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Messages - Protonus

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391
Modding / Re: Want to Make a Ship From my Sketch
« on: February 08, 2015, 10:47:58 PM »
It appears I may have given a shot to this design.

And it appears it may have been far from it.

This is what I made so far.



I do heard you like Black and White so, I managed to throw it in and made it look like so. Apparently, I feel different in making ships with designs rather than randomly kitbash every component I see that is available in vanilla.

That said, I admit that I kitbashed a little way too far with my Protonian designs.

392
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
« on: February 08, 2015, 10:18:12 PM »
Well, sure.

Frankly, a guy told me that if I ever worked for you as partner, but I don't see anything negative about making new ship designs. I might actually make a few ships for you, but I can't guarantee that you might like it.

My friend here actually did her ship building herself. Which is pretty... well... pretty.

393
Suggestions / Re: Just my thoughts
« on: February 08, 2015, 08:19:56 PM »
  • A new option in a battle, Esc>> <Retry>

"Losing is fun."

  • The vanilla game with its 5 or so systems and like 10 ships is extremely boring. Why not replace those gray words on the hyperspace map with like gray areas and when you fly there you will discover new systems and ships, mods have great ships and systems just use those

Mods exists for this reason, as the vanilla game provides (almost completely) full access to changes that simply allows modders to define their uniqueness in the field.

  • When saving a copy of a game, change the name of the copy to <old_save_name>+<_copy1>

This can be done manually, so far. But I'm pretty sure this will be implemented in the future.

  • As a smuggler>> be able to dock at a hostile space port and trade by using special skills/ships/hullmods

Normally, smuggling is already available at your disposal. It's just that the disadvantage of smuggling is currently static (reducing alignment with the faction in question), of course the Reinforced Cargo Holds aren't telling us much.

  • As a level of immersion, for a bounty hunter, be able to join fleets with other bounty hunter npc fleets, and take on large enemy bounty fleets together, splitting the pay. When a battle start, you can say your fleet starts from the left side, or middle or right side, and the npc fleet commands its own ships which you cant control.
  • Be able to join a fleet of traders to make a trade convoy to a certain location, and this will have requirements, like you must have at least one frigate or have a burn speed faster than 5. You use your own resources when travelling, there is no pooling supplies

That... I'm really in the agreement zone. I just awed at the impression of joining up with other fleets and beat the crud out of the opposing fleet. But it does make me feel home with Mount & Blade.

394
Modding / Re: Economy issues with dynamically generated sector
« on: February 08, 2015, 07:50:34 PM »
A lot of algorithms normally take place with the Dynamic economy for the whole galaxy, compared to seeing a lot of ships working simultaneously in order to make the dynamic output of the economy.

The latter should require a lot of memory in order to make this happened, you'll probably end up having a wad of memory requirements beforehand. While the first, a lot of time. Emphasizing "A lot".

But that's just me theorizing the mod's creation.

395
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
« on: February 08, 2015, 07:34:31 PM »
That is not the case. It's just, wow.

Really a salvaged (and obviously savage) piece you got there.

396
Mods / Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods (Not Red vs Blue)
« on: February 08, 2015, 07:21:33 PM »
Jeez.

EI really has overdone her mothership. :-X

397
Mods / Extras
« on: February 08, 2015, 04:57:36 PM »
To be filled in... eventually.

398
Mods / [0.96a] Red - the Oculian Armada (0.10.0-RC2) Mod
« on: February 08, 2015, 05:01:18 AM »
Not mod you asked for.

The Red

Download: RAR / ZIP
Ocutek Pirates Addon: RAR / ZIP

Older versions:
Spoiler
Version 0.9.3: RAR / ZIP

Version 0.9.2b: RAR / ZIP
RUS(Rough translation): RAR / ZIP
Ocutek Pirates Addon 0.3: RAR / ZIP
RUS: RAR / ZIP

Version 0.9.1a for Starsector 0.95a: RAR / ZIP
Version 0.9: RAR / ZIP Alt Faceless:RAR / ZIP
Version 0.8.4 for Starsector 0.95a: RAR / ZIP
Version 0.8.3a for Starsector 0.9.1a: RAR / ZIP
Version 0.7 for Starsector 0.8.1a: Here
[close]
Nexerelin Compatiable


Oculian Armada

Author: EI and Protonus

Rough Lore:

      An old ruin of the old sector wars has been reawaken from its dormancy, an antique AI previously built with the sole purpose of preparing sustenance to its former masters. Arrived, as a powerful collective of marketing calculations, reborn as an industrial robotic faction for its well-known purpose, to manufacture a produce at unusual quantities to sustain what is believe what humanity could have asked for, cookies.


Original Lore:
Spoiler
"All I wanted is an army of small, deliberately annoying bug-like crafts that simply crawl up on your ship in your sleep."

Masters of salvage, miniaturization and drone technology, the Oculian Berserks are a product of a reluctantly irresponsible AI experiment built with the intention to delivering its promising exports in the farthest reaches of the sector as efficiently as possible.

"Sure, some spaceships that can wallop enemies by sucking their blood with tiny needles yet those enemies can swat these things like flies. But nothing is more intimidating than an large swarm of flies appearing right around the corner waiting for some big guys- I mean, big sacks of deliciousness."

With little human-like control and amassed amounts of artificial computers in the line of their ships, the Berserks can stand in large numbers to fight against their threats compared to regular human ships.
[close]


Featured:
      The Oculian Armada is set to overly fill the role of Low-powered, High-tech theme with the cheapest Energy/Missile weapons at their disposal. Low OP, low maintenance and low command costs allow Oculian ships to be sent in combat enmasse with little punishment to the player's economy.

      These ships test the boundaries of the meta on how a good shield and speed are a crazy powerful combination and how carrier spamming impacts the direction of the fight no matter how fragile the ships can be. Or at least just see what it feels to play a very fast moving horde of cookie selling psychopaths or get steamrolled by one.

Requirements:
- As of now, it runs free. Probably.

Strengths:
  • Very aggressive horde-style faction from a separated shield and flux system with good mobility.
  • Beam and Energy resistant.
  • Cheap and low logistics costs.
  • Relatively high burn level.

Weaknesses:
  • Terrible ordnance capacity with incompatibility with normal weapons.
  • Pitiful hull and armor.
  • Low crew capacity.
  • Poorest (non-built in) weapon damage in the Energy/Missile Spectrum.
  • Has no ballistic slots or true kinetic weapons.


Totally unofficial development goals of the Arc Mother:
- Complete descriptions.
- Balance and tweaking. Probably won't.
- There might be giants.

Ships of the Armada:
Spoiler
[close]


Special thanks to:
- Not me.
- EI, for introducing me to the game.
- Circumsoldier for the inspired texture for new Armada.
- Black Lynx for proofreading my chaotic descriptions.
- Mayu for the hostile market and encounter music.

Resources used:
- Gratuitous Space Battles and Star Wolves sound resources.

Changelog:
Spoiler
Quote
**** Version 0.9.3 ****
   Updated for version 0.96a-RC9.
   Campaign:
      Oculian Station:
         Flux stats have been shuffled to make gaps more pronounced and compensate with the general efficiency buffs on weapons.
         Shields are standardized to the base value as shield resistance is moved towards resisting beam weapons than just energy.
         Shield Modules are changed towards being high cap/low vent to have them behave more like armor than shields.
         Pillar Guard:
            Flux Capacity increased from 4000 to 5000.
            Flux Dissipation reduced from 400 to 250.
            Shield Efficiency reduced from 0.8 to 1.
            Ordinance Points reduced from 200 to 50.
         Weapons Platform:
            Flux Capacity increased from 12000 to 14000.
            Flux Dissipation reduced from 1000 to 700.
            Shield Efficiency reduced from 0.8 to 1.
         Basic Ring Segment:
            Flux Capacity increased from 6000 to 9000.
            Flux Dissipation reduced from 750 to 450.
            Shield Efficiency reduced from 0.8 to 1.
         Star Fortress Ring Segment:
            Flux Capacity increased from 8000 to 12000.
            Flux Dissipation reduced from 1000 to 800.
            Shield Efficiency reduced from 0.8 to 1.
         Shield Module:
            Flux Capacity increased from 10000 to 18000.
            Flux Dissipation reduced from 1000 to 300.
            Shield Efficiency reduced from 0.8 to 1.
            Ordinance Points reduced from 200 to 50.
         Hangar Module:
            Flux Capacity increased from 6000 to 7000.
            Flux Dissipation reduced from 750 to 350.
            Shield Efficiency reduced from 0.8 to 1.
         Hangar Command:
            Flux Capacity increased from 9000 to 10000.
            Flux Dissipation reduced from 900 to 500.
            Shield Efficiency reduced from 0.8 to 1.
   Ships:
      Reduced Engine sound volume slightly more across the board.
      Autonomous Drone:
         Now displays Sensor strength bonus.
         Added Weapon/Engine repair speed bonus by mathematically 33% (-24.82~% = 1 / (1 + bonus)).
         Added Sensor profile reduction by 10.
         Reduced Sensor strength from 20 to 10.
      Oculian Hull:
         Added Hull and Armor damage resistance against Beam weapons by 10%.
         Added Shield resistance against Beam weapons by 25%.
         Shield damage taken from Energy type reduced from 25% to 15%.
      Kitted Gretly Buster:
         When S-modded, increases death explosion further, also increases flux capacity and shield efficiency.
      Overdriven Clock Systems:
         When S-modded, reduces penalties significantly and gives a flatout hull and armor damage resistance.
      Overdriven Clock Systems:
         When S-modded, reduces penalties damage penalty and increases beam damage regardless of faction.
      Sconis:
         Medium Energy mount is changed to Medium Synergy.
         Flux Capacity increased from 2500 to 4000.
         Flux Dissipation reduced from 300 to 200.
         Ordinance points increased from 50 to 55.
         Shield Efficiency increased from 0.9 to 0.7.
      Tsundere:
         Armor reduced from 200 to 150.
         Flux Capacity increased from 4000 to 5000.
      Basilix:
         Top Speed increased from 75 to 80.
         Acceleration reduced from 75 to 70.
         Maximum Turn Speed increased from 50 to 60.
         (Mi):
            Fleet point cost reduced from 20 to 18.
            Top Speed increased from 75 to 80.
            Acceleration reduced from 75 to 70.
            Maximum Turn Speed increased from 50 to 60.
      Chimex:
         Armor reduced from 600 to 450.
         Flux Capacity increased from 4500 to 6000.
         (Mi):
            Fleet point cost reduced from 18 to 15.
            Armor reduced from 600 to 450.
            Flux Capacity increased from 5500 to 7500.
      Dorothyx:
         Flux Capacity increased from 6000 to 7000.
         Top Speed reduced from 65 to 50.
         Acceleration increased from 55 to 100.
         Deceleration increased from 30 to 75.
         Maximum Turn Speed increased from 25 to 60.
         Turn Acceleration increased from 20 to 40.
      Ignix:
         CARRIER and COMBAT tags removed.
         Engine count increased from 3 to 7.
         Hull reduced from 6000 to 4000.
         Armor reduced from 600 to 350.
         Flux Capacity increased from 4000 to 5000.
         Flux Dissipation reduced from 250 to 200.
         Shield Arc increased from 240 to 300.
         Shield type changed from Omni to Front.
         Shield Efficiency increased from 0.9 to 0.7.
         Top Speed increased from 60 to 90.
         Acceleration increased from 45 to 75.
         Deceleration reduced from 35 to 45.
         Maximum Turn Speed increased from 40 to 60.
         Turn Acceleration increased from 20 to 30.
      Evalyx:
         Top Speed increased from 70 to 80.
         Phase Upkeep generation reduced from 0.06 to 0.03.
      Amina:
         Flux Capacity increased from 14000 to 15000.
         Top Speed increased from 70 to 80.
         Acceleration reduced from 60 to 40.
         Deceleration reduced from 40 to 30.
         Maximum Turn Speed increased from 50 to 60.
      Chimaria:
         Flux Dissipation reduced from 650 to 500.
         Shield Upkeep reduced from 0.5 to 0.3.
      Etna:
         CARRIER, COMBAT and NO_AUTO_ESCORT tags removed.
      Nadia (Mi):
         Fleet point cost reduced from 32 to 28.
      Utena:
         Flux Dissipation reduced from 1000 to 800.
         Titanic Phase Columns:
            Added Energy damage resistance by 10%.
            Speed bonus increased from 50 to 60. (Manueverability increased accordingly)
      Pandora:
         Designation changed from Flagship to Dreadnought Carrier.
      Dulcena:
         Base Supply Maintenance/Repair cost reduced from 74 to 65.
   Wings:
      Loach (and Mi):
         Phase Initial Cost generation increased from 0.02 to 0.08.
         Phase Upkeep generation reduced from 0.04 to 0.03.
   Weapons:
      Glint:
         Flux generation reduced from 40 (200) to 35 (175).
      Pirouette:
         Flux per shot reduced from 25 to 15.
      Fouette:
         Flux per shot reduced from 30 to 25.
      Shiredain:
         Flux per shot reduced from 250 to 225.
      Blita:
         Damage per shot reduced from 60 to 50.
         Flux per shot reduced from 40 to 25.
         Cooldown per shot increased from 0.25 to 0.33.
         Spread is removed and shots have perfect accuracy.
      Gleam:
         Flux generation reduced from 140 (1400) to 100 (10
      Prima:
         Damage per shot reduced from 80 to 75.
         Flux per shot reduced from 50 to 45.
         Charge up delay reduced from 0.15 to 0.125.00).
      Glistal:
         Flux generation reduced from 300 (4500) to 200 (3000).
      Kurtina:
         Damage increased from 240 to 270.
         Flux per second reduced from 150 to 135.
      Vira:
         Flux per shot reduced from 60 to 40.
         Cooldown per shot increased from 0.125 to 0.2.
         Spread is removed and shots have perfect accuracy.
      Pixie:
         Flux per shot reduced from 150 to 130.
      Fairy:
         Flux per shot reduced from 200 to 180.
      Freya:
         Flux per shot reduced from 310 to 290.
      Nicor:
         Flux per shot reduced from 180 to 160.
      Flandrey Beam Cannon:
         Flux per second reduced from 945 to 840.

**** Version 0.9.2b ****
   Campaign:
      Forcefully deprecated Arc Mother's Cognition skill to prevent randomized distribution.
   Ships:
      Oculian Chemical Core:
         Unintended stacking beam bonuses removed. Along with associated Mikanate variant and hybrids.
         Description wording changed to reflect that hullmod generally improves Energy weapons.
      Oculian Crystalline Core:
         Can now be equipped on Oculian Phase ships, increasing Phase efficiency and reducing Cooldown time. Mikanate and hybrids receive this bonus.
         Phase ships now cancel the top speed penalty.
         Now reduces Beam Flux generation by 15% (20% for Mikanate).
      Mikanate Pulse Core:
         Time script now uses the matured Jandor Time Reactor script to determine conditions and avoid buggy time events.

**** Version 0.9.2 ****
   Campaign:
      Ocutek Pirate Package manually seperated to the Ocutek Pirates submod to prevent the effectively non-existent blueprint from dropping.
      Oculians receive their own naming theme with their people. Serial number for Female and Auxiliary number for Male(Robot).
      Relations changed for the corresponding factions:
         Added a bare minimum catch logic for Hostile and Vengeful relations.
         (HMI) Oculians are now hostile to Mess variations.
         Player from Vengeful to Suspicious.
         Sindrian Diktat from default Inhospitable to Favorable.
         Luddic Path from default to Vengeful.
         Luddic Church from default to Hostile.
      Star systems and planets associated are now uniquely prefixed.
      Oculian Cookies:
         Updated to current commodities system.
      Atalie Pax:
         Atalie II:
            Now a Barren-desert World.
            Extreme Heat planet condition replaced with Hot.
            Mild Climate planet condition added.
            Market Size increased from 4 to 5.
         Adalie:
            EI is added.
            Organics changed from Abundant to Common.
            Mining has a Gamma Core.
            Added unique Heavy Industry called Orbital Assembly Matrix, replacing Orbital Works that does not require a Nanoforge to produce quality ships.
            Population and Oculian Bakery Complex no longer have Alpha Cores.
         Atalie III-a:
            Extreme Cold planet condition removed.
      Haelim:
         Haelim I:
            Mild Climate planet condition added.
         Darla:
            Now an Arid planet and has Habitable planet condition.
         Haelim IIa:
            Inimical Biosphere planet condition removed.
      Doctrine changed, from 1-3-3 to 4-1-2.
      Added missing generic music to encounters and other things.
      Nexerelin:
         Diplomacy:
            Is no longer Ideological.
            Diplomacy is increased from +0.1 to +0.25.
         Basic blueprint package is given immediately if starting faction.
   Ships:
      Added the Evalyx Phase Cruiser, a Mikanate Phase cruiser with a dependable logistics capability and a powerful loadout.
      Added the Dulcena Dreadnought, a massive flagship that focuses in direct frontal combat.
      Added Oculian Optimized Optics, a sidegrade to Advanced Optics that increases base range but at a cost of shield damage.
      Mikanate ships and some regulars are now only sold in the Military market.
      Oculian Hull:
         Description has been overhauled for a more readable overview.
         The following changes removes redundant computations with regards to logistics, that would otherwise overcomplicate the descriptions:
            Supply Maintenance/Recovery reduction increased from 25% to 33%.
            Supply cost reduction removed if Mikanate Overhaul is added.
            Base Supply costs for every ship is adjusted accordingly for Deployment cost purposes that impact battle size.
         Can no longer allow Advanced Optics.
      Mikanate Overhaul:
         Description has been overhauled for a more readable overview.
         Supply Maintenance/Recovery penalty increase removed.
         Combat Readiness decay depletes 100% faster.
      All Oculian Cores:
         Description has been overhauled for a more readable overview.
      Oculian Crystalline Core:
         Top Speed reduction is now a percentage. Zero Flux Speed is also normalized. (+ subsequent Mikanate combinations)
         Shield damage reduction bonus reverted from 20% to 15%. (+ subsequent Mikanate combinations)
      Mikanate Crystalline Core:
         Top Speed reduction is now a percentage. Zero Flux Speed is also normalized.
         Shield damage reduction bonus reduced from 35% to 25%.
         Top Speed reduction penalty reduced from 30% to 25%.
      Oculian Pulse Core:
         Removed the unmentioned refit time penalty.
         Replacement Recovery rate penalty of -33% is added.
      Chimly:
         Rugged Construction hullmod added. (+ Mi)
      Gretly:
         Fleet Points reduced from 3 to 2.
         Gretly Reassembly Contigency hullmod added, an improved variation of Rugged Construction.
         Hull increased from 500 to 650.
         Top Speed reduced from 200 to 180.
      Gretly (Mi):
         Gretly Reassembly Contigency hullmod added.
         Hull increased from 600 to 700.
      Huely:
         Rugged Construction hullmod added.
         Added 1 Small Synergy hardpoint.
         Base Supply Maintenance/Repair cost increased from 3 to 5.
      Prily:
         Fleet Points reduced from 3 to 2.
         Rugged Construction hullmod added. (+ Mi)
         Top Speed reduced from 240 to 200.
         Acceleration reduced from 270 to 240.
      Chimis:
         Acceleration increased from 70 to 105.
         Deceleration increased from 55 to 90.
         Base Supply Maintenance/Repair cost increased from 7 to 10.
         Mi:
            Acceleration increased from 60 to 95.
            Deceleration increased from 55 to 80.
            Base Supply Maintenance/Repair cost increased from 9 to 14.
      Doris:
         Acceleration increased from 60 to 90.
         Deceleration increased from 50 to 70.
         Base Supply Maintenance/Repair cost increased from 8 to 11.
      Lemphis:
         Acceleration increased from 125 to 160.
         Deceleration increased from 100 to 130.
         Base Supply Maintenance/Repair cost increased from 8 to 14.
      Maximis:
         Acceleration increased from 90 to 110.
         Deceleration increased from 75 to 90.
         Base Supply Maintenance/Repair cost increased from 6 to 10.
      Sconis:
         Acceleration increased from 140 to 160.
         Deceleration increased from 125 to 140.
         Base Supply Maintenance/Repair cost increased from 5 to 7.
      Sophis:
         Acceleration increased from 120 to 150.
         Deceleration increased from 100 to 120.
         Base Supply Maintenance/Repair cost increased from 6 to 9.
      Sophis B/C:
         Fleet Points reduced from 5 to 4.
         Ordinance points increased from 30 to 40.
         Base Supply Maintenance/Repair cost increased from 2 to 4.
      Storkis:
         Acceleration increased from 90 to 125.
         Deceleration increased from 80 to 100.
      Tsundere:
         Sprite adjustments. Some weapon slots have been moved.
         Designation changed from Fast Destroyer to Destroyer.
         Acceleration increased from 110 to 125.
         Deceleration increased from 90 to 100.
         Shield Efficiency increased from 0.9 to 0.8.
         Base Supply Maintenance/Repair cost increased from 7 to 9.
      Beatrix:
         Designation changed from Heavy Gunport to Monitor.
         Fleet Points reduced from 12 to 10.
         Hull increased from 3500 to 5000.
         Maximum Turn Speed reduced from 25 to 40.
         Turn Acceleration reduced from 15 to 25.
      Basilix:
         Sprite adjustments. (+ Mi)
         Hangar is removed, respective tags for the carrier role is removed while Quantix Core can still take effect. (+ Mi)
         2 built-in Glints added. (+Mi)
         Hull increased from 5000 to 7000.
         Armor increased from 550 to 650.
         Ordinance points increased from 100 to 110.
         Maximum Turn Speed increased from 20 to 50.
         Turn Acceleration reduced from 20 to 30.
         Base Supply Maintenance/Repair cost increased from 14 to 18.
         Mi:
            Hull increased from 6000 to 8000.
            Armor increased from 600 to 700.
            Ordinance points increased from 120 to 130.
            Maximum Turn Speed increased from 20 to 50.
            Turn Acceleration reduced from 20 to 30.
            Mass reduced from 1000 to 900.
            Base Supply Maintenance/Repair cost increased from 22 to 26.
      Chimex:
         Fleet Points reduced from 12 to 11.
         Hull increased from 4000 to 5000.
         Base Supply Maintenance/Repair cost increased from 15 to 18.
         Acceleration increased from 40 to 50.
         Deceleration reduced from 60 to 40.
         Turn Acceleration reduced from 40 to 35.
         Mass increased from 650 to 750.
         Mi:
            Fleet Points reduced from 20 to 18.
            Hull increased from 5000 to 5500.
            Acceleration increased from 40 to 50.
            Deceleration reduced from 60 to 40.
            Turn Acceleration reduced from 40 to 35.
            Base Supply Maintenance/Repair cost increased from 20 to 22.
            Mass increased from 650 to 800.
      Dorothyx:
         Redesigned to fit its in-lore saucer build.
         Shield module overhauled to be vulnerable from 2 lateral sides to 4 corners.
         Modular slot changes:
            From 1 Large Energy, 2 Medium Energy, 2 Small Energy, 4 Small Synergy, 3 built-in Glints
            To 1 Large Energy, 2 Medium Energy, 2 Small Energy, 5 Small Synergy, 4 built-in Glints.
         Large Energy turret moved to the center, while allowing 360 angle coverage.
         Fleet Points increased from 11 to 13.
         Hull increased from 4000 to 7000.
         Flux Capacity increased from 5000 to 6000.
         Flux Dissipation increased from 400 to 450.
         Top Speed reduced from 70 to 65.
         Base Supply Maintenance/Repair cost increased from 16 to 20.
         Shield Module:
            Armor reduced from 750 to 500.
            Flux Capacity reduced from 5000 to 4000.
            Flux Dissipation reduced from 250 to 200.
            Shield Type changed from Front to Omni.
      Ignix:
         Sprite adjustments.
         Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
         Fleet Points increased from 11 to 12.
         Hull increased from 4500 to 6000.
         Armor reduced from 850 to 600.
         Ordinance points increased from 90 to 100.
         Flux Capacity increased from 3000 to 4000.
         Flux Dissipation increased from 200 to 250.
         Top Speed reduced from 70 to 60.
         Acceleration reduced from 70 to 45.
         Maximum Turn Speed increased from 20 to 40.
         Turn Acceleration increased from 10 to 20.
         Base Supply Maintenance/Repair cost increased from 11 to 16.
      Nimbyx:
         Armor reduced from 400 to 300.
         Ordinance points increased from 50 to 60.
         Flux Capacity increased from 4000 to 6000.
         Maximum Turn Speed increased from 10 to 20.
         Turn Acceleration increased from 10 to 15.
      Amina:
         Sprite adjustments.
         Designation changed from Warship to Fast Battleship.
         Added Integrated Oculian Optics hullmod.
         Modular slot changes:
            From 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 2 Small Energy, 4 Small Synergy, 6 built-in Glints
            To 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 4 Medium Energy, 4 Small Missile, 14 built-in Glints.
         All 3 Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
         Fleet Points reduced from 28 to 26.
         Flux Capacity increased from 12000 to 14000.
         Flux Dissipation increased from 900 to 1000.
         Top Speed increased from 50 to 70.
         Acceleration increased from 35 to 60.
         Deceleration increased from 15 to 40.
         Maximum Turn Speed increased from 15 to 25.
         Turn Acceleration increased from 7 to 12.
         Shield Angle reduced from 360 to 300.
         Shield upkeep reduced from 0.5 to 0.3.
         Skeleton Crew increased from 65 to 90.
         Maximum Crew increased from 80 to 120.
         Base Supply Maintenance/Repair cost reduced from 50 to 40.
      Etna:
         Sprite adjustments. Some mounts have been moved.
         Designation changed from Fast Battleship to Battlecruiser.
         Temporal Overclock:
            Time Flow multiplier reduced from 5x to 4x.
            Charge up time reverted from 4 to 3.
            Active time increased from 15 to 18.
         Hangars of 2 are removed.
         2 Large Energy mount angles increased from 165 to 180.
         Added 2 built-in Glints.
         Flux Capacity increased from 7500 to 8000.
         Acceleration increased from 65 to 80.
         Deceleration increased from 55 to 70.
         Maximum Turn Speed increased from 35 to 45.
         Mass increased from 1200 to 1700.
         Base Supply Maintenance/Repair cost increased from 25 to 32.
      Chimiria:
      Nadia:
         Designation changed from Combat Carrier to Battleship. (+ Mi)
         Acceleration reduced from 40 to 55.
         Base Supply Maintenance/Repair cost increased from 34 to 38.
         Mi:
            Acceleration reduced from 40 to 50.
            Base Supply Maintenance/Repair cost increased from 40 to 44.
      Utena:
         Added Integrated Oculian Optics hullmod.
         Titanic Phase Columns:
            Now reduce the Ordinance costs of Shiredains by 3.
            Now increases the Phase Stress limit from 50% to 60%.
            Now increases Kea base range for 150 units, while Pirouette series for 250 units.
            Shiredain Range bonus altered from 1.2x to flat base 200 units.
            Top Speed bonus increased from 40 to 50.
            Receives Integrated Target Unit buff and Delicate Machinery debuff, the preceeding hullmods are removed and blocked from use.
         All 16 Shiredain built-ins are now Small Energy slots.
         Base Supply Maintenance/Repair cost reduced from 58 to 48.
   Wings:
      Added the Loach wing (plus Mi), a support drone squadron that relies its survivability with its phase capability.
      Breeze:
         Hull increased from 60 to 100.
      Breeze Mikanate:
         Hull increased from 80 to 150.
         Flux Capacity increased from 100 to 150.
         Flux Dissipation increased from 25 to 35.
      Breeze Elite:
         Armor given from 1 to 40.
      Breeze Superelite:
         Armor given from 1 to 60.
      Cancer:
         Hull increased from 35 to 60.
         Flux Capacity increased from 75 to 100.
         Flux Dissipation increased from 25 to 40.
         Top Speed increased from 200 to 225.
         Acceleration increased from 215 to 300.
         Deceleration increased from 270 to 300.
      Cancer Elite:
         Hull increased from 40 to 120.
         Flux Capacity increased from 75 to 200.
         Flux Dissipation increased from 25 to 60.
      Cancer Mikanate:
         Base Ordinance cost reduced from 22 to 20.
         Weapons changed from 1 Glint, 2 Pixel torpedo to 2 Glints and 1 Kilopixel torpedo.
         Hull increased from 70 to 250.
         Flux Capacity increased from 75 to 300.
         Flux Dissipation increased from 25 to 90.
      Tick Elite:
         Hull increased from 250 to 350.
      Tick Mikanate:
         Hull increased from 300 to 400.
         Armor increased from 125 to 150.
      Cucumber:
         Hull increased from 1000 to 3000.
         Flux Capacity increased from 2000 to 4000.
   Weapons:
      Added Kilopixel Torpedo.
      Pirouette:
         Sound altered to have less bass.
         Flux per shot reduced from 45 to 25.
      Fouette:
         Flux per shot reduced from 45 to 30.
      Frappe:
         Flux per shot reduced from 40 to 35.
      Kea:
         Range reduced from 400 to 350.
         Damage per shot reduced from 50 (200) to 45 (180).
         Flux per shot reduced from 35 (140) to 30 (120).
      Blita:
         Energy Damage bonus against missiles increased from 50% to 100%.
         High Explosive Damage bonus against fighters increased from 50% to 75%.
         Fighter arc chance increased from 15% to 25%.
         Fighter arcs does half of the primary damage while double the displayed EMP damage.
         Damage per shot reduced from 70 to 60.
         Flux per shot reduced from 50 to 40.
         Charge down reduced from 0.25 to 0.1667.
      Gleam:
         Damage per second increased from 450 (142) to 500 (158).
      Prima:
         Range reduced from 750 to 650.
         Damage per shot reduced from 90 to 80.
         Flux per shot reduced from 60 to 50.
         Charge up time reduced from 0.25 to 0.15.
      Stredia:
         Range reduced from 750 to 650.
         Damage per shot increased from 100 to 140.
         Flux per shot increased from 80 to 105.
         First shot Damage increased from 300 (300% from 100) to 350 (250% from 140).
         First shot EMP damage increased from 30 to 100.
      Leia:
         Damage per shot increased from 70 to 75.
         Flux per shot reduced from 50 to 45.
      Manndie:
         Added the forgotten ocua_mikanate tag.
         Damage per shot increased from 120 (60x2) to 140 (70x2).
         Flux per shot increased from 80 to 90.
      Nicor:
         Range reduced from 850 to 750.
         Charge down time reduced from 1.9 (2.3) to 1.6 (2.0).
      Ruby:
         Range reduced from 1500 to 1200.
         Turn Rate reduced from 20 to 10.
         EMP per shot reduced from 100 to 90.
         Flux per shot reduced from 250 to 150.
         Charge down reduced from 1.2 to 1.
         Projectile Speed reduced from 3000 to 2400.
      Vira:
         Energy Damage bonus against missiles increased from 50% to 100%.
         High Explosive Damage bonus against fighters increased from 50% to 75%.
         Fighter arc chance increased from 15% to 25%.
         Fighter arcs does half of the primary damage while double the displayed EMP damage.
         Damage per shot reduced from 90 to 70.
         EMP per shot reduced from 45 to 35.
         Flux per shot reduced from 80 to 60.
         No longer has magazine size.
         Charge down reduced from 0.167 to 0.125.
      Flandrey:
         Damage per second reduced from 1250 to 1050.
         Flux per second reduced from 1250 to 945.
         Charge up time reduced from 2 to 1.5 seconds.
      Pixel++ Launcher:
         Charge down time reduced from 15 to 10.

Rest of the changelog is within the folder.
[close]

399
Modding / Re: [0.65.1a] Protonian Technologies (Closing)
« on: February 08, 2015, 04:51:46 AM »
I managed to replace the Argon-series equipment with better ones, I'll be posting the modified Protonian mod as soon as when I... wanted to. ;D

And the ship, well... I actually worked around that. While I actually loaded up this crowded ship, the whole point of the unit is to make it unique along with its faction designation. I'll probably explain it to the mod itself once I released it. And yes, expect a lot of weapons to it.

And also, the partner... part. No, I actually work for some random girl who asked me to do ship designs with her, she is practically "safe". :D

400
Modding / Re: [0.65.1a] Protonian Technologies (Closing)
« on: February 08, 2015, 04:02:51 AM »
Here is the new ship for the new faction, by the way.

Well, actually, an old design. But proof enough that I am working on two mods.


401
Modding / Re: [0.65.1a] Protonian Technologies (Closing)
« on: February 08, 2015, 03:59:15 AM »
I do appreciate your support very much.

Actually, I'm just closing this down, since I'm working for another mod with someone, most likely a merge. Or just simply sharing the same post soon, and also, I'm trying to revise the version numerals, there are a lot of things that needed to done, I think.

Oh well, if anything happens, I'm not permanently leaving. I just feel the first few posts really bothered me (bad omens to people who just visited the thread), that's all.  :o

402
Modding / Re: [0.65.1a] Protonian Technologies (Closing)
« on: February 07, 2015, 11:39:22 PM »
I'm closing this mod down now.

403
I did wrote down the wormhole codes accordingly.

Quote

      JumpPointAPI jumpPoint = Global.getFactory().createJumpPoint("nemvis_gate", "Nemvis Gate");
      OrbitAPI orbit = Global.getFactory().createCircularOrbit(star, 0, 5600, 365);
      jumpPoint.setOrbit(orbit);
      jumpPoint.setStandardWormholeToHyperspaceVisual();
      system.addEntity(jumpPoint);
      
      system.autogenerateHyperspaceJumpPoints(true, true);

But I'm not sure if it is enough.



On the side note:
Spoiler
Also, I'm sorry if you guys feel bad against me, detailing the info is much needed to get some necessary answers unlike from other players I've heard of did not provide from other forums.

Spoiler
I don't know if there is any conflict happening right now, I just assumed there is a system where you don't provide the tutorials in the mods anymore due to others simply overwriting info much faster than creating it.
[close]

I also know much of the forum options here, not because I did exist in this very forum here before, it's because I used to be on several forums beforehand.
[close]

404
I had created a Plug-in, a (Faction)Gen, and said system file using Vanilla as reference, but when I started the campaign and went out of the Corvus Star System into Hyperspace, I don't see my Star Systems appearing (which are about at -2500, 4000 and -12000, 3000). I even wrote them down on both Starmap.json and the system references.

Is there anything else I didn't miss? :)

No one has answered me yet.

Did I missed anything? I tried starting the campaign for more than 5 times now and my star systems didn't appear yet. :(

405
Modding / Re: Yet another ship (sprite) creation tutorial
« on: February 01, 2015, 07:23:48 PM »
It is possible, to save the extra time with the detailing and shading. Mirroring one side of the ship can produce the latter side, but removes some sort of uniqueness in it.

I'm trying on it right now, though.  ;D

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