Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tartiflette

Pages: 1 ... 184 185 [186]
2776
Mods / Re: Scy [23/05]
« on: May 23, 2014, 03:18:27 PM »
yeah i noticed that name collision to,
since you use Medusa & her 2 other sister's name then why not change it to "gorgon" ?
Because indeed I used her two sister's names? I agree I should change the name of my Medusa to gorgon, but then I would have to fin another name for the Stheno and Euryale... Sure it is a detail, but you may have noticed already, I don't like mismatched details.

(okay, I'll change the names, at least I will not have some clashes with Blackrock Driveyard ships)

Well, way back when I made the ship I considered Shteno, but I changed it to "Stenos" (which is also like part of the latin name of a dolphin species, Steno Bredanensis, and latin animal names prop up everwhere in BRDY) so I wouldn't worry about that one.
The one I didn't dare to use was Karkinos, since it is your main capital ship!

2777
Mods / Re: Scy [23/05]
« on: May 23, 2014, 10:55:13 AM »
Yeah, I know. I only use mythological beasts names for my ships and only in relation with their intended role, and "medusa" is fitting too well to throw it away (you know, turning fleet that face her in useless lump of metal)... Since the Scy were isolated, I could argue that they didn't known the name was already used, but that would be bad game design.
If I recall right, Sthenos is also used by Blackrock, and I thought there was a third, maybe Lamia or Hydra, I'm not sure. But I'm pretty sure that I already saw some ships sharing a vanilla name in other mods so I guess it's not a big problem.

2778
Mods / Re: Scy [23/05]
« on: May 23, 2014, 10:18:41 AM »
@Helmut
Yep, everything has been done in photoshop, although it sometimes has been a chore.
As for inspiration, indeed I'm really influenced by Homeworld (my favorites spaceship designs, especially the unused ones) and I closely inspected FlashFrozen's ships in search of inspiration and spriting tricks.
I'm ready to give a hand at animating, I can also share some tips and tricks to animate faster... But like in every artistic craft, the motto could be "precise observation, careful preparation, strong patience, and the most important: self criticisms!"

2779
Mods / Re: Scy [23/05]
« on: May 23, 2014, 07:05:34 AM »
Quote
The animations are amazing. Do you have them broken up into layers so you can easily turn them into decorative weapons for implementation?
Of course! Actually most of the effects are done via simple layers that I scale, move and fade, I don't know if you can do that in-game. If it is the case, I can really optimize the animation down to three or four static images and a tiny animated weapon.
In general, I work in a much more layered way than say David. As a mater of fact, if DarkRevenant implement spec maps in his shaderlib, I will be able to make them in no time. Or I can strip the armor to make a custom wreck with the interior visible...

2780
Mods / Re: Scy [23/05]
« on: May 23, 2014, 06:03:53 AM »
Well since I went for the whole Ancient Greece/Sparta resurrection, I thought an Owl would be a good emblem: Athens symbol, a bird of prey that also symbolize knowledge and wisdom... A stealthy hunter that strike in the dark! Quite fitting both the Scy social and military philosophy.

2781
Mods / Re: Scy [23/05]
« on: May 23, 2014, 05:15:34 AM »
 :D Thanks everyone for the positive replies. I know I went for the overkill lore-wise, but that's the part I prefer by far. And for once It will be something that other people could enjoy too, instead of taking virtual dust in my hard drive.
First, I'll try to get a precise idea of what need to be done in the coding side, and what I can take care of, before starting PMing for help.

Bonus track: some other animations, but with older sprites.
Spoiler

[close]

2782
Mods / Re: Scy [23/05]
« on: May 23, 2014, 04:22:15 AM »
Hi, well I have to say I thought to ask you directly before, given your liking for animated stuff. But you wrote somewhere that your are not comfortable with code so I didn't wanted to distract your from your script heavy mod. If you have some straight tentacle ready, I can give it a try, since I'd like to take a break from my stuff and I don't have any work today.

2783
Mods / [0.9.1a] Scy V1.58RC4 (2019/11/26)
« on: May 23, 2014, 03:14:07 AM »


     


Alternate skin pack
(extract inside the mod folder and overwrite)
Requires LazyLib and  MagicLib

Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin
Compatible with Dark.Revenant's GraphicLib
          

This mod is quite packed with content. When used with other large mods you may need to allocate additional memory. Having problems?  Visit the Mod Troubleshooting Guide!


No Stripe alternate skin pack

[close]


Scy Nation's origin and history


        The Scy Nation literally emerged from the ashes of the "Science Colony of Yggdrasil". Before the Collapse, the S.C.o.Y. was a nomadic colony built inside an asteroid to travel the stars and study the universe one system at a time. When the Great Collapse occurred and the gate system shutdown the colony became trapped in the Sector, its inhabitants found themselves at the unfortunate center of attention of the Tri-Tachyon Corporation, the Hegemony and the Luddic Church, all eager to get their hands on Yggdrasill's mini-autofactory and its intact pre-collapse UAC library. Using the gigantic ship as a Cryo-arch, two thirds of the population would escape the crossfire while the rest were put to the stake by Ludd fanatics for worshiping the "demonic autofactory".

   They tried to rebuild their life in a remote system, away from the core worlds Collapse, but circumstances always seems to pull them back, always forcing them to take further extremes measures to ensure their survival.
        You can dive deeper into the story of the Scy Nation with these documents:

     

     


Gameplay


   Skirmisher to the core, Scyan ships have a deep flux pool to make the most out of an hit-run, and slightly better speed to manage to disengage. On the other hand they have slightly more fragile hulls, narrow shields, terrible flux dissipation (relying on venting instead) and fewer weapon mounts. They have to rely on wolf pack tactics to kill isolated targets while the bigger enemies are tied up pursuing smaller prey. Their weapons usually have worse range than vanilla one but superior damage, making even the smallest ship a potential threat if left completely unchecked. When pursued however, they can fold very quickly due to their exposed sides and low staying power.

   This faction mixes all techs in a melting pot of advanced engineering craziness, producing ships and weapons unlike any others. It features ships with modular armor, teleporting guns, phase missiles, laser torpedoes, all sorts of miniguns and more.


Scyan Navy showcase


Spoiler


[close]



Recent Changelogs
1.58

RC4:
 - Singularity Torpedo:
   . Ammo now limited to 15.
   . Pull intensity reduced by 80% but duration increased by 600%.
 - ORION Artillery:
   . Fixed max skill lightspeed bug.
 - Fixed a few descriptions.

 - Added Starship Legend compatibility.
 - Added Commissioned Crew compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Improved Nexerelin integration.

 - Prism Freeport removed (fully given to Nexerelin instead), replaced with Amity Freeport and its Discount Seller.

BALANCING:
 - Burn rate of several ships increased by 1 (but before reaching for your pitchfork, remember they have a higher sensor profile while moving)
 - Scyan Engineering hullmod:
   . Stealh/Signature effect slightly toned down to -25/+25% when still/moving from -33/+33%.
 - Orion Artillery rework:
   . Range reduced to 1000 from 1500.
   . Projectile acceleration massively reduced.
   . Removed HE to KE damage conversion (now fully KE).
   . Added slight target tracking.
   . Ammo reduced to 4 from 8, clip size reduced to 2 from 8.

BUGFIXES/IMPROVEMENTS:
 - Siren's system cannot move stations anymore (sorry).
 - Economy slightly reduced in regard to other larger factions.


1.57

BALANCING:
 - Significantly nerfed the Nosos Interceptor:
   . Halved the beams DPS.
   . Gave them a 10 deg arc to improve the time-on-target against other fighters.
   . Missile swapped to 4 swarmers from single kinetic rocket.
 - Eris Interceptor buf:
   . 6 fighters per wing from 4
   . OP raised to 3 from 2.
 - Interception gun ammo regen slowed by 30%.
 - Dramatically reduced the base value of Intelligence Data Chips (10000 from 50000).
 - Improved the Intelligence Command reveal rate of Pirate and Pather bases.

BUGFIXES/IMPROVEMENTS:
 - Fixed Singularity Torpedo making fighters taking off invincible.
 - Fixed missing package illustration.
 - Fixed undercrewed Nexereling start.
 - Removed Acheron's abandoned mining station.


1.56

CONTENT:
 - Alternate skin pack available.

BALANCING:
 - Frigates and some destroyers buffed (longer PPT, slightly more armored...)
 - Minimal Preparation Hullmod no longer use a Logistic Slot.
 - Scy now uses an improved vanilla station for Elysee's defense.
 - Miniguns chargeup time increased by 50%.
 - Manticore system switched to Engine Jumpstart from CIWS drones.

BUGFIXES/IMPROVEMENTS:
 - Massive VRAM optimization.
 - Removed Prism military market.
 - Vastly improved High-End Seller weak weapons selection,expanded the ship selection too. (only for non Nexerelin games)
 - Hopefully fixed retreat bug using ships with modules (please report to me if it still happen regardless of the ship's mod).
 - Clarified some (in)compatibilities between hullmods.
 - Improved Laser Torpedo detonation logic, slightly modified flight behavior.
 - Added a third blueprint package dedicated to weapons.
 - Slightly raised the Antimatter station orbit to avoid fleets bumping into the corona and unable to reach it.


1.55

BALANCING:
 - Ship prices raised to 0.9.1 levels, some fleet points and deployment costs reductions.
 - Deployment and Maintenance costs normalized to each-other.
 - Scyan ships now have their monthly maintenance halved when flying under burn 3 instead.
 - Industries shuffled around according to 0.9.1 rules.
 - Custom industries prices and maintenances adjusted for 0.9.1.
 - Prism's Ship Market heavily nerfed as an industry all around.
 - Interception Gun:
   . Now can reliably hit ships and fighters too.
   . Added 50 EMP damage (25 sustained dps).
 - Scyan blueprint packages prices lowered to vanilla levels.

BUGFIXES/IMPROVEMENTS:
 - Acheron system moved a bit away from the core.
 - Astrapios:
   . Trail now renders below the explosion.
   . Projectile now passes through missiles.
 - Anaplekte CIWS drones now use Interception Guns instead of Miniguns.
 - Akhlys escort fighter Micro Flak replaced with Active Flare system.
 - Nemean Lion large mounts now turrets instead of hardpoints.
 - Keto modules now equipped with Interception Guns instead of Vulcans.
[close]



You like the mod? Help making it better: Donations will be used to commission content I cannot create myself, such as illustrations or music.
Additionally if you would enjoy playing with a custom paintjob, I also take commissions for a reasonable rate. PM me for more details.



  Big thanks to all the modders that helped to create this mod:
Cycerin, Debido, Mesotronik, Dark Revenant, Silentstormpt,
Histidine, SniZupGun, Deathfly, 19_30 and many others.

Music composed by Fastland, aka Cycerin


Scy Nation Mod by Tartiflette is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA


2784
Announcements / Re: Welcome to the Forum
« on: May 23, 2014, 01:49:33 AM »
Hi,
Long time lurker, I figured I should take a minute to say hello and show my appreciation. I discovered Starsector a year ago, and I have to confess I sunk an embarrassing amount of my free time in this game while it isn't finished yet (granted I mainly play Exerelin and Uomoz's sector mods to add a bit of depth)!
Anyway I feel that this game is part this tiny category witch shine by it's community, and use the best of an "early access" style of development. So thank you Alex, David and the others we don't see on the forum.

And now I'm headed to the modding section to show off a bit about what I've been preparing these past months... ::)

Pages: 1 ... 184 185 [186]