Fractal Softworks Forum

Starsector => Mods => Topic started by: MesoTroniK on November 09, 2013, 11:13:04 PM

Title: The Infernal Machine - Vanilla Factions Expansion Pack
Post by: MesoTroniK on November 09, 2013, 11:13:04 PM

(http://i.imgur.com/qSYTNho.gif)

The Infernal Machine

Have you ever wished that there were more vanilla ships to fill in missing fleet roles, or for the Pirates to have hardware with some real punch and unique traits to keep the player on their toes? Well that is why this mod exists, but currently it is not available as a stand-alone but most of the content is included in the Ship/Weapon Pack (http://bit.ly/1qmn4da) and Underworld (http://bit.ly/1R3359o) mods.



Featured Ships

(http://i.imgur.com/xqdAe3S.png)   (http://i.imgur.com/I3LLM6E.png)   (http://i.imgur.com/dPxRCOt.png)   (http://i.imgur.com/8Q0fegZ.png)   (http://i.imgur.com/H3dMfgQ.png)   (http://i.imgur.com/ETmzTPd.png)   (http://i.imgur.com/YZ15rli.png)   (http://i.imgur.com/iR66fNt.png)   (http://i.imgur.com/X5ay9m4.png)   (https://i.imgur.com/F1B4eaI.png)   (https://i.imgur.com/hybBrxy.png)   (http://i.imgur.com/rExRyU0.png)

(http://i.imgur.com/tRP1Oo4.png)   (http://i.imgur.com/9mn2BAr.png)   (http://i.imgur.com/pfLoWWa.png)   (http://i.imgur.com/xR84gVa.png)   (http://i.imgur.com/l53Tt02.png)   (http://i.imgur.com/2iRgn9d.png)   (http://i.imgur.com/an5dFXp.png)   (https://i.imgur.com/Ty0A0PP.png)   (http://i.imgur.com/wGx1Gky.png)

(http://i.imgur.com/ENiBO6q.png)   (http://i.imgur.com/q99yAND.png)   (http://i.imgur.com/KrIPRSq.png)

Featured Weapons (Built-In)

(http://i.imgur.com/1or594U.png)   (http://i.imgur.com/r5T4ULz.png)



Contributors
HELMUT, Shellster, Tartiflette, Dark.Revenant, GenBOOM, and Soren
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Foxer360 on November 09, 2013, 11:43:46 PM
 :-X

(Also posting to watch)
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Uomoz on November 10, 2013, 12:04:31 AM
 ;D
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: sirboomalot on November 10, 2013, 04:50:29 AM
 :D
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Thule on November 10, 2013, 05:00:40 AM
guys there's a NOTIFY BUTTON, just saying ;)
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: dmaiski on November 10, 2013, 08:28:47 AM
 :-*
we know
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: MesoTroniK on November 26, 2013, 04:18:46 PM
Some new teasers has been added to the original post (http://fractalsoftworks.com/forum/index.php?topic=7375.msg120940#msg120940).

Something about insane Von Neumann probes...
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Thaago on December 02, 2013, 09:04:59 PM
Oh my thats a pretty ship! Good job.
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: etherealblade on December 05, 2013, 01:26:37 AM
I can't wait!!! 8D

.....
......but I will. 8D
That ship looks so awesome. How do you get a custom shield? I thought we were limited to just spherical designs?
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Hyph_K31 on December 05, 2013, 02:45:50 AM
By being nefarious ;)

I would guess that instead of an actual shield that is it some form of armour mod. As actual shield shapes cannot be anything other than spherical. Not to mention that this shield is textured, and we can't do that with real shields right now.  :-[

Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Sabaton on December 05, 2013, 10:56:40 AM
As actual shield shapes cannot be anything other than spherical. Not to mention that this shield is textured, and we can't do that with real shields right now.  :-[



 Pity, imagine what wicked shield design people would come up with...
 A far cry from the featureless ball of energy ships currently have.
 Not to mention a tight shield would force you to be a better shot.
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: MesoTroniK on December 05, 2013, 03:52:24 PM
Hyph, you are most wise...

It may be done in an awkward run about method, but it actually behaves like a shield! Once the couple of issues with it are solved, you shall see :)
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: MesoTroniK on December 29, 2013, 06:03:58 PM
I'll just leave this right here...

Remnants teaser (https://www.youtube.com/watch?v=mZ-VtgngoJg)

I have been rather preoccupied lately and the release schedules for all my projects were pushed back :(
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Gotcha! on December 29, 2013, 06:17:02 PM
One of the sleekest ships I've ever seen, and the weapons you designed for them match so very well! :O
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Hyph_K31 on December 30, 2013, 03:26:23 PM
This man has a lot up his sleeves.

Spoiler
Including Armies
[close]
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: MesoTroniK on December 30, 2013, 05:24:26 PM
The Infernal Machine teaser (https://www.youtube.com/watch?v=GfxdNAAInwQ)

What is the pinnacle of pirate strength? An image that strikes fear into the heart of every captain? An entity that has been boiling, growing and terrorizing its way across countless worlds? The gargantuan mass that is the Infernal Machine is the very symbol of defiance against governance; the huge, lumbering mass which challenges even the Paragon.

Ironically the now unstoppable Machine was once a benevolent, maternal figure to the budding sector industry. It’s systems would strip entire gas giants of their Infernium, and then process the raw fuel into potent stardrive propellant. 100 cycles ago this behemoth fell into the hands of certain individual, whose purpose was less than benevolent... The ship was refitted to suit a grander purpose: Piracy. In the cycles leading up to the present, the Machine has “acquired” new captains, whether the previous owner was willing or not. Those many previous caretakers would modify, expand and customize the craft to their desire.

Captain Blackadder was a famous pirate lord, who used the Infernal Machine to destroy several Hegemony battleships. He personally salvaged the massive Thermal Pulse Cannons from his conquests, and added them to the Machine’s own arsenal. But there were many other pirate lords to come, each one adding their tribute to the Infernal Machine’s awe-inspiring hull, furthering the blight of pirate terrorism. The current whereabouts of the dreadnought are known to only a few, but it should suffice to say that anyone looking must surely have a death wish.
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: NITROtbomb on December 31, 2013, 12:13:38 AM
I cannot get over that Remnant ship its just to damn good man :D
Title: Re: [In Dev] MesoTroniK's mini mods and musings
Post by: Hyph_K31 on December 31, 2013, 01:16:53 AM
Spoiler
(http://i.imgur.com/KXBt3ZV.gif)

Blackadder! I knew he wasn't really dead! When does the next season start?
[close]
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack 0.1a released
Post by: MesoTroniK on January 01, 2014, 03:19:13 PM
So gentlemen, The Infernal Machine pack 0.1a was released. Enjoy the vanilla balanced ships that are meant to expand the stock factions, and many more will be coming even eventually including a brand new extremely vanilla friendly faction. At the moment it is mission / sim only a demo of sorts, plan on them appearing in the campaign and vanilla themed compilation packs soon. Any feed back on the ships is appreciated, and man it was fun to make The Infernal Machine itself :)

Grab the new version from original post (http://fractalsoftworks.com/forum/index.php?topic=7375.msg120940#msg120940).
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack 0.1a released
Post by: HELMUT on January 01, 2014, 03:42:30 PM
Damn Meso, those missions are hard! Medium difficulty for the Mule mission? That thing is freaking hard to crack open.

Otherwise yeah! Infernal machine!
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack 0.1a released
Post by: MesoTroniK on January 01, 2014, 03:43:20 PM
Well I can take down the Mule with two Sidecars pretty easily???

(The two stock variants, not custom ones.)
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack 0.1a released
Post by: MesoTroniK on January 01, 2014, 08:07:05 PM
Ugh double post, anyways maybe I did make the missions too hard? I might just change the listed difficulty for Coup de grâce in the next version, and Surveyor is supposed to be impossible.

Anyways I have been unable to get a score higher than 50% in the Blunder mission, and most of the time The Infernal Machine just gets atomized by torpedoes. If anyone gets a higher score than 50% in that mission please let me know. Also keep in mind The Infernal Machine pack will be in constant flux as many more ships will be added so the pirates will get more toys in the existing missions, and I will invent new scenarios and try to come up with interesting ones for the non pirate ships. Expect campaign integration when more of the ships are done :)
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: Sabaton on January 02, 2014, 04:07:10 PM
 The Aggressor is part of the high-tech-pirate-reverse-engineering Helmut made some months ago.
 Tell me well see more of those awesome sprites!
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: MesoTroniK on January 02, 2014, 04:12:19 PM
Oh you will, plus so much more, and it will be glorious...
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: Shield on January 02, 2014, 06:39:55 PM
(https://p.gr-assets.com/540x540/fit/hostedimages/1380369854/722576.gif)

I wants dat ship
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: LiquidStang on January 02, 2014, 06:43:46 PM
The mod doesn't work.

________________________________________________
https://m.youtube.com/watch?v=K7rQ--88VmM
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: Piemanlives on January 02, 2014, 07:03:06 PM
The mod doesn't work.

That doesn't help us you know, anything specific?
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: LiquidStang on January 02, 2014, 08:39:37 PM
The mod doesn't work.

That doesn't help us you know, anything specific?

Hello Piemanlives,

Do you know the answer to this question? The pack doesn't operate properly, how do I fix this?
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: ValkyriaL on January 02, 2014, 08:44:24 PM
I smell troll... maybe..

Anyway, we can't help you unless you tell us what's wrong in the first place.
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: Shield on January 03, 2014, 10:24:30 AM
Wait there is a download link????

DA FUQ how come I don't see it?
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: Talkie Toaster on January 03, 2014, 12:07:46 PM
Hello Piemanlives,
Do you know the answer to this question? The pack doesn't operate properly, how do I fix this?
Just so you know, this is like walking into a mechanics and saying 'My car doesn't operate properly' and expecting help. It's such a broad statement as to be useless.
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: MesoTroniK on January 04, 2014, 10:21:30 PM
@ LiquidStang, if you can be more specific as to the issue you are having I should be able to help you. Is it crashing, if so please provide me the log file.

@ Shield, I presume you are talking about the Remnants? It is not available yet, they are an extremely complicated faction that utilizes many scripts like my Exigency guys. When they are ready you will know, and it will kick ass.

We appear to be having technical issues
Spoiler
(http://i.imgur.com/gJcRXDz.png)
Hint, missiles should not be passing through the ship especially when normal guns and beams do not.
[close]
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: Vinya on January 05, 2014, 12:22:15 PM
 :-[ Bounds not set right?
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: ValkyriaL on January 05, 2014, 01:08:39 PM
Yup, no armor bounds.
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: silentstormpt on January 05, 2014, 03:30:18 PM
Yup, no armor bounds.
:-[ Bounds not set right?

Make sure your bounds are inside the radius
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: MesoTroniK on January 05, 2014, 03:49:08 PM
Oh believe me the ship bounds are inside the collision radius, was trying to solve the issue of the ship not having a "normal" shield but it is still there and invisible and about 5 degrees wide. Unfortunately setting the shield radius to really low numbers produces artifacts like that picture. The damn scripted factions are always busting my ballz in some manner.
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: silentstormpt on January 05, 2014, 03:57:42 PM
Oh believe me the ship bounds are inside the collision radius, was trying to solve the issue of the ship not having a "normal" shield but it is still there and invisible and about 5 degrees wide. Unfortunately setting the shield radius to really low numbers produces artifacts like that picture. The damn scripted factions are always busting my ballz in some manner.
Consider that radius, just like the bound radius
Title: Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
Post by: LiquidStang on January 05, 2014, 04:39:06 PM
@ LiquidStang, if you can be more specific as to the issue you are having I should be able to help you. Is it crashing, if so please provide me the log file.

@ Shield, I presume you are talking about the Remnants? It is not available yet, they are an extremely complicated faction that utilizes many scripts like my Exigency guys. When they are ready you will know, and it will kick ass.

We appear to be having technical issues
Spoiler
(http://i.imgur.com/gJcRXDz.png)
Hint, missiles should not be passing through the ship especially when normal guns and beams do not.
[close]

No, it's not crashing. I opened the pack it seemed to have some difficulties. I get the error 'This mod pack seems to have problems associated with Starsector. Please try again later'

Whenever I try to operate, the packs are not showing up like they should. That's the matter.
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: MesoTroniK on January 14, 2014, 02:07:03 AM
(http://forum.worldoftanks.com/public/style_emoticons/wot/Smile-hiding.gif)
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: Jonlissla on January 14, 2014, 05:23:45 AM
I think Cycerin got some serious competition. That is hands down one of the best sprites I've seen.
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: Shield on January 14, 2014, 07:18:18 AM
(http://forum.worldoftanks.com/public/style_emoticons/wot/Smile-hiding.gif)

Spoiler
(http://i.minus.com/ib0fEpIhN4WfJf.gif)
[close]

I can has?
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: Foxer360 on January 14, 2014, 08:03:34 AM
Mucho snazzy, Mr.MesoTroniK!
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: MesoTroniK on January 14, 2014, 01:11:31 PM
I can has?


But in all seriousness, just putting together a demo for those three ships requires a ton of scripts because they are so abnormal in mechanics. And my plan for actual campaign implementation is going to take a little while also.
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: Gotcha! on January 14, 2014, 01:28:42 PM
Aw, gross. Look at all that crap dripping off my screen now. Thanks, man. :(
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: HELMUT on January 14, 2014, 02:42:50 PM
But in all seriousness, just putting together a demo for those three ships requires a ton of scripts because they are so abnormal in mechanics.

Something else aside the weird shield effect? Also, what is that blue thing that open on the front? Looks a bit like Phase ships cloak generators. Oh, and (very) nice sprite too!
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: MesoTroniK on January 14, 2014, 02:53:17 PM
I let all you guys in on a hint, the Thanate is a Super Carrier in the sense that has never been done before. Armed with a paltry 4x Infinite Repeaters and 12x Micro Particle Beams (all built ins), its only real firepower is that mysterious opening.

It manufactures large quantities of that Toa class fighter, and when that door opens all hell breaks loose ;)
Title: Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
Post by: etherealblade on January 17, 2014, 01:37:43 AM
Man that is one attractive ship. This really only adds to the hype. I can't wait to find out what role this "Super Carrier III" has. I know you peoples are think'n, "com'on ethereal, carriers only have one role." Yet I ask thee as I stare into the abyss...

Are you all support?... ;D

Or an Army of One.  ??? :o
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: MesoTroniK on January 18, 2014, 05:32:06 PM
Updated The Infernal Machine, grab the new version from original post (http://fractalsoftworks.com/forum/index.php?topic=7375.msg120940#msg120940).

This is just a quick fix to put the ships inline with the balance changes for the 0.6.2a Starsector update, along with a few other minor tweaks and fixes. It will remain just a demo for the time being, my priorities at the moment lie with putting together a quality of life update for Exigency Incorporated.


Code
* = Not fully tested
** = Not finished
*** = Broken

0.1b "Quick fix"

- Changed values in the ship_data.csv to fit the new standards for the 0.6.2a update.
- Added peak combat readiness timer to the Phalanx (forgot it in last version).
- Changed the listed difficulty level of the Coup de grâce mission from medium to hard.
- Adjusted the asteroid field angle, density, and randomness for the Coup de grâce and Surveyor missions.
- Probably some things I don't recall.
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: MesoTroniK on February 02, 2014, 10:25:56 PM
So uhh yea, these guys will be coming to the Infernal Machine pack soon™...


Spoiler
(http://i.imgur.com/d9TrgZ2.png)
[close]


If I ever get all my damn Exigency Incorporated faction problems solved for the next update :P
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: Sundog on February 02, 2014, 10:52:03 PM
Yum! Love the kanji. Very curious about the frigate/corvette in the bottom right corner with the pink glowies.
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: Shellster on February 03, 2014, 12:08:48 AM
Wow they look awesome! I really like the dark green colour scheme they've got. The battleship is my favourite, I'm guessing its gonna do some damage with 8 large weapons slots too haha :).
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: SpaceRiceBowl on February 03, 2014, 12:09:50 AM
That conquest/onslaught looks awesome
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: Foxer360 on February 03, 2014, 12:46:43 AM
Sweet jazz, Mr.Meso.
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: Sabaton on February 03, 2014, 04:54:02 AM
And Meso does it again, why am I not surprised...  8)
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: Uomoz on February 03, 2014, 06:59:58 AM
O god, me want.
Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: HELMUT on February 03, 2014, 10:49:54 AM
Yum! Love the kanji. Very curious about the frigate/corvette in the bottom right corner with the pink glowies.

That little one will probably be the most annoying thing you'll encounter in the whole sector 8)

Title: Re: [0.6.2a] MesoTroniK's mini mods - TIM pack v0.1b released
Post by: MesoTroniK on February 03, 2014, 01:24:30 PM
Mr. Network Pesci, thank you for the feedback I will explain the things you spoke of.

In all honesty there is not really a practical way to prevent that ship from being sold in Askonia. Currently the way the vanilla game is setup is that the Independent Traders have all ships available to them and deliver them at random to the Askonia station, this is intentional behavior by Alex until he sets up the factions "proper". For a while I had a special every frame script that would remove unwanted things from stations and this worked, but it has issues that were two fold: You could still get the prohibited stuff by killing the supply convoys heading for Askonia before they delivered them to the station, and it also causes a lot of crash errors with some other mods that had every frame campaign scripts if they were ran at the same time. So this script was scrapped since Alex will solve this issue proper himself at some point, and so it was more trouble than its worth to try and solve those two problems. Unfortunately for the time being I recommend just having self control and role playing. As for the ships appearing in the campaign as intended, right now this is really just a "demo" with them in missions and no mind payed to campaign integration. So people can have fun with the ships, and they can be integrated into Uomoz's compilation. TIM pack will not be updated for a little while as I concentrate my efforts on my main mod project. When that is updated (and it will be an awesome patch) TIM will be my primary focus instead with proper campaign integration for all the "vanilla" ships, the Pirates using their new stuff properly, and the Tiandong guys with their own agenda :)

Also about that mission, holy crap you actually almost beat it? For all intents and purposes I designed it to be 100% impossible, if you ever beat it and even better if you have a video recording of it I will sing songs of your badassery!
Title: Re: The Infernal Machine - Vanilla Factions Expansion Pack
Post by: lechibang on September 02, 2017, 10:51:49 AM
I'm just bumping up the old mods here to see if there is going to be any responses at all
Title: Re: The Infernal Machine - Vanilla Factions Expansion Pack
Post by: Shyguy on September 02, 2017, 10:57:33 AM
I'm just bumping up the old mods here to see if there is going to be any responses at all

The ships of this mod now reside in the Ships and Weapons pack by Dark Skeleton Rocket Launcher Man.
Title: Re: The Infernal Machine - Vanilla Factions Expansion Pack
Post by: Midnight Kitsune on September 02, 2017, 01:44:44 PM
I'm just bumping up the old mods here to see if there is going to be any responses at all
This mod is included in Dark Revenant's Underworld mod
Title: Re: The Infernal Machine - Vanilla Factions Expansion Pack
Post by: MesoTroniK on September 02, 2017, 07:08:05 PM
I'm just bumping up the old mods here to see if there is going to be any responses at all
This mod is included in Dark Revenant's Underworld mod

And Ship / Weapon Pack, as stated in the original post.

Anyways, please don't bump this thread. It is merely an archive at this point.