Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Fireball14 on September 23, 2013, 07:58:56 PM

Title: [0.60a] Precursors Archives v1.01
Post by: Fireball14 on September 23, 2013, 07:58:56 PM
(http://img580.imageshack.us/img580/4911/41f.gif)

Precursors archives have been found. How will you use ancient knowledge?

Mediafire (http://www.mediafire.com/?7akl9d7tyr8dbgn)





(http://img89.imageshack.us/img89/9752/y9yf.png)
Ai Core

Unlocked: Computer Systems(5)
Ship cost: 8/15/25/40
Description: Ship is no longer affected by combat readiness. Cargo hold and fuel storage refitted to accommodate bulky Ai core components. Because Ai core needs a lot of maintenance, repair rate suffers a 50 penalty and minimal crew requirements are doubled.
Notes:Recomended to use on fleet with support ships.


(http://img197.imageshack.us/img197/5919/nev5.png)
Nanites
(Work in progress)

Unlocked: Field Repairs(3)
Ship cost: 4/8/10/20
Description: A nanite is a microscopic self-replicating robot, capable of repairing any mechanical device. They build them self from any organic matter around them. Ship equipped with nanites can repair its hull at rate of one percent per second, but they originally wasn't designed for human ships, so nanites have tendency to temporarily disable any on-board device. And in case of sustained losses, a nanite cloud can use any crewman around them as building material to restore it self, which triples average combat losses. Also nanites reduce the time required to repair hull and armor damage out of combat by 25 percent.
Notes: Useful for early game, but sometimes using it costs you much after the fight. Beware!




Anyone may use this mod in any project as he/she see it fit.
Any suggestions/ideas are welcome.


Update Log:
v1.01 - Added "Nanites" hull mod. BEWARE! Work in progress.  :D

Credits:
Fireball14(aka ShadowAngel  ;))
Trylobot,
Fractal Softworks
Title: Re: "Ai Crew" hullmod
Post by: Sproginator on September 24, 2013, 12:22:08 AM
Fantastic, just a damned fantastic idea! Well done!
Title: Re: "Ai Crew" hullmod
Post by: Fireball14 on September 24, 2013, 02:30:26 AM
Small bugfix up  :) If you wont cheat on your self, you don't really need it. But still a bug is a bug. Also i'l take in account any suggestions for this mod.
Title: Re: "Ai Crew" hullmod
Post by: Doom101 on September 25, 2013, 06:38:05 AM
wow my friendo, this is absolutely superb, would you mind if i used this in my mod? with full credit to you of course.
Title: Re: "Ai Crew" hullmod
Post by: Gotcha! on September 25, 2013, 06:53:58 AM
Very nice indeed! If you'd permit me, I'd love to eventually use this for my Bushi faction, which is an android faction.
Title: Re: "Ai Crew" hullmod
Post by: Trylobot on September 25, 2013, 03:23:36 PM
Like the idea. Not because I dislike CR in general, but I think it's an interesting option to have, and it seems to potentially fit with the lore of the game.

Balance Suggestion: you need to increase the ordnance point cost of this hullmod. Not being affected by CR amounts to a pretty huge long-term performance bonus and reduction in overall supply cost. If you're at all interested in maintaining vanilla balance (and it seems like you are), I suggest a hullmod ordnance point cost progression as follows:

8 / 15 / 25 / 40

which is somewhere between Augmented Engines and Heavy Armor (in other words, quite expensive).

Also, here is a proposed edit for your description:
Quote
Ship is no longer affected by combat readiness. Crew replaced with a minimal android crew. Life support systems swapped with an AI central mainframe and all crew quarters refitted to automated android cargo holds. Only a few bridge officers remain on board, with personal life support suits. Because the android crew cannot use creativity for maintenance tasks, repair rate suffers a 50% penalty. Cannot work in conjunction with Automated Repair Unit.

Keep in mind: with character-level technology upgrades, it is possible to provide ships with many extra ordnance points which could potentially offset the high cost of this hullmod and make it possible to use it in conjuction with vanilla variants.
Title: Re: "Ai Crew" hullmod
Post by: Fireball14 on September 25, 2013, 04:48:16 PM
Update 1.02
Changed cost to heavy armor values:  8/15/25/40
Updated description: Ship is no longer affected by combat readiness. Crew replaced with a minimal android crew. Life support systems swapped with an AI central mainframe and all crew quarters refitted to automated android cargo holds. Only a few bridge officers remain on board, with personal life support suits. Because the android crew cannot use creativity for maintenance tasks, repair rate suffers a 50% penalty. Cannot work in conjunction with Automated Repair Unit.
Thx to Trylobot

And yes anyone may use it =)
Title: Re: [0.60a] Precursors Archives v1.0
Post by: Fireball14 on September 30, 2013, 03:32:30 PM
Yay an update! =)
Now finished with AI Core, gonna think on next hullmod.
Title: Re: [0.60a] Precursors Archives v1.0
Post by: Uomoz on September 30, 2013, 03:42:03 PM
I like how you are flashing out this mod into multiple components. Let's see what else you bring to the table! :)
Title: Re: [0.60a] Precursors Archives v1.0
Post by: Gotcha! on September 30, 2013, 03:46:17 PM
You're going to make more? That's mighty nice of you! <3
Title: Re: [0.60a] Precursors Archives v1.0
Post by: Fireball14 on September 30, 2013, 05:57:43 PM
And yet another update, this one made specially for guys that have problem on early game.  ;)

PS: Gonna make new skill for those mods. So they could be used with other vanila skill mods.
Title: Re: [0.60a] Precursors Archives v1.01
Post by: Erick Doe on September 30, 2013, 06:20:52 PM
I think this is a wonderful initiative, Fireball14! I'm sure a lot of people will appreciate your work. The early game can be rather unforgiving.