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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Twogs

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1
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: May 09, 2021, 01:53:54 PM »
Added the 3 Fighers.

Last step will be the general balance and bug searching pass, hope I find them.

2
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: May 09, 2021, 02:06:28 AM »
Addes 2 new Ships, both low tech.

Next step will be 2-3 fighter wings, then some other small stuff and then the first release should happen, I guess.

3
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: April 13, 2021, 07:57:20 PM »
2 more will follow, low-tech this time (I am just not a low-tech guy so it was naturally the last thing I started).

After that some small stuff (like fighter wings, weapons) and then I will probably release a first version for people to play with .

4
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: April 13, 2021, 05:23:37 PM »
I don't like having systems spawing Drones (there is a reason the Tempest uses a hangar bay now and not a system, right?)

Nor do I like having one fighter spawn the other, it is a bit odd to me, as it would put a hierarchy in place where no one should be, they are twin siblings after all.

But don't worry about the 2 bays used, the drones are quite powerful, they are worth a hangar bay per drone.


PS: Added 2 new ships, the Incipience support Carrier and the Diligence heavy missile frigate.

5
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: April 09, 2021, 05:40:55 AM »
Can it be one? As far as I know you can't put two different fighters into one bay

6
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: April 08, 2021, 04:12:30 PM »
Added the Leto's drones and the Lancer cruiser

7
How do you make fighters spawn from defined launch bays instead of just in the middle of the ship?

I defined two launchbays, yet the fighter wings just spawn at the center of the ship and ignore them completely

Hmm - I don't think you can. It's somewhere in the "modding requests" pile...

Ok thanks for the answer : )

8
How do you make fighters spawn from defined launch bays instead of just in the middle of the ship?

I defined two launchbays, yet the fighter wings just spawn at the center of the ship and ignore them completely

9
Modding / [0.95a] A prototype's Hangar (under construction)
« on: April 06, 2021, 05:18:33 PM »
Hello everyone,

this will hopefully turn into a full fledged ship pack that aims to be vanilla friendly as much as possible. Therefore I don't plan on adding a completly new style of ships either.

So far two ships are done:


The Oracle class EMP Destroyer. An advanced Omen if you want to. Special features: The EMP system can chain and has a higher ROF thanks to being sourced from two generators. It also has a built-in weapon, the Lance of Prophecy, which is linked to this system and hull/armor hits will attract EMP arcs even when the system is currently not engaged (you can't fire your weapons while it is active anyway like with the regular EMP system). Otherwise the Prophecy is a mediocre weapon, sitting somewhere between small and medium weapons. On top of that the Oracle has 4 small energy turrets and 2 small missile hardpoints.



The Leto class drone cruiser. Again based on an existing ship, the Tempest this time. Special features: Got 2 drones, the Artemis and the Apollon. Artemis is based around a moon-theme, cool blue in color (the left hangar) and with ion based weaponry to disable enemy ships. Apollon is sun themed, fiery orange in color (right hangar) and using high damage fragmentation weapons to rip apart unprotected hulls. The Leto itself is armed with 2 large energy turrets, a medium missile hardpoint and lastly 2 small energy turrrets for light pd coverage. It is aimed to be a rather aggressive ship, just like the Tempest.



The Lancer cruiser is pretty much just a spinal mounted railgun with a ship constructed around it. Originally only with 4 small mounts for self defense, it was later deemed that it should have at least some capable weaponry. Two weapons plattforms were welded to the sides of the massive hull. Special features: Obviously the massive railgun. The system will allow the railgun to show its true potential, but deactivates the other weapons, shields and slows down the ship considerably.



The Incipience support carrier is a destroyer sized combat/carrier hybrid that is specialized on using support fighters and fighting together with fighters close by. This is realized by a new built-in hullmod that reduces the OP cost and increases the speed of support fighters while giving the Incipience a damage boost while in 500u of allied fighters (don't have to be her own).
She is armed with a medium synergy turret, 4 small energy turrets and a small missile hardpoint. Like most high tech ships she is quite quick, but still a bit slower than the Meduse or Shrike.



The Diligence frigate is based on the Vigilance, but bigger, classified as a heavy frigate. It has an integrated Javelin-Missile, which itself is a stronger version of the Pilum. Its system is the Javelin Nanoforge which allows it to rapidly replenish its ammunition while deactivating the Javelin for a the duration of the regeneration. It is supposed to fly around the edge of the battlefield and fire its missiles wherever needed. It has 2 small energy turrets for PD, but is not meant to fight in close ranges at all.



The Vulture cruiser is a combat focused scrapper. Special features: Built-in salvage gantry and a system that lets it repair armor with scrap (i.e. destroyed ships). Otherwise it is a medium cruiser with medium armament and a good armor value. It is on the slow side but can take a punch and its system allows it to stay in combat shape for extended periods of time. As the system is based on your max armor value everything that increases your armor makes the system even better!



The Taskmaster destroyer is a little minelayer. Special feature: The mines. Which are actually a crossbreed between mine and turret, shooting at nearby enemies with a LR machine gun while very slowly moving around the battlefield. Should an enemy think ramming a turret is a good idea they will still explode though with heavy high explosive damage. Otherwise the Taskmaster is a average combat ship at best, relying on its mines to control the battlefield and is especially effective when used together with other ships that tend to distract PD systems.



The [REDACTED], Chilopod (mid-line, big) and Synanceia (low tech, smaller) support fighters. Added as there is only one support fighter in the base game and that felt a bit lacking to me. The Chilopod is basically half-a-frigate with 2 medium and 2 small weapons but only a single fighter per wing. The Synanceia is a special kind of PD-Figher using a custom build anti-missile missile launcher. The [REDACTED] has something too of course.



I will put ships into this posts as they are completed and once I have enough to make a full release I will do exactly that.

10
Yeah outsourced the coding part to my brother, who luckily has far more expertise in that field than me ^^

I did the sprite in the meantime, well I tried to.

11
Modding / Re: Looking for a mod with a bigger Omen
« on: April 02, 2021, 02:22:50 AM »
So after diving through the files and the documentations you can find here and on the wiki, I still have no clue where the EMP system gets its stats from. (besides the damage and range from the .system file)

If anybody knows I would be so happy to learn about it.

12
Modding / Re: Looking for a mod with a bigger Omen
« on: April 01, 2021, 12:58:43 PM »
Well if somebody could tell me how to mod the EMP more than the obvious changes in range and damage in the EMP.system file I would be glad, too. Then I could try making my own ship, let it be ugly, nobody but me will ever see it.

I have two ideas (both I can't do right now because I don't find where to change it):

1. Give the Destroyer 2 emitters, hence having an increased ROF (so far did neither find where I could increase ROF nor make it shoot out from 2 sources)

2. A chain EMP, if that is feasible at all.

13
Modding / Re: Looking for a mod with a bigger Omen
« on: April 01, 2021, 12:43:29 PM »
Thanks, thats not bad. Not exactly what I was looking for, but not bad at all

14
Modding / Re: Looking for a mod with a bigger Omen
« on: April 01, 2021, 12:18:45 PM »
My prototype was a cruiser sized tempest (with 2 unique drones) I made 3 years ago, has nothing to do with this. : )


I tried to make it myself, but I didn't find where I could increase the ROF of the EMP or make it use more than one 'weapon hardpoint' to fire from. Do you by any chance know where I would have to look to change these?

15
Hello everybody,

is there a mod (a ship pack most likely) which features a ship (preferably a destroyer) with a system like the Omen?

I really like the Omen and the system is my favourite from the Vanilla systems, but the Omen gets a bit boring after countless of hours using it ^^


PS: I would do it myself, but I noticed I am horrible at actually making the sprites and left my own attempts at a single prototype.

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