played on an adjusted mission with high FP cap - it looks like a first day of driving school - I hope that it wont be an issue in campaign, as the fleets will be reasonable and there wont be that many ships in game at once, but still, I will need to do some frigates/destroyers that are small enough, to fill the spot.

And heres a screenie. Ive reshaped the thing slightly and while its not very visible, changed the colors a bit - the obvious chnage is the engines, as I canabilased Apogee engines a bit (I didnt like the way it was before...).

(http://img832.imageshack.us/img832/3931/slasherredesigned.jpg)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: robokill on August 04, 2012, 10:57:24 PM
give me
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on August 05, 2012, 12:14:15 PM
Alright, good news. Upgrades work reminded me of the Duke  Nukem development.. with there being no work done at the end, so after firing him  :D Ive putted together the campaign myself using Starlights mod as a guiding example. And.. its alive :) But it does require some polishing, like the planet position and spawn rates. 
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: robokill on August 05, 2012, 02:39:53 PM
can you fire somebody you never really hired
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Trylobot on August 05, 2012, 03:01:31 PM
@MrDavidoff: This mod is looking fantastic. Good work mate
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Upgradecap on August 05, 2012, 03:02:32 PM
can you fire somebody you never really hired


The answer to that is blindingly obvious: "No"

:P
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on August 06, 2012, 12:13:19 AM
can you fire somebody you never really hired
can you fire somebody you never really hired
The answer to that is blindingly obvious: "No"
:P


Indeed, but considering Upgrade was hired, for the price of my sprites, so he is fired. In space we would throw him out off the airlock.  :D

@MrDavidoff: This mod is looking fantastic. Good work mate

Thanks mate.
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: arcibalde on August 06, 2012, 02:41:47 AM
You pay him and he didn't do a thing  :o   Dude i think you can sue him. Yeah. Sue him for all he got.  :P
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Upgradecap on August 06, 2012, 02:54:18 AM
You pay him and he didn't do a thing  :o   Dude i think you can sue him. Yeah. Sue him for all he got.  :P

Lol, XD, I did him the entire campaign scripts.  And no, he can't sue me for that. XD, from whefe did you get that?  We only had a mutual contract, and infact, I volunteered to the work for him, and besides, I did finish it.

Think before you talk :P
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: arcibalde on August 06, 2012, 03:58:10 AM
Alright, good news. Upgrades work reminded me of the Duke  Nukem development.. with there being no work done at the end, so after firing him...  
Bold part Upgrade, you was paid but you didn't deliver...


Indeed, but considering Upgrade was hired, for the price of my sprites, so he is fired. In space we would throw him out off the airlock.  :D
Hired  part    ;D
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Upgradecap on August 06, 2012, 05:15:57 AM
Problem is, that ain't the truth. I delivered him what he wanted.

But not that you would know.
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on August 06, 2012, 05:52:23 AM
Really like Duke Nukem...

- the campaign was non functional (no other factions, except mine in game - didn´t really ordered that)
- I clearly said what/how I wanted the convoys to work, what items should be delivered, what should be the stock - never done
- clearly stated the faction name(three times?) - your name for the station - MrDavidoffs...
- comparing your work with other mods.. I must ask.. WTH were you even doing - i.e. no wonder it never worked
- and lets not forget I was waitting for over a month (and in the mean time you were using my sprites without hesitation..), plus in the end you say, hey look what ive got - uncomplete, nonfunctional, useless stuff - which i also told the other guy to finish for you, btw.. - are we square?


Sorry, but you either dont value or understand a gentleman agreement.
And in the end I had to put it together myself.. in like under two hours Ive had to spare (still no word from Star, but I hope he wont mind, because toehrwise this would never be done...).
So seriously... go away.


And I dont want any more comments on this in my topic.
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Upgradecap on August 06, 2012, 06:38:05 AM
Fine. I suppose ingratitude is what i get.


Ah well, i know from now on to never volunteer to do anything for anyone. :P

(And besides, you put this together in 2 hours - grats! You made it work on a basic level! I was not trying to nor wanting to make it function on a basic level - i was trying to do something nice, out of the oridinary, but i guess nullifying my work is that way. W/e )

And no. I won't "Go away" as stated by you. I'll stay around. :P (the forums that is)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: arcibalde on August 06, 2012, 02:26:50 PM
Upgrade did you see he's fleets? Did you see power? Did you see theirs numbers? What do you think will happen if he unleash them on Caelus? Dude i wouldn't mess with him, he got more firepower then you... Just saying  ;D
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Upgradecap on August 06, 2012, 02:33:42 PM
Upgrade did you see he's fleets? Did you see power? Did you see theirs numbers? What do you think will happen if he unleash them on Caelus? Dude i wouldn't mess with him, he got more firepower then you... Just saying  ;D

My ass he got more firepower than the caelus fleets. The northridge combined with the dauntless will wipe that smirk off his face, one step at a time.

Did i mention that the CDF Dauntless-class battleship has a phase teleporter?   ;)

and that the Northridge-class Battleship has a tesla coil capable of destroying battleships in 2 shots tops?  ;D
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on August 07, 2012, 06:27:33 AM
*poker face*


Anyways, I will show you all an act of a desperate man - yes, to you, not Upgradecap.  :D

The situation, after launching the campaign of 0.53a ive noticed how... fewer fleets there were, compared to when I played the campaign last time, must have been really long time ago - I was mostly playing missions up until now. (yeah I feel dishonored  :-[ ::))

Anyways, while I was making this part of the addon Ive still had the large, crowded system in mind.. and while Im sure it would be still ok to implement in a mod somewhere, its not really vanilla friendly.. Ive had thoughts of large fleets engaging in battles.. but.. wohoho - not now its actually one large fleet with capital ships orbiting factions home planet and medium/small fleets in space - which, as I mentioned before I thought will hurt this addon, since there are mainly big ships, I was simply lacking frigates, destroyers... and while Spartakans, Phantoms, Counsellors, even Raven Mk. I can be a good medium counterpart to vanilla ships.

I was lacking in the "really" small department, with the lasher being the only exception. Now.. straight forward I must say, that i didnt make "small" ships, cause im probably incapable of doing so.. but at least i will be adding in some variety. I was never overly impressed with the Spearhead.. and while some may like it, for me, it just didnt fit in the fleet. The last version of Slasher however does appeased my eye enought, that I decided to "redo" the Spearhead in the same fassion.

in short ive desperately had to kit-bash my own sprites.. which is.. sad, when you think about it really. However, that would be two ships, now before Ive already showed you the DragonFly - I later renamed that to Sparrow and this ship has the ability to teleport, so its not really a good starting ship - giving you way too much power from start. So, little more kitbashing. And heres the result.


From left to right

Slasher - Spearhead - Dragon Fly - Sparrow

(http://img109.imageshack.us/img109/5254/frigatesanddestroyers.jpg)


The Dragon Fly will have lesser customization than the Sparrow and wont have teleporting, will likely use PD lasers for defence and the rest will be 2x med. misiles + balistic weapons for the rest, probably. Anyways Ive done this in a hurry, to give at least some more smaller sized hulls into the game, it is possible, that I may try to chnage the visuals a bit more, before the mod is out.


And in other news - Ive got all the stuff I need to finish the campaign, so.. its comming.. Soon TM ... Real Soon TM (c)



Edit - Ignore the little Blooper on the Dragon Fly, noticed it just now...  8)
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: Trylobot on August 07, 2012, 02:48:37 PM
Added your mod to the Master Mod List.
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on August 07, 2012, 04:58:10 PM
Wow, thank you! :)


Anyways, the current ver. of the mod is almost ready, Ive added one more little fighter-drone, added one ship system(which uses said drones, but they will actually be useable as a wing), added two new missions, added missing descriptions, spellchecked all the descriptions and mission texts(dyslexia for cure found) and now I actually need to do some playtesting. 
Title: Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
Post by: MrDavidoff on August 08, 2012, 12:38:45 PM
(http://img21.imageshack.us/img21/2221/sf2b.gif)

Ver. - 0.2b
For game ver. - 0.53a

Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2b%20for%200.53a.zip)


1) Hegemony Ouroboros addon -

Spoiler
(http://img444.imageshack.us/img444/6133/allships.jpg)
[close]



Description:

This mods adds multiple(29) ships & fighters and several(3) weapons
to the main game campaign and five seperate missions. Currently added
one faction called the Hegemony Ouroboros, which can be found at their
Outpost near Corvus VIA.",

My first attempt integrating faction/ships in the campaign, so this is
pritty much a demo, Ive done some playtesting, but I will be happy for
error/bug reports (well, i wont be happy about those, but you know...).

Also your feedback on the ships, sprites, variants, vanilla balance is
always welcome - discuss that in the Addon Topic.

Remember, better the feedback, tips - better the community mods for all.



Gameplay note:

While the convoys will deliver all the fighters and most of the ships
to the Ouroboros Outpost, some of the biggest ships are not allowed
to be bought by the player - namely the Overlord, Hawk Mk. II - IV,
so the player must declare war on the Ouroboros, which offers quite
a challenge. This was also a balance decision - not to give possibly
the most powerfull ships to the player from start.



What´s next:

Well, most likely balancing the ships and bug fixing, if needed.

After that I would like to add two more weapons, that are needed for
the Ouroboros, possibly add one more frigate/destroyer to that faction
and then I need to rework the T.T.C. Omega, because despite Alex´s
fix with zoom, it wont fit on the refit window, so I will rework that  
-probably from scratch.

And then I want to start working on a T.T. subfaction and add about the
same amount of content to them.

And after that - add the pirate sub-faction.(and thats probably after xmas :p).


Modders are free to use all the hulls, variants and sprites, for their own ..bigger mods as long as they name
me as the sprites author.. and giving feedback.


Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: arcibalde on August 08, 2012, 12:41:03 PM
HA! so Upgraecap was RIGHT!!! He did make you campaign....  :P
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: MrDavidoff on August 08, 2012, 12:42:17 PM
HA! so Upgraecap was RIGHT!!! He did make you campaign....  :P


You do realize you just hid the Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2b%20for%200.53a.zip) button for everyone, because of this, riiiiight ?  :P
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: arcibalde on August 08, 2012, 12:44:48 PM

You do realize you just hid the Download button for everyone, because of this, riiiiight ?  :P

What? He did? Why? No way :)

Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: MrDavidoff on August 08, 2012, 12:47:15 PM
Turn 1 page back  :D .. thats ...a failed start, we need to do this again, everyone back on their marks.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: arcibalde on August 08, 2012, 12:53:37 PM
Ok i'm ready i pop enough popcorn.... FIRE IT UP!!!!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: MrDavidoff on August 08, 2012, 12:56:41 PM
Ok i'm ready i pop enough popcorn.... FIRE IT UP!!!!


You know.. that its gonna take me at least another two and a half months to make another sub-faction, right ?

Hope your stacked.
Spoiler
(http://i.ytimg.com/vi/hvogkcpNFKA/0.jpg)
[close]
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: arcibalde on August 08, 2012, 01:02:47 PM
You know.. that its gonna take me at least another two and a half months to make another sub-faction, right ?

Hmmmm, well i got wast quantity of ice cream, cookies, cakes, more cookies, milk... My family eating capacity of ice cream is 3l per day + 1/2kg of chocolate cream (stuff you put on bread)... Maybe i don't have enough... Damn!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: Upgradecap on August 08, 2012, 01:04:39 PM
do you have place for someone else in your home, arciblade? ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: arcibalde on August 08, 2012, 01:08:37 PM
do you have place for someone else in your home, arciblade? ;D

yesssssss s ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: MrDavidoff on August 08, 2012, 01:09:10 PM
do you have place for someone else in your home, arciblade? ;D

I wouldnt be that picky.. just if he send couple boxes my ways eevry month or so.. (the freezing boxes, that keep temp.  - before anyone asks..)

And.. nice chat you made out of my topic :P *points to the mod and the humble requests for feedback*
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: MrDavidoff on August 09, 2012, 10:53:37 AM
Ok, playing through the campaign, Ive realized that I kinda over-shot the minimal man power to man some of the medium ships, so once I get an update out I will attend to that. Otherwise no bugs reported so far. Tweaking balance..
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: robokill on August 09, 2012, 12:59:08 PM
yes  :'(
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: arcibalde on August 09, 2012, 01:00:06 PM
^^ Why are you crying?
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2 out)
Post by: MrDavidoff on August 09, 2012, 01:29:36 PM
^^ Why are you crying?

Hes crying, because the manpower needed was to high, but Im crying because he didnt shout about it first in my topic  :'(

Anyways, I wanted to fix the overstacking of supplies and fuel, but since I ran into a game breaking bug - Im giving you
this version now.


Ver. - 0.2a
For game ver. - 0.53a


0.2a change list:

- lowered the minimal and maximal manpower on all ships, should allow the player to use the
starting with the early medium ships a bit faster, while still having the need for manpower
on the latter/bigger ships.

- fixed a wrong hull in the HegemonyCoreConvoySpawnPoint, which would give a random error, if
a convoy tried to deliver such hull.


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2a%20for%200.53a.zip)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: robokill on August 11, 2012, 03:28:06 PM
your mod is awsome just one little complaint could you lower the astroid saturation its impossible to select the station.

i was crying because the topic said campaign integrated whitch i have been waiting just came late to the party
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: arcibalde on August 12, 2012, 07:12:32 AM
@MrDavidoff  You was wrong HA-HA (Simpsons - Nelson laughter)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: robokill on August 12, 2012, 07:15:52 AM
no i was wrong for not checking all the posts

also less astroids please
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: arcibalde on August 12, 2012, 07:25:05 AM
No, no, no, no MrDavidoff  sad that you was crying because of man power and you sad that you cried because of campaigning integration, soooo he was wrong  :P
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: robokill on August 12, 2012, 07:34:14 AM
yes but im the root cause if i better explained myself this would not have happened also those are tears of happyness
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: arcibalde on August 12, 2012, 07:40:37 AM
yes but im the root cause if i better explained myself this would not have happened also those are tears of happyness

Dude it's ok i'm just kidding with MrDavidoff  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: robokill on August 12, 2012, 08:38:49 AM
im not depreesed and speeking of MrDavidoth where is the man the myth the legend in all this
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: hadesian on August 12, 2012, 09:34:10 AM
Heavy Autoblaster has a glitched recoil animation.
When it fires, the projectile comes out of the opposite barrel to the one recoiling. IE, I fire, the left barrel fires the projectile but the rightmost recoils
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2a - quickfix released)
Post by: MrDavidoff on August 12, 2012, 11:34:59 AM
Thanks Xareh, robokill for the feedback  :)

...arcibalde sabotages my attempts to guess players interest in the mod by looking at the number of views/replies.
(75% is arcibaldes... you voyeur).. anyways



Ver. - 0.2b
For game ver. - 0.53a


0.2b change list:

- adjusted the Corvus VIA asteroid belt, the belt now forms on a distant orbit of the
planet, added a small "moon" like mini planet (for future updates..), made the planet
bigger, so it has a believable mass, to "catch" asteroids and keep its moon in orbit.

- fixed the mirrored recoil/fire effect on the Heavy Autoblaster


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2b%20for%200.53a.zip)


- and please note that I was busy with other stuff recently, so yes I would welcome a regular play-tester, as I can only play the game for some time and then
speed the time and check, if nothing happens - didnt have time yet to have a look at balance and/or new ships, although I keep that in mind.

D.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2b - 2nd quickfix released)
Post by: MrDavidoff on August 15, 2012, 03:00:04 PM
Just a headsup. A patch with lots of fixes/changes is comming. Wont bother you twice with the change list yet.

Ive made a special ship to use with EMP system. Would like to ask your oppinions - as Im quite unsure which "cockpit" to use.. I somewhat favor the "standard" one from Slasher, but the Counselor isnt.. that bad and was the first one I did it with.

(http://img850.imageshack.us/img850/9768/2sidesoftheempcoin.jpg)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2b - 2nd quickfix released)
Post by: WKOB on August 15, 2012, 11:37:10 PM
I prefer the left.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2b - 2nd quickfix released)
Post by: arcibalde on August 16, 2012, 12:31:34 AM
Left. Right on is wrong one :p
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2b - 2nd quickfix released)
Post by: MrDavidoff on August 16, 2012, 03:41:16 AM
Left it is then.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2b - 2nd quickfix released)
Post by: arcibalde on August 16, 2012, 04:38:28 AM
Left it is then.
You sure?
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2b - 2nd quickfix released)
Post by: MrDavidoff on August 16, 2012, 04:46:23 AM
Right.
-
-
-
-
-
-
-
-
See what I DID THERE  ::)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2b - 2nd quickfix released)
Post by: MrDavidoff on August 16, 2012, 01:43:48 PM


(http://img21.imageshack.us/img21/2221/sf2b.gif)


Ver. - 0.2c
For game ver. - 0.53a


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2c%20for%200.53a.zip)


0.2c Patch change list:

- added a Spearhead Mk. II variant - may ultimately remove the original Spearhead, because
after some playing I realized how silly it was, to put those two medium universal slots on
the wing, as they have "so" much space in between them that either fighters or small frigates
can move in it, avoiding fire, or only one of the guns could hit the target, wasting the
second weapon ammo, so putting missiles on these slots would always give more benefit, but
then the whole ship wasnt worth its value, thats why i added Mk. II - the small front slots
changed to medium, and the univ. mounts changed to missile mouts (+some minor stats tweaking
between Mk. I & Mk. II, but like I sai I may end up simply removing "I").

- also changed the cost of the Slasher, Spearhead Mk. I & II, Dragon Fly and the Sparrow to
a more vanilla based stadard (lowered the cost of the first mentioned, adjusted the second).

- balanced the Drone, greatly reduced its hitpoints, gave it IR laser instead of the L.A.B.,
but I gave it an omni shield, reduced its price (but still work in progress, as is all balance).

- moved the Ship Systems around a lot, stopped using vanilla PD_drones all the time, now the
ships utilize all the systems, removed the emp (from Counselor), instead added a "smaller"
version of my ship system, for frigates/destroyers, which uses my drones (4 drones at a time,
6 total).

- also carriers, which have the drones system will now spawn the droids correctly, from their
hangars.

- more pixel tweaking on the Spartan(akan)

- added missing descriptions for weapons in the refit screen, added descriptions for my ship
system(s) and new ships & weapons.

- added some more ship types to the station and to convoys, thanks to LazyWizards code, the
stations should not over-stack with supplies and fuel no more.

- added a new ship class the "Ambassador", which uses the EMP ship system, instead of the Counselor.

- added one new weapon the "Gladiator beam" .

- tweaked the turret arcs and weapon type layout on the Mustang Mk_II, edited the variant accordingly.


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2c%20for%200.53a.zip)

You must restart the campaign!
Enjoy.
D.



Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2c - 3rd Patch released)
Post by: Upgradecap on August 16, 2012, 01:46:32 PM
Cool stuff.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2b - 2nd quickfix released)
Post by: MrDavidoff on August 16, 2012, 01:49:03 PM


(http://img21.imageshack.us/img21/2221/sf2b.gif)


Ver. - 0.2c
For game ver. - 0.53a


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2d%20for%200.53a.zip)


0.2c Patch change list:

- added a Spearhead Mk. II variant - may ultimately remove the original Spearhead, because
after some playing I realized how silly it was, to put those two medium universal slots on
the wing, as they have "so" much space in between them that either fighters or small frigates
can move in it, avoiding fire, or only one of the guns could hit the target, wasting the
second weapon ammo, so putting missiles on these slots would always give more benefit, but
then the whole ship wasnt worth its value, thats why i added Mk. II - the small front slots
changed to medium, and the univ. mounts changed to missile mouts (+some minor stats tweaking
between Mk. I & Mk. II, but like I sai I may end up simply removing "I").

- also changed the cost of the Slasher, Spearhead Mk. I & II, Dragon Fly and the Sparrow to
a more vanilla based stadard (lowered the cost of the first mentioned, adjusted the second).

- balanced the Drone, greatly reduced its hitpoints, gave it IR laser instead of the L.A.B.,
but I gave it an omni shield, reduced its price (but still work in progress, as is all balance).

- moved the Ship Systems around a lot, stopped using vanilla PD_drones all the time, now the
ships utilize all the systems, removed the emp (from Counselor), instead added a "smaller"
version of my ship system, for frigates/destroyers, which uses my drones (4 drones at a time,
6 total).

- also carriers, which have the drones system will now spawn the droids correctly, from their
hangars.

- more pixel tweaking on the Spartan(akan)

- added missing descriptions for weapons in the refit screen, added descriptions for my ship
system(s) and new ships & weapons.

- added some more ship types to the station and to convoys, thanks to LazyWizards code, the
stations should not over-stack with supplies and fuel no more.

- added a new ship class the "Ambassador", which uses the EMP ship system, instead of the Counselor.

- added one new weapon the "Gladiator beam" .

- tweaked the turret arcs and weapon type layout on the Mustang Mk_II, edited the variant accordingly.


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2d%20for%200.53a.zip)

You must restart the campaign!
Enjoy.
D.




Reposted... because noone wants to list in the topic, they want to just press "Download" and go :p for those who want to read... theres the log :D
@Upgrade - thnx!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2c - 3rd Patch released)
Post by: HerpDerpington on August 17, 2012, 09:25:20 AM
Although this may potentially be outmoded, with all these hotfixes, I got this error while playing. Fixed it with the help of some modders by removing all reference of the balanced variant from the faction file.

Code
117087 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [mrd_vulture] variant [mrd_vulture_Balanced]: slot id [WS 7] not found for weapon [heavyblaster]
java.lang.RuntimeException: Ship hull [mrd_vulture] variant [mrd_vulture_Balanced]: slot id [WS 7] not found for weapon [heavyblaster]
at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.new(Unknown Source)
at com.fs.starfarer.title.C.OO0O.õÖÕ000(Unknown Source)
at com.fs.starfarer.campaign.save.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.A.õÔÓ000(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.super.öOÓ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2c - 3rd Patch released)
Post by: MrDavidoff on August 17, 2012, 10:01:28 AM
Yep, thats why I could use a tester.

I know what it is... will upload a fixed version soon. 
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2c - 3rd Patch released)
Post by: MrDavidoff on August 17, 2012, 10:41:32 AM



Ver. - 0.2d
For game ver. - 0.53a


0.2d change list:

- fixed the crash from the vulture_Balanced variant.


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2d%20for%200.53a.zip)


- Alright, removed the reason, why it would crash. I couldnt test it in the campaign, but tested on the missions and it worked. Again - delete 0.2c(or any older) version of the Addon from your mod folder and then place the contents of the ZIP in your mod folder.

- Sorry for this, but I didnt know about it - hence no tester - no.. wonder really. However this version should be save compatible with 0.2c.


D.


Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2d - 4th HotFix released)
Post by: HIMPDahak on August 28, 2012, 08:32:51 PM
1: love the ships

2: love the guns! 

3: REALLY love the new beam

4: I have 3. total. apparently forever.  What stations can they deliver to?  I found them at the pirate base the first time, but I have never found another one anywhere.  Do I need to start killing the new guys to get them?

5: The ship data list has one ship that can teleport... is it for sale or do I need to kill things?

6: Keep up the good work!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2d - 4th HotFix released)
Post by: MrDavidoff on August 29, 2012, 02:30:48 AM

1: love the ships
2: love the guns! 

Thanks for the appraisal :)


I have 3. total. apparently forever.  What stations can they deliver to?  I found them at the pirate base the first time, but I have never found another one anywhere.  Do I need to start killing the new guys to get them?

You know, thats actually a bug, nice find :) I forgot to add it to the convoy delivery script.


5: The ship data list has one ship that can teleport... is it for sale or do I need to kill things?

It should.. or better word to use would be its possible for this ship to be delivered to the Ouroboros outpost, however things are quite random with this stuff.. Once I got a new delivery of
a Overlord (which would otherwise needed to be fought and captured, but I got very lucky...its the only "beefy" ship that has a chance of being sold at the market.).

My general idea with this was that the more "techy" and "beefy" ships shouldnt be a guaranteed purchase, once the player gets the money (which is still difficult enough..), but eventually be forced to fight the guys, but Ive been removing ships form this list since 0.2b.. So In next fix/update I will correct the problem with gladiator beams and probably make all the frigates accessible, with one per type, with higher stock for the slasher etc..

Also are you sure you got the gladiator beam from pirates? That would actually be a bug too :D Because outside those three beams, that spawn in the O. Outpost, when the game starts... there isnt a way for anyone to get them right now. Which sucks I know.. I was hoping for a new update by the end of this week, it will require a new start game though.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2d - 4th HotFix released)
Post by: arcibalde on August 29, 2012, 02:50:41 AM
I must say I love and enjoy this mod. With Uomoz Corvus + This mode = AWESOME FUN. I just have one little complain. Ships are big and have weapons and all but I, just, well, it's, how do i say this.... Errr... Could we have a bigger ship? Just one please. Pretty please.  ::) With more guns?  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2d - 4th HotFix released)
Post by: MrDavidoff on August 29, 2012, 10:12:35 AM
Thing with big ships... they take a big time and effort to make. And time.. well pricy little bugger.

However I do play with the thought of a "super" class, which would counter Omega, but I also would like to make it kinda special + I would have to make the sprite itself and.. redo the original Omega sprite. and in the end Im kinda not confident I would put these ships in campaign (although only in the "home flotillas" orbiting the faction stations) and call the mod vanilla "balanced".

Would make an interesting mission though... however atm I want to fix the bugs I found and put the rest sprites for the HSSO in game -  there will be two ships in the next update.

Im currently looking for ideas for the pirate sub-faction, got quite a few ideas horded already, so thats next/first after close next on my to-do list.

(and fix bugs as I go along..)


Which kinda reminds me, I still got a lot of work to do.. and theres plenty of time, so if anyone encounteres/ed any Bugs.. anything strange within the mod - please let me know here or via PM.
  :)


And heres the -wip- final "V" shape bb I will add for now. I had this sprite stashed away for quite some time actullay. I made it from inspiration I got from a 3D model someone made.. I thought I would use it as a carrier, then I saved it to be a phase-ship (at that time it was"once phase ships are ingame), but since the ship is size would make it much less usefull in that role.. I decided to make it a "casual" bb, still not decided what system to put on it, probably m.j...

The ship has a "low" armor for a b.b., but durable shield, also is the fastest b.b. in the game (vanilla wise). All energy-based, except the Two large slots, which I thought to put missiles on. (cyclone reaper launchers :P ).


(http://oi47.tinypic.com/ok5ycz.jpg)


The second ship will be quite similiar to the Counsellor, but equipped with Phase gen, so its size will be much smaller.
D.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2d - 4th HotFix released)
Post by: HIMPDahak on August 29, 2012, 12:44:49 PM
Hmm I must have found it at the O station not the pirates.  oh well. Glad to hear that that was a bug not intentional torture  ;D ! 

Keep up the great work!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2d - 4th HotFix released)
Post by: MrDavidoff on September 02, 2012, 01:39:01 PM



(http://img21.imageshack.us/img21/2221/sf2b.gif)


Ver. - 0.2e
For game ver. - 0.53.1a


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.2e%20for%200.53.1a.zip)


0.2e Update change list:

Spoiler
- added the missing details on the Hawk Mk. IV sprite, on the sides, I must have forgotten
to do that, while I was making the ship.. and noticed it only after such a long time..

- slight pixel tweaks on the drones

- added a final (at least for now..) "V" shape ship, called the "Centaur".

- fixed the problem with Gladiator beam not being delivered by the Ouroboros convoys.

- adjusted the mass of all the ships in ship_data.csv, mostly scaled it down, so they wouldnt
be "immovable" objects, when compared with the Vanilla ships, but also took into consideration
their real size. (i.e. - moved down, but not too much.. wont say its just right atm, will
see how it develops.)

- added one more mission called "Small victories" (a variation of the vanilla mission predatororprey)
to test out the new ships/ships that werent in other missions (so anyone can test them out at least
in the "refit" virtual mission), will update this further.

- added a new weapon "Assault Gun", a "better" version of the light assault gun, its longer barrel
gives it smaller recoil and allows the projectile to travel faster = slightly more dmg, but also
is more expensive on OP and credits.

- added a new weapon "Heavy Assault Gun", for medium mounts, an accurate weapon to apply pressure
on the enemy from quite a long range, however, it has slower rate of fire, than the A.G. and due
to the compact size of the weapon - quite a limited supply of ammo.

- adjusted the turret/hardpoint offsets on the Light Autoblaster, moved them more forward, so
they wont "flash" from the middle of the barrel, also slightly lowered the spread/shot on
the Heavy Autoblaster.

- added "couple" new variants, equipped with the new weapons and edited some of the old variants,
also adjusted some of the weapon arcs on some ship hulls, to make the ships friendlier towards
the player.

- did some more correcting in the descriptions, this honestly feels like a choir, but I understand
leaving it out would.. sux, but I dont always get the right inspiration to "fart" out an A4 of some
lore or info about weapon/ship.. So I will continue to update this as I move along, but as of now
all the weapon and ship descriptions should be formated correctly - i.e. no sudden end of a sentence
in the in-game description.
[close]



I actually did quite alot of changes this time around, i didnt add the Phase ship, simply because I didnt like how it turned out, so instead of waiting till I come up with something decent, Im releasing this version as it is, because there was quite a lot of it. Once again please remove the previous version of the mod from your Starfarer mod folder and then unzip the archive into your mod folder for clean instal.

If you find any bugs, problems, please let me know in the topic or via pm and Ill get out a hotfix soon. :)

As for future stuff, gonna take a break from Hegemony stuff and start working on the pirates, when i have the time for it, but as with the first mod release, I will put that out when I feel the subfaction is ready for it, but small ship/weapon updates are possible in the mean time.

D.

Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: The_Sandman_20 on October 08, 2012, 09:40:46 AM
Not sure if your interested, but awhile ago I came up with a couple of "super capital" ship designs that I envisioned as counters to the Omega.  If your still interested in a hegemony/independent super capital I could use help spriting my designs... Yeah that's about all let me know if your interested. :)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on October 30, 2012, 10:16:25 AM
Hello all. 

Im sorry I didnt post/update this for some time, but I was occupied alot.. thanks to
which I have internetz at home again, yay.. -.-

(to spare the details - the world sucks)


I can give some advices, but I doubt I will be able to help in making the sprites.. as I
barely drawn a pixel for the past months myself.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on October 30, 2012, 12:50:35 PM
OMG its alive or...
*poke MrDavidoff forum avatar to see if it isn't zombified or whatever*
IT'S ALIVE! Really!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on October 30, 2012, 01:24:20 PM
Dude... you see hes holding a ´nade, does that seem like a good thing to poke?

(http://farm4.staticflickr.com/3280/2618597300_5067fc360b_m.jpg)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on October 30, 2012, 03:24:11 PM
Well... yes!!!!  ;D

Oh fart!! RUN!!!!!!!!!!!!!!!  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on December 29, 2012, 04:25:11 PM
Wow, havent been for some time. But dont worry, I did not forget about this mod.
And yes, something big is comming... Soon TM

But.. in the mean time,  I need little help deciding.

I wanned to add more weapons, among them.. a minigun type PD weapon,
however.. this is the "standard" version, using the Heavy Maulers "skin" alot.
But due to the fact, that its VERY easy to confuse it in game with the mauler.
(turret + hardpoint)

(http://img526.imageshack.us/img526/7268/62043209.png)


SO, I choose to look at the "flak cannon" kinda design
(since its ment to be a PD weapon)
and have made this reskin.

(http://img833.imageshack.us/img833/609/49426738.png)


Whatcha thinking ? ?
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on December 29, 2012, 04:43:15 PM
Give us more color combination you scrooge  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on December 29, 2012, 04:50:17 PM
Give us more color combination you scrooge  ;D

Theres a logic to it.

I could have made them simply "black and white" like the rest of the weapons i added, which would fit,
but that didnt look good.

Red it is because there is already an red AA gun, so its easy to make the association for the player.
(i.e. - what other colors... orange? :D .. aaand?)

The "yellowish" looks o.k., but its easy to mess them up with the H.M.  
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Ronald Klein on December 29, 2012, 05:23:54 PM

  For the love of God man! Your fans have been waiting for the mythical "Hegemony equivalent to the Omega" for months now!Why you have forsaken us?!
   On a more serious note,I absolutely love this mod of yours.The ships,the weapons, and most importantly,the Omega are absolutely brilliant.I don't think anyone would mind seeing some more good work of yours,especially if it involves big ass ships and the like(hint)...
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 03, 2013, 01:34:22 PM

  For the love of God man! Your fans have been waiting for the mythical "Hegemony equivalent to the Omega" for months now!Why you have forsaken us?!
   On a more serious note,I absolutely love this mod of yours.The ships,the weapons, and most importantly,the Omega are absolutely brilliant.I don't think anyone would mind seeing some more good work of yours,especially if it involves big ass ships and the like(hint)...

Thank you, for everything  :D I would love to add more stuff, but over the last couple months I simply didnt have time, or when I did, times are so ****ed up, that i didnt have the spark. Sometimes I sit down though and it just comes out by itself.. and at this point ive made a lot of hcnages to the mod already, so i figured it deserves to be pushed to the finish line. Ive had a quick ?session" in PS and.. farted out this.

(http://oi45.tinypic.com/14icr9l.jpg)

(still didnt get the cap right xD)

But thats what its about on my side, get somehtign started.. and then eventually it will sort itself to a stage, whenre I feel like finishing/releasing.. been short on that for some time now. sorry about that   :-X
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Ronald Klein on January 03, 2013, 04:33:14 PM

  No pressure man.Just keep up the good work in your pace! There's still plenty of time left till Starfarer is actually "released".Though I have to admit I have been playing it for almost a year now on and off...
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 03, 2013, 05:29:49 PM
Just tried it out, you have some balancing issues in the fighter section, drop the flux on the bombers because 14k flux on a bomber wing that well armed is stupid, that's on par with a cruiser. same with oppressors , 2k flux with 600 dissipation, its just to much for a fighter.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 04, 2013, 07:23:18 AM
No pressure man.Just keep up the good work in your pace! There's still plenty of time left till Starfarer is actually "released".Though I have to admit I have been playing it for almost a year now on and off...

sure :) ..with the way things are, makes appretiate the work alex puts it the game more.

Just tried it out, you have some balancing issues in the fighter section, drop the flux on the bombers because 14k flux on a bomber wing that well armed is stupid, that's on par with a cruiser. same with oppressors , 2k flux with 600 dissipation, its just to much for a fighter.

Hold your horsie, you put this..
Spoiler
(http://i.imgur.com/qCVft.png)
[close]

in a mod labeled "vanilla balanced" and you come here and use the word "stupid"?

1) either say its insane, or use the politically correct form "I think this could be approved"...

2) your right though  :D, in a way.. I didnt dig into fighter/bomber stats since the mod came
out, however I still want them to be "OP" by vanilla standards, because I either want them to
survive and not die immidiatelly (in terms of credit investment x lifespan), that is if I use them,
or want them to be a real threat to player (if faced agaisnt them), because the vanila bombers and
fighters are.. nuisence, imo. Not  a deadly threat.

I will check the balance and FP cost later though.

So, thanks for the input, mind your words.
Peace  :)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 04, 2013, 07:47:53 AM
Well, DL my mod and do a sim against it, you will actually find it underpowered, believe me, it might look like "wow, that thing is so not balanced in any way" but i managed and I'm very proud of it. ^_^

Yeah, i think insane would be a better term than stupid, sorry bout that, but they don't need high stats and so on to survive, carriers keep them alive and if they are fast or small, they won't get hit, a fighters job really is to capture things and be very annoying, not command and conquer, that is the job of those other juicy ships you have there. ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 04, 2013, 09:04:58 AM
Well, DL my mod and do a sim against it, you will actually find it underpowered, believe me, it might look like "wow, that thing is so not balanced in any way" but i managed and I'm very proud of it. ^_^

Already did  8) I really liked the way the ship handles (considering size/mass/maneuverability), made me rethink how some of my really large ships maneuver
and adjusted to it. And while I thought the vatican Mk. III is a bit too much slow, however considering its shape, size and pos. of the engines its still good, although
I sometimes had the urge to get out and push.  ;D I made mine mk. II-IV and overlord more lively just for the fun part, however the dreadnought.. like omega I even had
to move the ships center by a bunch.

And sadly and hoenstly I only had time to get into missions fly the ships and do skirmishes... sad when i dont get to play my own mod properly -.-

Yeah, i think insane would be a better term than stupid, sorry bout that

Its cool.  ;)


but they don't need high stats and so on to survive, carriers keep them alive and if they are fast or small, they won't get hit, a fighters job really is to capture things and be very annoying, not command and conquer, that is the job of those other juicy ships you have there. ;D

well thats the thing, I really didnt touvh fighters since the first version..maybe only slightly. But when i was testing them out, especially the heavy bomber had difficulties surviving its bombing run, despite me
having carriers. And I remember originally I had them at much higher FP and credit cost, but it seemed silly to myself to expect ppl to buy such an expensive sutff.. and lose it, so I wanned to make it more
durable. Their quite big for a fighter.. bomber the speed is 125-150 i think, so they arent exactly fastest.. which is why even talons ate them... it was depressing  :-\ Ill look into it.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Ronald Klein on January 04, 2013, 10:21:02 AM

  It's true that the Hound bombers have ridiculous flux capacities more in line with cruisers than strike craft,so nerfing them to about the strength of the heavy fighters(I forgot their name) would be ok and still keep it in line with the general feeling of the mod(being overpowered).But I believe strike craft will end up getting an overhaul in the long run,at least skill wise so it's not a big issue.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ianianian on January 05, 2013, 11:44:54 AM
I've been lurking for a long time but I created an account just to say that this is my favourite mod by far and I really hope that you continue to work on it. I was disheartened when you posted something about stopping awhile back. I love the look and feel of your ships :)

About the one bomber with 14k capacity - I thought it was a typo and changed it to 1400, works much better.

I will also agree with you that Valkyrie's Mk IV is *** :P
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 05, 2013, 12:43:51 PM
How exactly is it ***? that is a rather strong word without explanation.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ianianian on January 05, 2013, 01:07:54 PM
That's 14 large mounts right? Just seems a bit too much. Capital ships will melt in seconds.. When I play with a ship that has 4 large mounts things melt in seconds.. Sure, maybe controlled by the computer it might not do well because of limitations, but put that in any players hands.. :S
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 05, 2013, 02:09:53 PM
Every single ship is overpowered when the player controls it, you cannot balance it with that in mind, the ship can only fire one of its broadsides for a few seconds before its flux is maxed, and it will cap it instantly if its surrounded. it generally deals around half a destroyer worth of health depending on your condition before it stops shooting due to being at dangerously high flux, there are also textbook strategies to beating both this ship and the vat III, you can do it with a single ship at cruiser size or larger.

Spoiler
(http://i.imgur.com/CUCVD.jpg)
[close]
All done with a single dominator.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Spardok on January 05, 2013, 03:09:39 PM
MrDavidoff I certainly agree with you on the bomber loss. Even still with the 14k flux capacity they will fly into a group of 3 capital ships to unload torpedoes at near point-blank range and won't pull back till they are well inside of the enemy ship. In which most cases even with the 14k flux results in death or engine failure... which in turn results in death :<. Even with carriers you can't repair something that already went kaboom (unless its "repaired" after battle :p).

Having flight-wings as just harassers I can understand having them die to this but from what it seems you want them to act as actual strike potential against larger ships. I'm not sure if it's possible with the current API (probably not) but if you could have them u-turn into each other or u-turn in opposite directions after shooting off a payload, I think it would allow them to live without crazy high flux. If that's not possible maybe just having them slow down when launching a payload so they can just stop and reverse speed to get away.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 05, 2013, 03:22:06 PM
I hope you kids werent rocking the place too hard, while I was away.  :D
(pointing out this could go off topic real fast, but no problem, just pointing out)

Now, there was alot of stuff mentioned, that I wanned to cover somehow..


MrDavidoff I certainly agree with you on the bomber loss. (..describes basicly why I gave them such high flux in first place)

..if you could have them u-turn into each other or u-turn in opposite directions after shooting off a payload,
..if that's not possible maybe just having them slow down when launching a payload so they can just stop and reverse speed to get away.

Im glad I wasnt the only one with sorrow, why i lose the hounds :)

Sadly, I dont know, if the ways you give example of, how not to get them killed are possible. (Alex, LazyWizard, Arcibalde..anyone? Help, please?)
Although since thats how the AI works, I woudl go with - i dont think thats possible. Sad part is, that even macro managing them doesnt always
work (not to mention, say you get even only two of them, it breaks the battle flow.. and the bombers are not really that important part of the
fleet that you need to babysit)..

Im kinda thinking that maybe give them higher speed and slightly more maneuverability, so they could get out of the hotzones fastter. Right now,
they dont really have the acceleration, or "turn-speed" for it, although I would not want them to be too agile.


(talking about Hounds and Oppressor stats...) ..the general feeling of the mod(being overpowered

I did rebalance the whole "fleet", including the wings. I wont argue the point, that some obvious ships and some weapons will still be
(least a bit) OP, when compared to the Vanilla, however I feel that goes for Overlord and Mk. II and up (and obviously Omega, which I
didnt have the balls to put into campaign yet...), the rest of the fleet (not talking wings now - youll see in the next release) is in some
"lose" bounds. However I and obviously ValkyriaL have some passion for laarge ships and that goes with..


That's 14 large mounts right? Just seems a bit too much....When I play with a ship that has 4 large mounts things melt in seconds..
Sure, maybe controlled by the computer it might not do well because of limitations, but put that in any players hands.. :S

Every single ship is overpowered when the player controls it, you cannot balance it with that in mind, the ship can only fire one of
its broadsides for a few seconds before its flux is maxed, and it will cap it instantly if its surrounded.


Making a ship thats +500pixels large, means, that it will logically have more available space for mounts=more concentreated firepower,
and in hand to hand with that - and what both of you mentioned - the need to figure out, how long will the AI rock with such ship, before
it goes to overload and how much real damage can the player do with it. Those two ideas will always be in conflict. Also note some of the
more.. practical view, if theres a ship, thats that big, has that many guns, it seems not right to just let it have a "core" that would only
allow 2 volleys.. and then burst in flames. And your also limited with the FP cost, so the ship, would even enter the battle, normally
I would cap omega at 50 FP, for example  :D

Anyways, I enjoy fyling large ships, as much as like to fight against them.


I've been lurking for a long time but I created an account just to say that this is my favourite mod by far and I really hope that you continue to
work on it. I was disheartened when you posted something about stopping awhile back. I love the look and feel of your ships :)

Nice to hear, thank you :) the work continues so far.
Buut..

I will also agree with you that Valkyrie's Mk IV is *** :P

Must agree with Valkyrial, please dont throw around such words, its unnecessary. ..could have said, dont you think its crazy? (for example)..

And thats where I would come in and say.. lol, if you think thats crazy, I wish you could see, what Im working on right now  :D

Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Spardok on January 05, 2013, 04:53:44 PM
As you said the larger more "end-game" capital ships feel overpowered. Though it seems like that's what you were aiming for, and honestly I enjoy having that kind of content, I would even go as far as claiming that I would love to see "end-game" fighters/frigates/destroyers/cruisers. As it gives that much more depth to the game and more to look forward to. While they certainly wouldn't be tactical to fight with against vanilla ships, you could make them appear only in "elite" fleet encounters so it's a challenge to obtain them.

I don't want to derail the thread from focusing on your mod as the topic but I believe Ironclads does this very well with the Aliens. Their ships and weapons are fairly overpowered but you have to actually beat them first to obtain them which is all part of the challenge.

MrDavidoff I certainly agree with you on the bomber loss. (..describes basicly why I gave them such high flux in first place)

..if you could have them u-turn into each other or u-turn in opposite directions after shooting off a payload,
..if that's not possible maybe just having them slow down when launching a payload so they can just stop and reverse speed to get away.

Im glad I wasnt the only one with sorrow, why i lose the hounds :)

Sadly, I dont know, if the ways you give example of, how not to get them killed are possible. (Alex, LazyWizard, Arcibalde..anyone? Help, please?)
Although since thats how the AI works, I woudl go with - i dont think thats possible. Sad part is, that even macro managing them doesnt always
work (not to mention, say you get even only two of them, it breaks the battle flow.. and the bombers are not really that important part of the
fleet that you need to babysit)..

Im kinda thinking that maybe give them higher speed and slightly more maneuverability, so they could get out of the hotzones fastter. Right now,
they dont really have the acceleration, or "turn-speed" for it, although I would not want them to be too agile.

Yea as I said I'm not sure if those methods would work with the current API. I certainly agree with them not wanting to be too agile, they are bombers after all :0. I'm not sure if fighters can have subsystems or not but, maybe adding something that activates at a certain amount of flux or hull loss? Possibly a form of engine burn or a sort of emergency boost to the shield arc/FPD.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: sini002 on January 06, 2013, 04:52:02 AM
MrDavidoff i do now on behalf of upgrade, me and the caelus mod ask if we can use still use some of your newer ships, so the War Hawks can get some new and more ships and more variation in their fleets :P

upgrade is unable to do this atm cuz his internet is sort of f***ed up so i do this instead ;)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Ronald Klein on January 06, 2013, 05:36:01 AM
Quote
And thats where I would come in and say.. lol, if you think thats crazy, I wish you could see, what Im working on right now 

   Now you're just being evil...
 I agree with a few of the things that were said recently,mainly that having ships which are "overpowered" is great end-game content.Since   Starfarer is all about combat for now,becoming an ultimate badass with something like the Omega and stomping an entire fleet to dust with just one ship is mounds of fun.Now MrDavidoff I think it's only fair you give us a screenshot of the delicious new thing you're working on as gratitude for all the feedback ;)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 06, 2013, 05:51:58 AM
I'm not sure if fighters can have subsystems or not but, maybe adding something that activates at a certain amount of flux or hull loss? Possibly a form of engine burn or a sort of emergency boost to the shield arc/FPD.

Fighters can have sub-systems.. dunno about it being activated at some certain hull damage, but I would imagine, that
would be possible, if I wanned to try and have a go at this, I would probably start here.

And would temper with Psiyon´s work, if he allowed it. (http://fractalsoftworks.com/forum/index.php?topic=5266.0)

However, I dunno how.. just "imagining" this would be the right way .. question is, if its worth the effort. And what kind of
a upgrade should the system provide.. as I would imagine it, the "certain hull dmg" (not flux, thats bit to loose imo.) would
trigger or enable the ship system.. and I were to pick one form existing ones.. probably mod the "burndrive", but allowed
the fighter to maintain its maneuverability(or some of it), because I wouldnt want the AI to burst right into a capital, that
is suposed to get away from -.-


MrDavidoff i do now on behalf of upgrade, me and the caelus mod ask if we can use still use some of your newer ships, so the War Hawks can get some new and more ships and more variation in their fleets :P

upgrade is unable to do this atm cuz his internet is sort of f***ed up so i do this instead ;)

Sure, go ahead.  ;)


Now you're just being evil...

I would say sarcastic  :D


I agree with a few of the things that were said recently,mainly that having ships which are "overpowered" is great end-game content.Since   Starfarer is all about combat for now,becoming an ultimate badass with something like the Omega and stomping an entire fleet to dust with just one ship is mounds of fun.

My hope is, when the system mechanic is introduced. I will pick or make a new system, where the Hegemony Ouroboros(will probably chnage the fac name...) will be working under the supervision of (lore change here)..
using some of the "balanced" stuff and the (new faction here) will be oversseeing them, floolowing their own bussines. And that sector will be late game, you wont even wanna go there at the start. Really hope we will
get more star systems this year, because it would improve the fact, that Hegemony, TT. Pirates would be all over the place, while otherfactions (more powerfull) will be limited to controls of certain..system(s), thus removing the weird state of things now (the most powerfull faction hasnt taken over a single star system, why?)..


Now MrDavidoff I think it's only fair you give us a screenshot of the delicious new thing you're working on as gratitude for all the feedback ;)

I would like to keep this one a "WIP" (or Top-Secret, if your feeling dramatic. :P)  However, some clues were already given.  ;)
(points at the portrait)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Ronald Klein on January 06, 2013, 05:58:24 AM
Quote
I would like to keep this one a "WIP" (or Top-Secret, if your feeling dramatic. )  However, some clues were already given. 

 I know! That's what is killing me! Let it be the Hegemony Dreadnought... "fingers crossed"
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on January 06, 2013, 10:39:57 AM
Ok MrDavidoff I challenge you to duel of TITANS! When you finish your ship and I finish mine they will fight in duel (AI vs AI) There is only one rule, they must be vanilla balanced.
So, do you accept or you are too scared? MUAHAHAHAHAHAHAHAHAHAH!!!!  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 06, 2013, 10:46:15 AM
The question is, how do you balance a titan to vanilla? the ship is simply so big and has so many guns, no matter what weakness you give it, it won't really do much in the long run.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on January 06, 2013, 10:54:55 AM
The question is, how do you balance a titan to vanilla? the ship is simply so big and has so many guns, no matter what weakness you give it, it won't really do much in the long run.
You can balance it. You do not give it some crazy flux or vent rate or armor or HP. You make those value compare to vanilla ships values. That is how you balance it. End it will be fight between two titans, no small ships there  ;D   Unless MrDavidoff is chicken out  :P
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 06, 2013, 11:22:38 AM
You can balance it. You do not give it some crazy flux or vent rate or armor or HP. You make those value compare to vanilla ships values. That is how you balance it. End it will be fight between two titans, no small ships there  ;D 

Again, mr. arcibald is over-acting it , because  Titan, approximate long axis is 8,000~16,000 meters. .. that wont happen.  ::)

The question is, how do you balance a titan to vanilla? the ship is simply so big and has so many guns, no matter what weakness you give it, it won't really do much in the long run.

Its an arms race.. the moment someone started putting pieces of metal on ships hull, other had to do the same thing. (in other words, if its scaled to vanilla, its balanced, i.e. - say 50 fleet points for
a large fish, but two paragons worth 25 will give it a lot of trouble.) And..all in all its all theory, relative. .. Let there be fun, thats the goal :D


Unless MrDavidoff is chicken out  :P

Of course not  (http://www.youtube.com/watch?v=c4SJ0xR2_bQ)

Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Spardok on January 06, 2013, 11:32:24 AM
Fighters can have sub-systems.. dunno about it being activated at some certain hull damage, but I would imagine, that
would be possible, if I wanned to try and have a go at this, I would probably start here.

And would temper with Psiyon´s work, if he allowed it. (http://fractalsoftworks.com/forum/index.php?topic=5266.0)

However, I dunno how.. just "imagining" this would be the right way .. question is, if its worth the effort. And what kind of
a upgrade should the system provide.. as I would imagine it, the "certain hull dmg" (not flux, thats bit to loose imo.) would
trigger or enable the ship system.. and I were to pick one form existing ones.. probably mod the "burndrive", but allowed
the fighter to maintain its maneuverability(or some of it), because I wouldnt want the AI to burst right into a capital, that
is suposed to get away from -.-

Hmm with what Psiyon scripted in that I'm curious if you could also force a return call to the carrier when it dips down to a certain HP. They don't seem like they enjoy returning back till at least one is dead.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 06, 2013, 11:34:09 AM
I believe they return when the wing as a whole has taken 50% damage or if a bomber has dropped all its bombs.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Spardok on January 06, 2013, 11:55:59 AM
I believe they return when the wing as a whole has taken 50% damage or if a bomber has dropped all its bombs.

That's certainly what it seems like, or if one gets destroyed. But usually when one drops down to 50% it's still inside the capital ship, with the other bomber following suit shortly after and in most cases engine failure. Now that I'm saying this most deaths do seem to stem from either going inside the capital ship and getting shredded to bits, or trying to do a carrier return only to have the engines blown out. So maybe adding in an engine burst like Cycerin gave his ships. And giving it a 2/3s burst while temporarily restoring engine power while active, to balance it out you could have it cut engines for 2s or w/e after the burn. On top of forcing a return call to the carrier.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on January 06, 2013, 12:01:36 PM
Again, mr. arcibald is over-acting it , because  Titan, approximate long axis is 8,000~16,000 meters. .. that wont happen.  ::)
I didn't think literally Titans. I just use it to describe something big, bigger than, well, anything* at moment present in Starfarer.


*it's just wild guess  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 06, 2013, 12:04:40 PM
Hmm with what Psiyon scripted in that I'm curious if you could also force a return call to the carrier when it dips down to a certain HP. They don't seem like they enjoy returning back till at least one is dead.

I believe they return when the wing as a whole has taken 50% damage or if a bomber has dropped all its bombs.

One thing Im worried, that the additional weapons on the bomber (a PD laser and (now-will be) a modified(weaker) IR pulse laser), make
the bomber hang around more - before dropping their load (and they do return immidiatelly after they drop it). I.e. - wonder if its not
messing up the AI. Good thing is, they always turn for the carrier, once they drop their eggs.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 06, 2013, 12:28:44 PM
I didn't think literally Titans. I just use it to describe something big, bigger than, well, anything* at moment present in Starfarer.

*it's just wild guess  ;D

Shouldnt it be clash of the titans then?  :o Anyways my shippie is still in dryspacedock, I wont rush it, untill its ready,
but I accept, ...cause easy win.. is easy. 8)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 06, 2013, 12:31:01 PM
I could throw my own titan in to the fray as gun fodder and a potential opponent, its far from complete and looks horrible but who cares? :P
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on January 06, 2013, 12:42:14 PM
Easy now :) Ofc you can ValkyriaL but my ship is in outline phase right now. Maybe i end up finishing it in week or two... Or three  ;D  So no rush this is something that will be done when ships are done  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 06, 2013, 12:58:32 PM
Well, I abandoned that ship a long time ago so me finishing it is unlikely, but it is in a fighting state, it has a complete hull, unfinished areas were filled with paint, stats/turrets/engines etc, all are there. its ready to go. ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 07, 2013, 04:34:38 AM
Well, why not :D

So what I would propose is, that we each go and finish our "Titan" and when they are done we can put them to the test.

By finished I mean.

1) Finished ship sprite - at least 90% done, with only minor tweaks to be done.

2) "Balanced" (by each personal judgment, by that I mean, if the ship is a size of Paragon, do not give it 10x flux,
if its 1,5 x size of paragon, adjust flux and mass/"steering" accordingly - so it resembles the final "product".

3) Take your time :)

4) I can imagine, with the free time available to me, that I will be able to finish it by the end of the next week.
(possibly TM)

5) If any of you will require help finishing the sprite and would like my help, I will see to it, if i have time and
Im done with my sprite (Still got a LOT of work ahead of me)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on January 07, 2013, 08:59:32 AM
I think that we should use same formula for calculating OP of ships. This is my proposal how to do it and that is how Alex use it for vanilla ships:

As for ship OP - I add up 5/10/20 points for each weapon slot (based on size), then add 10/20/30/50/100 OP based on hull size, and then add a bonus of between 0 and the hull size OP quantity, based on how "military" the ship is supposed to be. - Red number is my add on because 50 is for capital ship hull size and this will be much more bigger and 50 is, not enough. So we will add 100 for ship hull size and 100 for "militarization".

Is this ok? Do you have other idea how to calculate OP?

Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on January 07, 2013, 09:05:53 AM
just enough OP for total amount of guns and perhaps 50 OP worth of vents/caps and hullmods
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on January 07, 2013, 09:08:33 AM
just enough OP for total amount of guns and perhaps 50 OP worth of vents/caps and hullmods
But guns do not have same OP cost.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 10, 2013, 11:59:01 PM
Im sorry for not replying, but my internet provider suddenly decided to cut me of the grid, so
banging two stones against each other was my only means of long-range comunication.

And I dont know how long i will be here, cause i dont know, how long ill be here (I dont know
why they let me on in first place, because they realized i told them, they are wrong and
aknowleged that ? dont think so, so before the operator sobbers up).

I dont think we must enforce any treaty on what "tonnage" should our ships be. After all, we
are in war time gentlmen :P

Anyways, I keep working on the mod, when Im not drunk.. or working my *** off, so yeah
be ready :D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on January 11, 2013, 01:06:53 AM
I dont think we must enforce any treaty on what "tonnage" should our ships be. After all, we
are in war time gentlmen :P
Fine with me  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 26, 2013, 01:37:35 AM
Update on whats going on atm. Sadly, Ive been stuck dealing with stuff thats not game related, but
over time I did make lots of improvements to the mod, balancing, added new ships, new weapons,
re-wrote the lore, descriptions etc.

When it comes to ships I wont spoil what I will be adding, but I would like to add a "super" capital
ship for the faction and update the Omega sprite, however so far I havent completed neither of
which, so thats why Im sitting on this update, as I would like to release it all at once.

When its done. Which will be Soon TM.

However I will present you with a cancelled version of the super capital ship Ive been making.
Note again - the concept was abandoned and scratched.

Spoiler
(http://oi45.tinypic.com/iqwnbo.jpg)
[close]

Reasons being that while it was kinda awesome, with the way the hit-bounds and shields work,
theres no sensible way of making such long ships to be in game. I tried dealing with the shield
issues in many ways, had to use frontal shield in the end. The hit detection is a mayor problem,
from broadsie, no ship will be able to hit the super capital.

Anyways the ship carried a contingent of 16 Oppressor Interceptors, with slow "regen" on this
ship "system". (better describe it as escort). I planned to outfit the inner part with several decks
and create sort of a "city" there (obviously taking inspiration in the executor class ssd).

But yeah - cancelled, need to design somehting more in games own bounds this time.


And one thing ill let you look into - I figured out that the ships will need to get some variation of
the tachyon lance, otherwise Paragons are a pain. So I decided Ill make one. Just curious which
of the designs you guys think are okay.

(http://oi47.tinypic.com/2hmmvpd.jpg)

And everything else.. secret :P

Soon TM.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Ronald Klein on January 26, 2013, 12:53:51 PM

  Uuuuh... New guns! ;D I'd have to say either the second or the third variant.They look much better.The first one seems kind of bland and looks a lot like a heavy burst laser.As for the super capital maybe you could make something less...triangular.Like some of your smaller ships(there's a destroyer in particular which looks awesome,the Phantom I think it's called).Either way looking forward to seeing the update! Keep up the good work!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ianianian on January 26, 2013, 01:47:08 PM
A nice T-shaped version of your ships might be nice for super capital.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: xcom91 on January 26, 2013, 04:24:00 PM
MrDavidoff,

I understand that longer ships are a potential issue, but the Super Capital would only be living up to the standards as VERY dangerous and powerful ship. Couldn't the shields have been treated as a sub system like flares or boosters? For a ship of that caliber, I'd recommend adding a recharge time before the next possible shield activation, giving any opposition a chance for their weapons to hit home. If this has been tried already, then oh well. It was worth a shot. :)

I'm looking forward to your next update! You have awesome ships!  ;D
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on January 27, 2013, 01:33:22 AM
Uuuuh... New guns! ;D I'd have to say either the second or the third variant.They look much better.The first one seems kind of bland and looks a lot like a heavy burst laser.

Im also more and more inclined to pick either the second or third. So far its 2-2 on votes between these two, I may flip a coin in the end.Thnx for the input :)


A nice T-shaped version of your ships might be nice for super capital.
As for the super capital maybe you could make something less...triangular.Like some of your smaller ships(there's a destroyer in particular which looks awesome,the Phantom I think it's called).Either way looking forward to seeing the update!
MrDavidoff,
I understand that longer ships are a potential issue, but the Super Capital would only be living up to the standards as VERY dangerous and powerful ship. Couldn't the shields have been treated as a sub system like flares or boosters? For a ship of that caliber, I'd recommend adding a recharge time before the next possible shield activation, giving any opposition a chance for their weapons to hit home. If this has been tried already, then oh well. It was worth a shot. :)

I already thought about making a non-trinagular super, but since most of the ships are triangular, I wanted to stick to the design. However, even before i started I expected there would be a problem with it. Which is why I never went and finish the sprite, I was mainly testing it at this stage.

I have two ideas on a super design now. Still use the triangular shape (simply obsessed by it), however I wont make them as long, maybe just a pixel longer than say the Hegemony Spear, with one of the designs being wider, so there would still be lots of empty space at and besides the nose of the ship, but it would be a slight improvement (and if it turns out to be a faulty approach Ill make a non-triangluar version.. death star comes to mind).

The idea of a recharge time on shields on a super capital sounds cool, however I would need to be a coder to verify, if its possible :s Im mainly a "spriter" I dump my own  ideas that I dont know how to implement sadly :(


I'm looking forward to your next update! You have awesome ships!  ;D
Keep up the good work!

Thanks guys!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ianianian on January 28, 2013, 08:41:04 AM
What about a larger version of the 3rd ship in the first row? I love that thing.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on February 04, 2013, 02:39:34 AM
What about a larger version of the 3rd ship in the first row? I love that thing.

Phantom? Well, as I said, i would like to keep the "trinagle" theme, but there will be several different ships
in the next update.

Bare with this mod folks.

As of now I feel like this.

(http://4.bp.blogspot.com/-PppiZRmq0ZI/Tpo1aExEs0I/AAAAAAAADQA/4gPGZbQ2aE4/s1600/dungbeetle.jpg)

But once we get to the edge of that hill before us, its gonna be a quick ride.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Spardok on February 04, 2013, 11:36:11 AM
hopefully the quick ride isn't into a slippery slope of balled up *** :<. I HAD TO SAY IT!
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on February 05, 2013, 10:29:31 AM
hopefully the quick ride isn't into a slippery slope of balled up *** :<. I HAD TO SAY IT!

 :D

.. but it would be a big ball  :-X
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on February 16, 2013, 06:20:51 AM
Heads up - main page updated with latest sprites, descriptions. Im polishing stuff right now, testing/looking for bugs.

I may want to add one more ship ingame and I think Ill release the new version of the mod tomorrow.
(or real SoonTM)


Spoiler
Announcement - while this update adds, changes a lot of stuff and I said I wanned to finish the "supers" first,
I will release the update without the super ships, as I simply dont have the time to work on the mod that it would
need atm, so the release wont have super-capitals, the "oldish" version of Omega still will be available in two
missions though.
[close]
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: ValkyriaL on February 16, 2013, 06:50:25 AM
Did you finish your Dreadnought? it could fit as the titan in our little competition :P

wonder how far Archibald has come on his.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on February 16, 2013, 12:19:04 PM
Did you finish your Dreadnought? it could fit as the titan in our little competition :P

wonder how far Archibald has come on his.


AHEM.

Spoiler
Announcement - while this update adds, changes a lot of stuff and I said I wanned to finish the "supers" first,
I will release the update without the super ships, as I simply dont have the time to work on the mod that it would
need atm, so the release wont have super-capitals, the "oldish" version of Omega still will be available in two
missions though.
[close]



And couple pages I also send my dreadnought design to scrapyard, i will have one though, just not sure when. And Arci is ill
as far as I know.. and he still has a long way to go on his ship.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on February 16, 2013, 12:28:40 PM
... And Arci is ill
as far as I know.. and he still has a long way to go on his ship.
Yes, but illness isn't why i'm so behind, i playing wot atm, and i have 9 days of prem so after that expire i'm finish damn thing :)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on February 16, 2013, 12:43:49 PM
Yes, but illness isn't why i'm so behind, i playing wot atm, and i have 9 days of prem so after that expire i'm finish damn thing :)

Like.. dude, I was helping you there, its better to be ill, than not "work"  :D But yeah I remember you said thta also  ;)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: arcibalde on February 16, 2013, 01:52:10 PM
Like.. dude, I was helping you there, its better to be ill, than not "work"  :D But yeah I remember you said thta also  ;)
::)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: Vinya on February 16, 2013, 03:49:50 PM
When cargo runs are done, I'm going to play a whole campaign using only the Alliance an Centurion.


Them Star Wars feels.

IMO this mod needs more fighters, hopefully inspired by SW.
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MindsEye on February 16, 2013, 07:07:53 PM
Wow these look nice.More SW please 8)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on February 20, 2013, 07:03:17 AM

(http://img21.imageshack.us/img21/2221/sf2b.gif)


Ver. - 0.32a
For game ver. - 0.54.1a.


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.32a%20for%200.54.1a.zip)


0.32a Update change list:

Spoiler
(skipped to v. 0.32a directly from 0.2e)

- added five new weapons, the PD Minigun, which is a medium balistic weapon with PD capabilities,
however.. I admit I wouldnt trust that thing with that purpose, however... it shoots lots of stuff,
so thats the up side.

The Quad and Turbo Autoblasters, which are both large, powerfull, energy weapons. The T.A.B.
(as I like to call it) does have a great dmg output, however at high flux cost, the Quad fires
four (who would have thought..) shots per bursts, used the Autopulse laser and Plasma C. from
the main game to balance them out, they are not the most powerfull weapons, they fall somewhere
in between said vanilla weapons.

The Council Spear and Heavy Beam, The C.S. is the final large energy weapon in this update, basicly
a re-skin of the vanilla Tachyon lance, I made this weapon, because Large energy mounts are now
(newly) available or had been added to some ships (notes on that further below) and that the Paragons
with their T.L. were always bullying faction ships from afar and I didnt want the faction to rely only
on the gladiator beam as the only long range weapon.

The Heavy Beam is a variation on the Graviton Beam, originally had a different sprite, that blended
into the faction ship better, but over-time I disliked the sprite, so I made a new one, still not
satisfied with it, so I may stillchange it in the future. The weapon takes up more OP and is slightly
better than its vanilla counter-part.

There are also additional minor weapons added in this update. And that would be the Light Blaster,
which is a variation of IR pulse laser, weaker version, firing in two-bursts, that replaced the
original IR p.l. on the Opressor and Hound. Buzzer now also uses two of these, designed it to be the
main weapon on faction fighters and bombers.

Its a somewhat viable starting weapon, that comes at very low cost. Can imagine putting it at the
Slasher at the very early start of the game, if I dont have any spare credit to refit the frigate
with anything fancier, for the low OP cost, its also better to have this on, than having an empty
energy slot on a ship.

Then there is the nerfed Swarmer. This weapon fires one rocket, instead of two, in burst. Just like
the Light Blaster, this weapon was made to be used as fighter weapon. Currently it is used on the
Hunter, Buzzer Mk. II. and Oppressor Interceptor. Unlike the Light blaster, this weapon is not
purchaseable by the player.

After that theres the Reaper-class LR Torpedo, which again, is not purchaseable by the player and its
used only by the Hounds. The mayor difference between the ordinary torpedo is - more than double the weapon
reach, poor tracking and slightly faster speed, however, the torpedo has lower Hp and deals less DMG.

The whole reason behind this weapon was to improve the chances of the Hounds surviving for more than
just one bombing run, now they launch the torpedos from afar, safe from the weapon of the capital ships,
that they loved to hang around after they layed their eggs. Player should be warned though, since now
they basicly launch the torpedos nearly off-screen and player might not see them comming.   

Besides that, theres also a bunch of pre-built weapons used on the Alliance, Venator Mk. I and
the Defender I.
 
- did a complete rebalance of the weapons, mainly of the Light autoblaster, which now has a two-fire
burst. The Gladiator beams firing range was decreased, however there are smaller time gaps between single
fire bursts now, its OP cost was increased, Heavy Autoblaster had gone through a lot of tunning etc.

- did various adjustments to the weapon sprites (pixel tweaking on turrets, changed many hardpoints,
remade the glow on most of the weapons, most turrets are now in a "square" png file).

- made new projectiles for the Light, Heavy, Quad and Turbo Autoblaster, borrowed some sound effects
from various SW mods.

- did a complete sweep of the .ship_data file, each ships price, crew requirements, cargo space for
fuel and supplies, hangar space, ships mass and from it outgoing maneuvering capabilities has been
changed/or tempered with... goal being to bring them closer to vanila ships.

I stopped tempering with these values, when they felt just about "right" and still fun gameplay-wise.

- adjusted every ships Shield and Mass center, using Trylobots ship editor, goal being to make the
final "circles" (of S. and M.) as small as posible, keeping in mind two rules - engines must be in
shield area, weapons in hardpoint mounts must also be covered by shields.

- also rebalanced and sometimes re-armed all fighters and bombers for the first time, since the mod
was released.

- to celebrate this fighter re-discovery.. Buzzer Mk. II and Oppressor Interceptor were
added to the game.

- in general about the fighters, the Buzzer is the main fighter used by the faction, Buzzer Mk. II will
very likely replace the Hunter altogether (I did remove him from the fleets, but its still in the shop),
however its possible, that ill remove the ship completly in the next update.. And Oppressor and
Oppressor Interceptor, with the Hound heavy bomber will be classified as higher tier fighters/bomber used
by the faction.

- as an experiment I added the Oppressor Death Wing, which are basicly three wings in one, with the
appropiate FP, credit cost, supply & crew cost and the resulting battle advantages (having a very
powefull and heavily reliable wing) and disadvantages (high FP cost -25, high refit time 30s and
the obvious disadvantage that more fighters are on one spot, while they could have been capturing
objectives at three positions instead). Thought of this idea and decided to try it out.

- "corrected" the drone escort ship systems a bit, changed the drones orbiting radius and extended both
the hold and free roam ranges, so now their actually usefull in battle, frigate has a lower range than
a "capital" ship however. Added a "recharge" parameter to the ship system. Most ships have a number of
fighters ready to launch, to replace a destroyed escort immidiatelly, after that number is depleted,
the recharge limit kicks in. Basic icons for appropiate fighter/drone escort were added.

- did many changes to the Venator Mk. I sprite, it was a somewhat back-and-forth journey, which is quite
well documented in a topic I made in the modding section (http://fractalsoftworks.com/forum/index.php?topic=5561.0).

Basicly I wasnt satisfied with some of the ships perspective, shading, how I made some of the "plates"
around the ship and hangars. Hangars particularly were a big question. In the end, I could have chose
to keep them as they were (even Alex approved of them, so..), because they were very easily recognizable,
however in the end I decided to test out the new graphics, because they look more "techy", have somewhat
more detail, than the original hangars, which seemed bland to me in comparison. Used the same look of
hangars on all carriers.

- changed the two frontal universal hardpoints on the Venator Mk. I to two built-in weapons, thus ending
one long dilema, raised FP.

- Venator Mk. II received a completly new ship sprite (if you check the topic I mentioned earlier, notice
the original design/shape of the first Venator sprite, notice how (d)evolution works..), its a completly
different ship now, raised FP accordingly.

- completely redid the Centaur, the ships sprite has been modified and the ship itself now holds two
large energy weapon slots, replaced 4 of the 6 medium energy slots with universal slots, to get more
customization options, in general.. is more usefull, while still being fast, but quite vulnerable.
Changed its ship system into forterss shield, since the ship itself must have strong shields, due to
weak armor. Still heavily considered WIP.

- decided to look into the original Hawk design, because overtime I realized, that the Hawk wouldnt
fit the role of a main "heavy" battleship, since it lacked large mounts. However it had decent flux
and with new weapons for the faction, or used with heavy blaster, its a decent ship, but has trouble
dealing with the Paragon. The "medium slots only" policy was deliberate, so the ship would be in
a way balanced, however, since it doesnt have much more flux, than vanila ships, not the best armor..
it is more crippled, then it should be.

When I was making Mk.II "Allegiance" I wanned to put a large slot into that ship design, however I
didnt plan to make a ship of a size of the mk. II. This time I was more sucessful and I created
a new version of the ship, i.e. a Hawk, with two Large slots, slightly beefier engines and one
additional med.energy slot. With decent armor and sufficient flux, with no real increase in the ships
size, this is the true Allegiance, that I wanned to make (sound like George Lucas here, eh?).
And I can imagine being a lone-captain of such vessel. :)

And since I liked the new ship so much, after some time I have decided, that the old Mk. II
(the really big ship with 4Large weapon slots) will be removed from the mod for now, because there are
some alternatives, in form of the Mk. III and IV.

Mk. III was renamed, the two originaly missile mounts were chnaged to energy and one large energy mount
replaced some medium mounts on the ships nose. Which makes the ship much more powerful, Mark IV will remain
a medium slots only ship, but it did recieve some buff in this update.

Honestly I never liked the old ship, even if I took some time to tweak it, I feel better about the mod, when
its just gone for now.. I may look back into it later though.

- changed the two medium weapon slots on the Sparrow to hardpoints, they were marked as turrets and
thus were using wrong sprites.

- added one more ship, variation of the Hawk, Hawk Mk. IA, with hangars and Buzzer escort for ship system,
the ships FP cost is obviously higher than that of the normal Hawk.

- added a new destroyer, the Centurion, inspired by the Correlian frigate from SW, designed to fill the lack
of smaller ships in the mod, fits a support role, however if used by the player, it can be a deadly ship.
Im not sure how will you guys react to the missile mounts on the side, but for now I like that the missiles
give the ship more tactical options.

- added a new destroyer, the Prefect, I made this ship, because I realized the need of a cheap, low-tier carrier,
the player (or faction for that matter) will use early in the game or in the factions patrol, convoy fleets.
Unlike the Centurion this ship is really not meant to be out there on the front lines, but rather provide sanctuary
to player/faction fighters and bombers.

- added a new destroyer, the Alliance, inspired by the Legendary Millennium Falcon from star Wars universe, with the
premise, that this destroyer will come in more future variants. I have a hunch this will be my best ship for a long
time. It may not be the best looking sprite i made, it may not be balanced properly, but its just a hell of a ship,
thats fun to fly and play around with. Originally had one more missile slot at the Right front spot, but decided to
remove that for aesthetic reasons.. The ship has two build in Dual AutoBlasters, frontal shields, lots of space in
the cargo - StarFarers dream come true.

- added a new frigate, the Defender I, which is my "cartoonized" take on the Slave I from SW universe, some notes
about this frigate - it uses only pre-built weapons, so there no customization besides the ship hull, flux and
capacity upgrades. Because all the stuff is pre-built Ive put a lot of effort into this ship, than usual and I
hope players will like it. The ship can relatively easily take down a Lasher, Brawler.. low tier ships basicly,
however higher tech ships or three wings of fighters might be a problem.

The weapons on the ship are little OP, to compensate the fact, that the ship requires a lot of pilot efforts to
lay down a succesfull hit. Very low skeleton crew, small cargo space.

Also note, that the Defenders wings are NOT covered by collision bounds, i.e. - you can fly around asteroids,
or other ship while the wings wont take damage (lets say your such a pro pilot, that you maneuvered your way
through :P ), its not a bug, its by design, I didnt want to make a "figher" like frigate, with otherwise
cool maneuverability, to get stuck on any rock, that touches its "wings" and since the wngs of actual Slave I
represent very small mass in comparrison to the rest of the ship, however in TOp side 2D look, they do take up
alot of the picture, so for your comfort, they wont take dmg :P

- in general did a clean up of most ship sprites, namely randomizing the ship lights, so they wouldnt be simply
mirrored, some slight pixel tweaking, modified engines on Hawk, Venator, Kiwi, Overlord.

- redesigned many of the mod ship variants, either chose different weapons, sometimes corrected wrong weapon
groups, added missing OP, removed obsolete variants. During this process I might have decided to swap around
some Universal slots and replace them with other, or vice-versa, as I saw fit, but these chnages are too boring,
to put all of them here, just note, that some ships (Spearhead, Phantom, Spearhead Mk. II, Sparrow, Spartakan
etc.. ships that had universal slots in general might be slightly different now.

- rearranged the Loyalists fleets compositions accordingly + messed with the spawn rate and objectives of the
Loylists fleets.

- added one more mission, without any further description here, Ill let you figure it out by yourself what
inspired me for this setting.. and I wonder, if anyone at all wont get the pun :-P

- speaking of which - I adjusted all the old "faction prefixes" in mission files and most missions text briefing,
also I edited the map/fleet composition on the Clash Mission.

Originally that mission served to test new ships ingame quickly, I lowered the number of ships and changed some
of the objectives, so they wouldnt give +30 FP. So no more gazilion ships on the screen at once.

- changed all the descriptions on ships, weapons to match the new lore idea.. added description on the new stuff
this update adds. (OMG THIS WAS A TERRIBLE CHOIR!). I didnt want to spend days on this, so its "OK", but I will
likely get back to this.

- due to the topic posted by Trylobot in the mod section, re-worked each ships polygon bounds, so
the mod would be more friendly to low-med PCs, the decrease of polygons is around 70-80% depending on the ship,
there still might be room for improvement, but for now take it as it is.

- some misc. changes - added some of the mod variants to the games title screen, also for those of you
who are interested I added my list of ship opponents, that I use for testing. The list is categorized
and contains vanila ships ONLY, in most variants.

If your a pedant like me and dont want the Vanilla list to mess it up, paste my list over the vanila one
(recommed to do a backup).

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\campaign
(its here)

Alternatively, if this mods list is meessing up your own list, delete, rename, backup the mods list here:

C:\Program Files (x86)\Fractal Softworks\Starsector\mods\mrdavidoffs dump\data\campaign

[close]


Instal instructions :

 1) delete the old version of the mod, as usual (you should always!)
that is located here :
C:\Program Files (x86)\Fractal Softworks\Starsector\mods

 2) delete all old saves, that are here :
C:\Program Files (x86)\Fractal Softworks\Starsector\saves   (+\missions \variants


Download (http://dl.dropbox.com/u/71397502/mrdavidoffs%20dump%20ver.%200.32a%20for%200.54.1a.zip)

You must restart the campaign!
Enjoy.
D.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: arcibalde on February 20, 2013, 07:17:35 AM
That's LARGE spoiler. But i like it. Keep up the good work.  ;D

And thank you for this mod it's one of must have  8)
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on February 20, 2013, 07:23:30 AM
That's LARGE spoiler. But i like it. Keep up the good work.  ;D

And thank you for this mod it's one of must have  8)

Aaand of course my precious post is on the previous page, this happens everytime.

Thanks btw :)

Yeah i know its a LARGE spoiler, but.. its been couple months, since last update, so I did change a lot of stuff :D

And do pls report any bugs  8)
Title: Re: MrDavidoff´s Ship Addon (campaign integrated, v0.2e - 5th Update released)
Post by: MrDavidoff on February 21, 2013, 09:28:16 AM
Wow these look nice.More SW please 8)
Them Star Wars feels.

SW is my go-to place for inspiration on ship :)


IMO this mod needs more fighters, hopefully inspired by SW.

Mmh.. there are already alot of wings for one added faction, there might be more added,
when I get the time to make a new sub-faction.

Howeevr on the subject of SW fighters.. umm  :-\ they are difficult, because they look
cool from perspective, but not so good as pure 2D sprites (I played with the thought already
and didnt succeed).

Granted I would like to make some, but.. well time has nto yet come i guess .)


Anyways, little heads up.

Im working on a little update. Some ballancing and tweaking is in the works.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Vinya on February 21, 2013, 10:56:08 AM
After playing with the Alliance and Centurion for a while, I think they need s pretty big re-balance. The Alliance's built-ins are really OP, and it's maneuverability is less than impressive. I'd say lower the damage of the built-ins and raise the speed slightly, and increase the maneuverability. Just my take on the design eh?

The Centurion could use a good speed increase as well, all those engines on a small ship screams speedy attack craft.

Loving the mod!
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on February 21, 2013, 11:51:50 AM
After playing with the Alliance and Centurion for a while, I think they need s pretty big re-balance. The Alliance's built-ins are really OP, and it's maneuverability is less than impressive. I'd say lower the damage of the built-ins and raise the speed slightly, and increase the maneuverability. Just my take on the design eh?

The Centurion could use a good speed increase as well, all those engines on a small ship screams speedy attack craft.



Thanks for the tips :)
I already
1) lowered the top speed on defender (gave it better acceleration though..)
2) defender´s cannons now generate much more flux

3) adjusted the Ventaro and Alliance built in weapons too, I see them as high-dmg dealing weapons, so they will
generate more flux, while the dmg output will remian closely the same

4) alright, gave centurion and prefect more speed and acceleration, however I stick with them not being perfectly
maneuvrable (they are basicly long pipes, how do you drive that :D ) and it shoudl be similar to the Counselor.

5) Alliances gets maneuverability boost, gave it a modified Burn drive - smaller jumps, but less time to regen it.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on June 17, 2013, 06:54:06 AM
Just a heads up. First of all, Im sorry I havent been here for a long time, but my i-net was down. I should have internet access for some time now and Ive been updating the mod overtime, when I was offline, so Im planning to release a major update for this mod in the near future. (Soon TM).
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: arcibalde on June 17, 2013, 12:36:45 PM
It's ALIVE!!!!! OMG!  Dude you are not zombie now... or something like that, right?
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Silver Silence on June 17, 2013, 01:18:20 PM
After playing with the Alliance and Centurion for a while, I think they need s pretty big re-balance. The Alliance's built-ins are really OP, and it's maneuverability is less than impressive. I'd say lower the damage of the built-ins and raise the speed slightly, and increase the maneuverability. Just my take on the design eh?

The Centurion could use a good speed increase as well, all those engines on a small ship screams speedy attack craft.



Thanks for the tips :)
I already
1) lowered the top speed on defender (gave it better acceleration though..)
2) defender´s cannons now generate much more flux

3) adjusted the Ventaro and Alliance built in weapons too, I see them as high-dmg dealing weapons, so they will
generate more flux, while the dmg output will remian closely the same

4) alright, gave centurion and prefect more speed and acceleration, however I stick with them not being perfectly
maneuvrable (they are basicly long pipes, how do you drive that :D ) and it shoudl be similar to the Counselor.

5) Alliances gets maneuverability boost, gave it a modified Burn drive - smaller jumps, but less time to regen it.
http://i.imgur.com/vKybzRO.jpg
It's not so much it's speed or maneuverability, it's just the sheer firepower. Those two cannons dish out, what, 1000 energy DPS between them? It allows me to do things like the above with almost casual ease.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on June 17, 2013, 02:00:30 PM
http://i.imgur.com/vKybzRO.jpg
It's not so much it's speed or maneuverability, it's just the sheer firepower. Those two cannons dish out, what, 1000 energy DPS between them? It allows me to do things like the above with almost casual ease.

Its an very old post, I thought I would update you guys on what Im doing, but then my net got disconnected. I lived with the fact, that the cannons are OP, Ive nerfed it in many ways. Obviously in more than three months a lot has been changed. However, if you volunteer to be a tester, your welcome! :D

It's ALIVE!!!!! OMG!  Dude you are not zombie now... or something like that, right?

Constructive, as always  ;D
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Silver Silence on June 17, 2013, 10:23:05 PM
http://i.imgur.com/vKybzRO.jpg
It's not so much it's speed or maneuverability, it's just the sheer firepower. Those two cannons dish out, what, 1000 energy DPS between them? It allows me to do things like the above with almost casual ease.

Its an very old post, I thought I would update you guys on what Im doing, but then my net got disconnected. I lived with the fact, that the cannons are OP, Ive nerfed it in many ways. Obviously in more than three months a lot has been changed. However, if you volunteer to be a tester, your welcome! :D

It's ALIVE!!!!! OMG!  Dude you are not zombie now... or something like that, right?

Constructive, as always  ;D
I'd be totally fine with playtesting as I seem to have turned into Raphy's playtester for Valkyrians anyway. Everyone says they're OP, I don't know why.  ???
If their guns are an issue, bro, just.. bro.... Range, do you use it?
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: miro on July 29, 2013, 05:25:51 AM
Your ships are gorgeous. You must have put a lot of time into this faction, I can't wait to see what you add.

It would be interesting to see your take on the Tri Tachyons.

 
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Silver Silence on July 29, 2013, 07:58:39 AM
The Tri-Tachyon? Glorious overkill (http://i.imgur.com/LFrVg.jpg).
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on July 29, 2013, 11:07:58 AM
Your ships are gorgeous. You must have put a lot of time into this faction, I can't wait to see what you add.
It would be interesting to see your take on the Tri Tachyons.

Thank you, always nice to hear that :)

The Tri-Tachyon? Glorious overkill (http://i.imgur.com/LFrVg.jpg).

The Omega is over rated :P but accidentaly the one sprite im working on, when i got the time, when thats done,
Ill release a new version of the mod(though I was kinda hoping 0.6 would be out, so I could adjust the mod
accordingly before that, but.. will see).

As for the T.T. Ive had to make a lot of "support" craft and additional escort ships for the new Omega(for proper campaign),
but besides fighters, most of the "new" sprites for T.T. will be a combo of kit-bash and my painting, for now anyways.
I know its been a long time, since a previous update, so you might think, why I havent made new stuff completly from
scratch, well, at the time I thought I would relase the mod real soon, but always something got into it. And I had alotta work to
do with Loyalists and next on my list are the pirates, so the T.T. didnt get too much attention, Ive made it so that theres
some new stuff, but in general it serves as "background" for the Omega really.

Ive made a sub faction, that is still called Tri-Tachyon, with slightly different color, so player can distinguish between the
vanilla and the addon. One fleet is of this subfaction is called the Omega detachment, which will always spawn with one
Omega Dreadnaught (along with additional craft, making it harder challenge, than say the Loyalists Death Squadron fleet).

 
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Vinya on September 30, 2013, 05:13:23 PM
0.6a Update pl0x?


With multiple systems/hyperspace I'll enjoy RPing this faction a lot...
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: NikolaiLev on October 03, 2013, 12:52:30 PM
I too am looking forward to a .6.1a update!   ;D
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Ronald Klein on October 04, 2013, 06:33:11 AM


    As my single favorite faction mod of all the mods out there, I tend to agree with these guys! We need a 0.6.1 update... And this time it would be amazing if you could include the Omega in some Try-Tachyon fleets. want to take that thing down...
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Vinya on October 19, 2013, 07:29:13 PM
At least let us know if you're working on an update....?
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on October 20, 2013, 10:20:46 AM
At least let us know if you're working on an update....?

If I would reveal the full changelog, your sentence would be ashamed  :D

And yes.. if you want an estimate, If I was optimistic, I would say new ver. will be finally out in a week.

If I was to be realistic(5outta7 days I spend at work.. theres a lot of toher stuff I need to do.. and the mod needs some tweaking, tetsting..) I would say it will be out in two weeks.

Soon.  :)
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on November 01, 2013, 02:18:45 AM
And yes.. if you want an estimate, If I was optimistic, I would say new ver. will be finally out in a week.

If I was to be realistic(5outta7 days I spend at work.. theres a lot of toher stuff I need to do.. and the mod needs some tweaking, tetsting..) I would say it will be out in two weeks.

Ehem.. Hey Davidoff, wheres the damm update, weve been waitting forever for it!


Hey! I know, Im sorry, but to simply put it - good things take time.

..
I wanna give myself another week two weeks guys.

Soon TM


Edit -  :P


Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: FasterThanSleepyfish on November 01, 2013, 07:53:00 PM
(http://i.imgur.com/W0LA8Au.jpg)

Don't try memes at home, kids.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on November 15, 2013, 04:46:21 PM
Two weeks later.....
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on November 17, 2013, 11:32:05 AM
Two weeks later.....

(http://i.ebayimg.com/t/Star-Wars-Almost-there-millenium-falcon-on-target-t-shirt-in-Black-only-/00/s/MzUwWDM5MA==/z/7lAAAOxy7rdRElf1/$(KGrHqVHJF!FENmcLYw3BRElf02hl!~~60_35.JPG)

Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Tacolisious on November 17, 2013, 05:37:47 PM
It's alright Mr. Davidoff. It's like any good release. The tension builds up and you get really excited then when it does come out it's everything you hoped for and more. Btw this is my favorite mod. I love the ships.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on December 14, 2013, 09:22:11 AM
"Almost There!"
One Month Later....
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on December 15, 2013, 10:47:35 PM
(http://oi42.tinypic.com/2vv732r.jpg)


Sorry guys, you have no idea how shait my life has been for last month.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on December 16, 2013, 01:03:04 PM
Oh damn, well hope the situation improves.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Vinya on December 22, 2013, 02:25:46 PM
Spoiler
(http://oi42.tinypic.com/2vv732r.jpg)
[close]


Sorry guys, you have no idea how shait my life has been for last month.


DDDDDDDDDDDD:
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on December 25, 2013, 02:24:17 PM
Mind you, its not as if no work has been done. In fact, Im more confident, pleased, with the ship sprites, as I ever was. Its just that I couldnt work on the mod as much as I have planned, wished and tbh in combination with the "shait" Ive experienced bit of a burnout(not just modding-wise).

Anyways, I hope I will release a new version of the mod, before a year passes  :D

Youve waitted very long, so  - a bit of a late xmas present - check out the updated ship sprites.


(warning  - very, very, very long picture)
Spoiler
(http://imageshack.us/a/img703/2694/nxk8.jpg)
[close]
(warning  - very, very - I MEAN IT! - long picture)

Soon TM
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: xenoargh on December 25, 2013, 03:43:31 PM
Yay!
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Garmine on December 26, 2013, 03:09:36 AM
They look great!

Also, are those Neutrino cargo containers? :D
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on December 26, 2013, 08:03:12 AM
As Freddie says, I want it all, and I want it now :D
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: HELMUT on December 26, 2013, 09:11:15 AM
Very impressive MrDavidoff.  While i'm not very fan of the bigger ships (particularly the Centaur which look a bit flat), most of them are really good. I have a soft spot for the Avenger and the X-5N2.

By the way, are you okay that i use your sprites for Kitbashing? Your greebling style would help me a lot to make some High-tech Kitbash as i have trouble Kitbashing Tri-Tarch ships.

Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on December 28, 2013, 07:01:50 AM
They look great!
Also, are those Neutrino cargo containers? :D

Thanks! And yes - those are the one and only Neutrino containers - I got a kind permission to use them from FlashFrozen. :)

As Freddie says, I want it all, and I want it now :D

-ver. 0.32a released 20/02/13 - goal is to make it till the year passes :D

Very impressive MrDavidoff.  While i'm not very fan of the bigger ships (particularly the Centaur which look a bit flat), most of them are really good. I have a soft spot for the Avenger and the X-5N2.
By the way, are you okay that i use your sprites for Kitbashing? Your greebling style would help me a lot to make some High-tech Kitbash as i have trouble Kitbashing Tri-Tarch ships.

Thank you, Im slowly working/updating the sprites as I go - the bigger ships could use more detail and shading, but as it is now, its likely to stay till next mayor update(it was a pain to update the ships to this "standard", but its definetly something I like to work on gradually). I dont know what "greebling" style is(google couldnt help me with it), but i take that as a compliment :D and sure - bash away!
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Vinya on December 28, 2013, 06:44:43 PM
Mind you, its not as if no work has been done. In fact, Im more confident, pleased, with the ship sprites, as I ever was. Its just that I couldnt work on the mod as much as I have planned, wished and tbh in combination with the "shait" Ive experienced bit of a burnout(not just modding-wise).

Anyways, I hope I will release a new version of the mod, before a year passes  :D

Youve waitted very long, so  - a bit of a late xmas present - check out the updated ship sprites.


(warning  - very, very, very long picture)
Spoiler
(http://imageshack.us/a/img703/2694/nxk8.jpg)
[close]
(warning  - very, very - I MEAN IT! - long picture)

Soon TM

#Hardonforhadron
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: LiquidStang on December 28, 2013, 07:09:42 PM
Hello,

Your mod helped me acknowledge receipt for Starsector. You deserve much credit from me for making this mod congratulations!
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on December 29, 2013, 08:59:09 AM

#Hardonforhadron

I actually used a kit-bash somebody posted in the spriters judgement topic, cant recall who it was right now, but I do have the note in the mods changelog - I basicly only took the bash inder my wings and refined it, because I loved the idea behind it.
Also -  :D .


Hello,
Your mod helped me acknowledge receipt for Starsector. You deserve much credit from me for making this mod congratulations!

Hey, glad I could help!  ;)


Decided to beef up the "Behemoth" - a enemy for the player in one of the missions.

Spoiler
(http://oi41.tinypic.com/nzkokx.jpg)
[close]

And something totally unrelated, when i tried to upload the pic:

(my name is david)
Spoiler
(http://oi39.tinypic.com/2d1pa8g.jpg)
[close]
Ive freaked out a bit  :D
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Silver Silence on December 29, 2013, 02:16:25 PM
For scientific reasons, I'm gonna have to ask if I can see that Behemoth in a more organic fashion, in the campaign where I'm not restricted in any way.  :P
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on December 29, 2013, 05:33:37 PM
For scientific reasons, I'm gonna have to ask if I can see that Behemoth in a more organic fashion, in the campaign where I'm not restricted in any way.  :P

My idea for this ship was it hunting the TT supply convoys, IF it was ever in a campaign, however Im not sure, if mr. Zaphide has made a breakthrought in that direction.

Otherwise it would have been there.. and yeah, one could have it, if he/she dared to catch it.  :P


Spoiler
(http://oi44.tinypic.com/nl3a5t.jpg)
[close]
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: LiquidStang on January 02, 2014, 06:52:10 AM
Thanks for the reply!

Hello,
Your mod helped me acknowledge receipt for Starsector. You deserve much credit from me for making this mod congratulations!

Hey, glad I could help!  ;)


Quote
Decided to beef up the "Behemoth" - a enemy for the player in one of the missions.

Spoiler
(http://oi41.tinypic.com/nzkokx.jpg)
[close]

And something totally unrelated, when i tried to upload the pic:

(my name is david)
Spoiler
(http://oi39.tinypic.com/2d1pa8g.jpg)
[close]
Ive freaked out a bit  :D

My name is David too. Thanks for the post.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: NanoMatter on February 01, 2014, 08:28:41 AM
Can't wait for this... Its been a while... Not sure if he's dead...
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Lcu on February 01, 2014, 08:57:34 AM
Is it just me or some cruisers from the Council Loyalists look a little bit like the Republic Cruiser in Star Wars?

EDIT : Oh wait, it is named Venator.......
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: ValkyriaL on February 01, 2014, 09:28:56 AM
it basically is star wars, but in starsector, even the turbolaser sounds are the same. =I
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on February 01, 2014, 05:46:49 PM
That one year mark is getting awfully close
David hasn't been online since December :/
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Lucian Greymark on March 18, 2014, 08:25:33 PM
He's back!
 Oooooooh I'm so excited
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: Kazzthal on March 19, 2014, 05:06:15 AM
Really this mod isn't dead ?

I feel bad for discovering this game on this time, since a lot of good dead mods seem to be played only on eralier versions of the game :(

Can anyone point me how could I get the especific game version for this ?

EDIT: Nevermind, I just realized that it's posible make this mod to work in for the current version of the game with some tweeks and some hours off reading & coding :P
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on March 19, 2014, 11:55:17 AM
Eh, actually he hasn't responded since December,so no, hes not back.
Title: Re: MrDavidoff´s Ship Addon (with Campaign, ver. 0.32a released 20/02/13)
Post by: MrDavidoff on May 09, 2014, 12:13:11 AM
The mod was never dead. I was.

MrD.


Edit- (I should probably signature that)
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Silver Silence on May 09, 2014, 10:52:48 AM
You can also just download an older version of the game by going to the starsector blog and scrolling back through the months to the correct version you need. Though I don't think everyone keeps the last versions of their mods for a specific 0.x, so you'll just be playing the mod by yourself.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on May 09, 2014, 12:41:58 PM
My god, he lives....
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: MrDavidoff on May 16, 2014, 04:45:36 PM
Alright, lets do this in some order.

My god, he lives....

Barely.

Though I don't think everyone keeps the last versions of their mods for a specific 0.x, so you'll just be playing the mod by yourself.

I have all the older versions of the mod, from 0.1 - though I have dropbox to thank for that(will sort this out with the re-release of  other mod i have).

Is it just me or some cruisers from the Council Loyalists look a little bit like the Republic Cruiser in Star Wars?
EDIT : Oh wait, it is named Venator.......
it basically is star wars, but in starsector, even the turbolaser sounds are the same. =I

No surprise there really, I always said I took inspiration from mr. Lucas and attempted to put it all in Starfarer-Starsector universe.


Anyways, as far as sprite go- I think Im done for now.

Cult of Lud
Spoiler
(https://dl.dropboxusercontent.com/u/71397502/Cult%20of%20Lud%20parade.jpg)
[close]

Independent contractors for T.T. Omega Detachment
Spoiler
(https://dl.dropboxusercontent.com/u/71397502/Independent%20contractors%20parade.jpg)
[close]

T.T. Omega detachment
Spoiler
(https://dl.dropboxusercontent.com/u/71397502/Omega%20Detachment%20Parade.jpg)
[close]

and finally-

The Old Council Remnant and Loyalists forces parade
Spoiler
(https://dl.dropboxusercontent.com/u/71397502/Remnant%20and%20Loyalists%20parade.jpg)
[close]

+ 40 new weapons of course.

Now to do everything else...
MrD.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Nanao-kun on May 16, 2014, 04:53:06 PM
I really like the Icarus.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Farlarzia on May 16, 2014, 05:54:17 PM
It looks REALLY good so far! The council ships look absolutely superb IMHO, and I can't wait to play with them when they are available, but I understand it make take a further while to come out! However whenever it does come out, I very much look forward to playing this.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: xenoargh on May 16, 2014, 08:05:14 PM
The Cult of Lud!  I've always resisted the urge to make them happen, as I figured it'd retcon the official versions :)
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Toxcity on May 16, 2014, 09:25:12 PM
Love the ships, especially the Independent and Cult of Lud ones.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: MesoTroniK on May 16, 2014, 11:51:29 PM
Whoa the Omega class, it has been a while since I seen that one and it has come a very long ways :)
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on May 17, 2014, 08:08:03 AM
Dis gun be gud  ;D
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: joe130794 on May 18, 2014, 06:25:56 AM
love the omega detachment ships. i think they look nicer and more futuristic than any other ships.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: joe130794 on June 12, 2014, 03:35:14 AM
does this mod work on 0.62a? really want to play it.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: snull on June 16, 2014, 12:53:42 PM
I havent tryed that mod yet, not sure if it will work with actual version of the game, maybe someone knows?
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: SpaceRiceBowl on June 16, 2014, 02:28:28 PM
No, this mod doesn't work, atleast until Mr David comes back from the dead :/
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Toxcity on June 16, 2014, 03:07:26 PM
He's updating the Cult of Lud spritesheet I believe, so he's still alive.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: MrDavidoff on June 28, 2014, 03:16:57 PM
I have been updating the Cult of lud sprites/added some new ships/ and reworked most of the frigates/destroyers of the Loyalist/Remnant forces. The frigates and destroyers were lacking in comparison to the bigger ships, whihc i payed alot more time, so i gues it was needed. Im also redoing most of the variants and working on systems.

(the sheets on the previous page have been updated)

Though further proces depends on when Zaphide returns to starsector, I have carefully scratched his mail box, so will see.  :D
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Lucian Greymark on July 23, 2014, 10:50:56 PM
Zaphide is back on the site and active, so there's a pretty strong chance we might see some new content soon.
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Luna on September 08, 2014, 05:14:31 PM
  I want an update! I find that weapons like the Heavy Autoblaster run out quite quickly if you decide not to declare war on the loyalists. Which I don't want to, seeing as their ships are the only ones that can match mine xD

  Exerelin compatibility would be nice.

  -Luna
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: MrDavidoff on September 15, 2014, 12:22:35 PM
Considering two problems - how complex the game has become to mod and that I dont actually have time to play it to get into its new featurs(lost a bit of interest over time too i supose), I decided to stop working on this mod. There aren't many updated wip of the mod out there, but the bits and pieces that are - I do hope you guys will respect that those are my sprites and wont use them without my permission.


Edit 03.06.2021-

Hello you wonderfull person, browsing in this age-old topic. I hope that you are doing well!

Ive had many people ask me for permission to use my sprites in the last couple years - yes, its been years!

Bad news first - I dont plan on going back to modding, but as far as I know Johnny Cocas used my sprites for his faction-
Fringe Defence Syndicate (https://fractalsoftworks.com/forum/index.php?topic=12243.0)


And I think its reasonable to leave a working link here aswell, where you will find the latest ver. of the sprites, weapons etc.

You can use them in your own work - just give some credit to MrDavidoff  ;)

(https://thumbs.uloz.to/c/5/7/c578161182444fac081062d12af861c7.640x360.jpg?vt=1622843999&sg=EVkSocPWfcWc0_6hKvh48A&bl=)(https://thumbs.uloz.to/0/3/0/0302a39af66d717519526f5852dedee7.640x360.jpg?vt=1622843999&sg=dtroaMNGuf6QCo0f_TQUSg&bl=)(https://thumbs.uloz.to/a/8/d/a8d76e78d101bc1b83a78e55d4560062.640x360.jpg?vt=1622843999&sg=MxfosX-3b6Yjnh_fBmYxzw&bl=)(https://thumbs.uloz.to/2/e/a/2ea0118573de18bdbcee932b190af646.640x360.jpg?vt=1622843999&sg=FRG04fhrodHPHW_pQoKarg&bl=)

Link is HERE (https://ulozto.net/file/eyh9JU4HLUHD/mrdavidoffs-dump-03-06-2021-zip#!ZGH5LmR1A2R0ZGL4MTL0AJZlBQp5ERuIGTIZFzIMp1I0MwAw)

I wish you well, stay healthy !

P.S. - @Alex I actually checked the progress made since last time - Im in awe sir!

P.P.S. - Still no Steam?  ;D






Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Luna on September 15, 2014, 01:19:00 PM
Wow, that's pretty terrible. I'll ask around, see if anyone can help you out of the goodness of their hearts.  ;)
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Toxcity on September 18, 2014, 04:48:04 PM
Zaphide is back!
Title: Re: MrDavidoff´s Ship Addon (ver. 0.32a released 20/02/13)
Post by: Leith on December 07, 2014, 03:49:31 PM
I just want to express my respect for MrDavid's nice sprites and weapons. I'm hoping he'll come back eventually because this mod looks quite promising.  :)