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Author Topic: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived  (Read 158214 times)

DefiasOne

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Hiigaran Descendants


Excerpts from a millennia-old Captain's Log, The Exile,
Spoiler
6510 GSY (Galactic Standard Year)
Look at what this war got us. The Bentusi are routing us all.
Why are we not giving up? Is this 'core' really worth the lives of millions?
I just got another report. Four of our fleets have just been destroyed around Angel Moon. Four! We can't put up a resistance to the Bentusi! Why aren't our superiors seeing this!

6510 GSY
Our fleet is demolished. Hiigara's military is basically non-existing. Still the damned core hasn't been given to the Bentusi. However, they stopped eradicating us. I guess that's something. But now what. We're helpless. If the treacherous Taiidani would want to make a move at us now, it would be our doom.

6510 GSY
I knew it. Reports are coming in, the Taiidani have started a war against us. That lunatic admiral Riesstiu will not rest until every last of our planets is in his hands.
Where are the Bentusi now? Rumours are they vowed to never wage war again, seeing the massacre they created. But this leaves us unarmed to the mercy of a bloodthirsty wolf!

6510 GSY
Apparently the Bentusi and the Galactic Council forced an agreement with the Taiidani. They stopped hunting our people. Their demand in return, however, is terrible. We are to leave Hiigara and the few planets still in our hands. An exile!
This is maddening. The Bentusi could stop this nonsense if they wanted. Damn their new-found pacifism!

6511 GSY
I've been commanded to captain one of the vessels that will take us away from here.
Most liveable planets are inhabited. Where do they expect us to go?
Seeing the ship I am extremely doubtful if we could even reach the edge of what was once our own space, let alone find an inhabitable planet. These transports were obviously constructed in a hurry.

6519 GSY
It's been years now. Most people are lucky to be sleeping in this rust bucket’s cryochambers. Three ships have already malfunctioned and either exploded or are lifelessly drifting around in space. Poor souls.

6521 GSY
Wormholes. They sometimes appear, only to disappear again years later.
We're near one, a six-month flight.

6521 GSY
I don't think we'll find a new home. Not in this ship and not in this area of space.
We have also been harrassed by the Turani. Eventually we'll have to pass through their space. I have no doubt that we'll be hunted down by them, for sport or for resources.
I've informed my crew that we'll be going through the wormhole, for better or worse. Some of the crew rebelled. I had no choice but to put them in cryostasis. The other captains have now labelled me as insane. Perhaps I am.

6522 GSY
It's been months since we passed through the wormhole. Ship sensors indicate the hole has closed again. We're alone. I am beginning to regret my decision, because, really, where the hell are we? Are we even in the same galaxy?
Hopefully I can hide my feelings from my already tense crew. There might be one bright point in all of this: I sincerely doubt any Taiidan or even Turanic raiders are hiding in this part of space.

6525 GSY
Land ho! Our sensors picked up an M-class planet in a small solar system. Arid, but liveable. Space isn't exactly a giant open planet-buffet, so this planet is what we should aim for.
We have agreed to name it New Hiigara.
We will make landfall within three months and will start opening up cryo chambers shortly after...

6531 GSY
It's been 5 years since the last person was pulled out of stasis. Terraforming and colonizing this planet is going smoothly, thanks to the technology onboard our prison ship. Our first city has already been founded, build out of the ship's hull, and our scientists and engineers are working around the clock to provide our people with advanced technologies.

Arid this planet may be, it's rich in metals.
We've already begun to create our first spaceships to explore the other planets in this star system.

6535 GSY , 2840 Anno Domini,
Incredible! How can this be? I just got reports that one of our recently launched scouts had contact with other humans. Non-Hiigaran or Taiidan humans. How can this be? What are the odds?
Their fleet was massive. Thankfully for us they were somewhat neutral. However, we cannot have any risks. Our council will be commencing a meeting soon to discuss  the start of building our own fleet. In my opinion, the sooner, the better.
[close]

The landfall on New Hiigara:
Spoiler
After sensors picked up the planet that would soon be called New Hiigara, the prison ship Khar-Sala spend three months travelling there due to its low-tech drive engines.
The landing was not without problems. The ship was build like a brick and landed like one. It would never fly again. A great number of people were severely wounded or even died after the harsh landing.

The captain did live to tell the tale. It can be noted that this might have been a bad thing for him, because many of the awoken Hiigarans were not happy after finding out their home planet was out of their reach forever.

Using building-sized air filtration devices, the first thing Hiigaran onboard scientists did was creating a safe breathing perimeter around the ship. Although the air on New Hiigara had oxygen, it was not enough to breathe well, and airborne bacteria needed to be removed as well.

In the following five years this perimeter was increased as more and more people were awoken from cryo-sleep. Around four hundred thousand people were eventually walking around on the planet, either in safe-breathing zones or out in the vast deserts and rocky plates with the help of oxygen masks.

The hull of the Khar-Sala was used to build the first New Hiigaran city, Sala. To date still the largest city on New Hiigara. Now a giant plasti-glass dome, safe from the harsh dry air outside.

It did not take long before Hiigaran scientists and engineers created the first mining drills and metals and a dark-bluish sludge were dug out of New Hiigara's crust. The sludge seemed to be a remnant solution of mass bacteria death, once alive millions of years ago. Until they had the means to manufacture their own synthetic oil this substance would do fine, smearing the giant gears of New Hiigara's rapid growing industry.

In over a hundred years Sala grew to be a gigantic dome, expanding hundreds of miles and two heavy industrial cities were completed. Five gigantic biodomes were created as well, near the planet's few lakes.
Population had boomed and now millions would live in New Hiigara's cities, biodomes and spaceships.

New Hiigara was flourishing.
[close]

The Council of Kiithid:
Spoiler
The Hiigaran people are separated into many houses, or families if you will, called Kiith.
Members of Kiith Ferriil, Gaalsien, Hraal, Jaraci, Kaalel, Magann, Manaan, Nabaal, Paktu, S'jet, Sagald, Siidim, Soban, Somtaaw and Tambuur were all represented onboard the Khar-Sala.

After landfall, the only right thing to do, at least according to the elder people of each Kiith, was to appoint a spokesman, a president, which would represent the Kiith's wishes in dayly council meetings. Fifteen people would represent the Council.
Although most Kiithid had their own political system as well, the Council held the final word.

It is interesting to note that the first agreement the Council made was to banish the Khar-Sala's captain  and every crew member that had agreed to go through the wormhole. The idea that Hiigara could quite possibly not even be in this star system weighted heavily on the New Hiigarans' minds.
[close]

New Hiigara and The Domain:
Written by echosierraalpha
Spoiler
When the New Hiigarans first made contact with the Hegemony shortly after clawing their way back up into the stars, all efforts were made to conceal the location of New Hiigara from the Hegemony in order to safeguard its safety. At the time, the New Hiigarans were not the military and industrial juggernauts they are today and as such, its best defense lies not in its military, but rather in its secrecy. Still, surprised and immensely worried by the huge discrepancy in military might between the two powers, and mindful of possibly becoming a vassal state should the Hegemony chooses to exert its will on the fledgling world, the Council of the Kiithid unanimously voted to use every resource and tap every pool of talent at its disposal in order to establish a potent military capable of fending off any and all threats. The greatest minds of an entire generation – combined with the manufacturing might of Kiith Hraal and Liir, amongst others, were dedicated to the sole, brutal task of creating fleets of ships equal to any navy in the sector.

Even as the New Hiigarans forged its new instruments of war, however, a significant amount of effort was put into contacting and establishing relations with the Hegemony. Through years of successful diplomacy, in no small part due to the efforts of Kiith Manaan, the New Hiigarans slowly came to learn the inner workings of their new home. Tech transfers, star charts, resources and info dumps were traded between the two, as were more esoteric things, like history and art. However, with survival on the forefront of the nation’s agenda, such trivialities were abandoned in favor more pressing and practical concerns.

Years pass, and what was once a civilization that was all but defenseless grew to become a local power that would give even the mighty hegemony pause. However, this rapid level of development was not without its costs. Its people, many of whom were physically, mentally and spiritually spent were getting frustrated. After years of preparing for an attack that never came, and a betrayal from the Hegemony that never materialized, many New Hiigarans grew disillusioned with the Council. Some Kiithid wanted to continue expanding their military, with the hopes of one day becoming the sole power in the sector, while others were more than content with what they had. Eventually, the latter group prevailed, and the New Hiigarans settled on a more leisurely rate of expansion. Factories and shipyards, once dedicated to the construction of military vessels, were now repurposed in order to produce civilian goods, and the brilliant minds that were once tasked to create a new generation of weapons now had the time to pursue their own interests. As such, it wasn’t long before a new discovery was made, one that shook New Hiigara to its very core.

New Hiigaran scholars, for once with time on their hands, poured through the history of the hegemony. Of particular interest to its scholars, in part due to its potential applications for New Hiigara as a newly-established power, is its founding. It is here that they learned of the fall, of the Domain and, most importantly, of the gates. Having lost the ability to create hyperdrives, and with no access to a core, the New Hiigarans had to resort to using the same wormholes that the locals use for extra-solar travel. These wormholes, while extremely useful as a mode of local travel, were simply not sufficient to travel across galaxies, let alone between them. Thus, when the Hiigarans learned of the Domain of man and of its wondrous gates capable of hurling a ship across the galaxy in an eye blink, it didn’t take much for the New Hiigarans to realize its potential applications. In particular, should the new Hiigarans discover the secrets of the gates, they may well find a means to return home.

 Up until that revelation, any and all attempts at returning to Hiigara was seen as an impossible endeavor. The massive wormhole that brought them here from another galaxy has since collapsed, and what few wormholes that did remain only led to local areas. As a result, when the news of the discovery broke, the entire population was once again galvanized. However small a chance of success, the mere possibility of returning to Hiigara someday was enough to send morale soaring. The men and women of New Hiigara who, mere months ago, were adrift without purpose or guidance threw themselves at their work once again, this time not out of fear, but out of hope. For the second time within a generation, the entire populace pooled its resources for a singular goal – to gather the resources and the knowledge necessary to return to their home world.

Unfortunately, this new wave of expansion did not go unnoticed by the locals. Ever since the Hegemony discovered the location of New Hiigara, The Navy had kept a close eye on the growing power. Though the Hegemony does not have the resources to take over the growing power without taking severe casualties in the process, it was always comforted by the knowledge that, when push comes to shove, they would come out on top. However, this new, rapid pace of expansion threatens to upset this status quo, and it wasn’t long before Hegemony High Command dispatched a massive fleet to the area as a way to send a strong message to the Hiigarans, as well as act as a delaying force should the Hiigarans initiate hostilities.

The deployment of such a large fleet, however, was not without its own unintended consequences. Rumors were abound on the final destination of the fleet, even before it left its moorings. Many of these rumors were nothing more than exaggerations and flights of fantasy, while others came dangerously close to its mark. In either case, curious adventurers, bold explorers and greedy pirates were already waiting by the time fleet left the port, and despite the best abilities of the Hegemony fleet, they were unable to shake the fleets of ships tailing them. Despite the compromised nature of their mission, however, the fleet was given the go-ahead to transit to the outskirts of Hiigarans space and establish a forward operating base in a nearby star system. Alarmed both by the presence of the Hegemony fleet and the unknown fleets tailing it, and fearing an imminent invasion, the New Hiigarans placed their forces on high alert and cut all ties with the Hegemony, and while the two powers have not yet shown any signs of overt hostility towards each other, both treat the other with suspicion: one driven by seeing the other as a growing threat to its rule, the other as would be conquerors who brought with them the dregs and criminal elements of their society in order to spread lawlessness and terror in what was once a quiet corner of the sector.
[close]

Credits:
Spoiler
Huge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell

Original image used for portraits:
Guesscui (Link has died.)

Planet art:
Duael Designs LLC & Robert Stein - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal

Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.

Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper
[close]

Tools used:
Spoiler
- Trylobot's STARSECTOR Ship Editor,
- Saved Variant Extractor,
- NetBeans IDE 7.3.1,
- Adobe Photoshop CS5,
- OpenOffice Calc 3.4.1, the poor man's MS Excell. Well, at least it worked, sort of.
- Notepad++
[close]

Screenshots:
Spoiler
The Qwaar, in all its glory:

Empty the batteries!

The Jnaar in action. Incidentally, it got ripped to shreds.

My face! It's melting!

My gun is bigger than yours.

Home sweet home.

Letting out the dogs.
[close]

Huge picture with all ships in it:
Spoiler
[close]

Download:
[Direct Link] (0.62a) //Legacy Link
[LazyLib is required!]
[ShaderLib is required!]

I hope you'll enjoy it!

- Gotcha!

In order to avoid further hassle with the old thread I've decided to create a new one which I can update when needed.
Since I really liked the Hiigarans and The Bushi mods, I've decided to bring them up speed for the current version. Before anyone asks, I have the permission of the original author.

Hiigaran Descendants: To be updated.

Changes:
- Buffed all ships slightly in the hull and armor department.
- Increased burn speeds to enable the use of the new sensor mechanics.
- Added ShaderLib effects to all projectiles.
- Tweaked tactical speeds to be more sane.


Known issues so far:
Some have reported having crashes when launching the game with these mods. I suggest using Java 8 in your Starsector JRE folder if you encounter these crashes.
Hiigarans won't play nice with Fleaden mod (Fixed)
Hiigarans works with Nexerelin but will crash if the Corvus option is selected.


I'd like to actually add more to what currently exists possibly adding a few new ships/weapons to both mods, but that will come later after I've also revamped Bushi.
Any ideas or suggestions are greatly appreciated.
I haven't had a lot of time to test the ships vs current vanilla/mod variants so I don't know if they still stack up well vs the rest of the Modverse.

« Last Edit: December 18, 2016, 09:58:52 AM by DefiasOne »
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DefiasOne

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #1 on: January 07, 2016, 03:34:53 AM »



The Three Laws of Robotics:
Spoiler
- A robot may not injure a human being or, through inaction, allow a human being to come to harm.
- A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
- A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
[close]

The Creation of Bushi:
Spoiler
Industrial giant Robotto Gyokai, having build the finest androids to date, had just finished its latest android: Bushi.
Bushi can handle over a million commands and has the processing power that even exceeds that of some modern battleships.
It is roughly 55% stronger than an average person and its fine hydraulics could even make the greatest surgeon envious.

Unfortunately, Bushi's creator, Yasei Kureiji, was so smitten with his latest design, he did the unthinkable.

The gates closed. War broke out.

Some factions did not like the idea of a possible army of androids and the planet home to Robotto Gyokai was bombed.
Millions perished. There were no survivors.

That is, no human survivors.

Three weeks before the planet's orbital bombardment, Kureiji reprogrammed one of his Bushi creations. It would no longer follow the three laws.
Instead, the android had Bushi's blueprints added to its memory so it could replicate itself. Survival became its main priority.
Send off in a small spaceship, Bushi went to search for its own happiness, if such a thing would exist for a robot.

No one saw Bushi again until around cycle 98, where a fleet of never seen before ships made short work of a small Hegemony fleet.
Bushi had returned with thousands of copies and in order to secure its ongoing existence all organisms would need to die.
[close]

Credits:
Spoiler
Original ship art: (used with permission)
Kalthaniell
Original image used for portraits:
Digital Art Gallery
Planet art:
Duael Designs LLC & Robert Stein
Raiu main weapon effect: xenoargh, with a thank you to MesoTroniK
[close]

Screenshots:
Spoiler
Pew pew pew!


Carrier? Pff, them lazy buggers can fly themselves.


I've got a present for you! =^_^=


Pew.


Torpedoes away!
[close]

Picture with all ships in it:
Spoiler
[close]

Download:
[Direct Link] (0.62a) //Legacy Link
[LazyLib is required!]
[ShaderLib is required!]

Enjoy!
- Gotcha!

Experimental:To be updated.

Changes:
- Burn speeds brought in line with 0.7.1a.
- Slight stat tweaks.
- Added proper nexerelin support.

Its not been tested enough gameplay wise !

LE:
Kadur Theocracy - IT'S ALIVE !!!
Spoiler
To be updated.
[close]
« Last Edit: December 18, 2016, 09:59:41 AM by DefiasOne »
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Snrasha

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #2 on: January 07, 2016, 01:03:22 PM »

Homeworld <3 my first space strategy game.

Thank you.
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I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Spoorthuzad

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #3 on: January 07, 2016, 01:33:17 PM »

I loved bushi! It was one of the first batch of faction mods I played!
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sycspysycspy

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #4 on: January 07, 2016, 05:34:48 PM »

That's what I am talking about :D
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Please report any translation error to me with PM.
- I just went over to my bank account and figured out I can live comfortably without working for the rest of my life as long as I die on next Tuesday.

Phearlock

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #5 on: January 07, 2016, 06:13:14 PM »

Some quick observations on hiigaran ships so far: Frigates seem very powerful for their purchasing cost, their maintenance and deployment cost seems good though, most of their other combat ships (cruisers and frigates seem the main culprits) could also use a cost increase.

Burn speed and combat speed of all hiigaran ships in general seems exceedingly fast (with even the superfreighter and dreadnought rocking a speed of 90, faster than almost all vanilla and modded cruisers.) Burn speeds should probably be brought into line with the norm (10 for frigates, 9 destroyers, 8 cruisers, 7 supercaps, +1 if ship is a light version of said class). At the moment having Hiigaran cruisers be about 4 burn levels than than their vanilla/mod counterparts is ridiculous.

Weapon balance seems ok and not in need of much changing. Though I have not had a chance to test the larger guns yet their flux/damage/range seems in line with vanilla weapons for balance. Possibly slightly too high turn rate on the larger turrets. If their speed is reduced they may need slightly longer range on some of their medium/large guns.

With the prevalence of cruisers in this faction I'd like some more variance in speed and supply cost for that class of ship to make them have a bit less overlap. More variance in shield efficiency/strength and armor rating would also be nice (the homeworld games never really featured much in the way of shields, so seeing most ships move over to being more armor-favored with less efficient shields wouldn't be out of line at all).
« Last Edit: January 07, 2016, 06:25:26 PM by Phearlock »
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ProdigyToby

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #6 on: January 07, 2016, 11:12:37 PM »

  Awesome!  Can't wait for the Bushi!
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Ced23Ric

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #7 on: January 08, 2016, 03:05:33 AM »

Burn speed and combat speed of all hiigaran ships in general seems exceedingly fast (with even the superfreighter and dreadnought rocking a speed of 90, faster than almost all vanilla and modded cruisers.) Burn speeds should probably be brought into line with the norm (10 for frigates, 9 destroyers, 8 cruisers, 7 supercaps, +1 if ship is a light version of said class). At the moment having Hiigaran cruisers be about 4 burn levels than than their vanilla/mod counterparts is ridiculous.

Weapon balance seems ok and not in need of much changing. Though I have not had a chance to test the larger guns yet their flux/damage/range seems in line with vanilla weapons for balance. Possibly slightly too high turn rate on the larger turrets. If their speed is reduced they may need slightly longer range on some of their medium/large guns.
You step away from the engines right now, good sir. I like to go fast and I will defend this until my dying breath. ;D

Jokes aside, the Hiigarans as they are right now sport some of the shorter range weaponry with less flux efficiency/DPS than other factions. The large pulsar projectiles fly very slowly, and even the burstgun/minigun projectiles take their sweet time to connect. Turn rates, on the other hand, are intense - to the point of being ridiculous. Regardless, the weaponry combined with a rather average maneuvering, makes Hiigarans rather muted in their aggression potential. I feel like the speed is their gap closer, and what makes them viable as a faction and is a core characteristic I very much appreciate. Increasing weapon ranges and slowing them down would only roll them back into a same-ish feel with vanilla factions.

I do agree that some of the deployment/upkeep costs could see adjustment, though. Both in the aspect of more variance for different ships of one class (50, 50, 50, 50, 25, 25, 25, 25 leaves precious few room for variation) and in the general logistics load a fleet creates. Right now, Hiigarans are very cheap to sustain, and that doesn't feel right.
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Phearlock

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #8 on: January 08, 2016, 06:58:23 AM »

It's a fair point with their base weapons being so short range. But I feel this does run into the issue of: they have enough OP and weapon mounts that if you then equip their ships with vanilla weapons they suddenly lose this disadvantage while keeping their massive speed, thus becoming ridiculously strong when used by the player. Maybe rolling the combat speed into a unique hull mod that reduces/limits weapon range could be an idea? Being able to jet around in a cruiser at 200+ speed while happily picking away with a storm needler feels very wrong.

I'm all for a fast, short range faction. But that would be very far from the ponderous and slowly maneuvering ships of the homeworld series this is inspired by.
« Last Edit: January 08, 2016, 07:02:53 AM by Phearlock »
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Ced23Ric

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #9 on: January 08, 2016, 08:25:14 AM »

So, hullmod, -20% range, +20% speed, buff all Hiigaran weapons by 20% range? Is that what you are proposing? Just spitballing here.
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Phearlock

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #10 on: January 08, 2016, 09:42:14 AM »

I have no idea what numbers it should be and if it's a good idea to do it with a flat % or more like "hybrid weapons longer than X range have their range reduced". But something like that, yeah. Maybe not even put this hullmod on all hiigaran ships, I'd assume they won't stay as fast in combat as they are now (as you can still give them all a flat 30% speed reduction and still have them be faster than 90% of ships in their class).
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Takion Kasukedo

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #11 on: January 08, 2016, 05:35:29 PM »

I do think the Accelerated Pulsar should have a definitive factor over the Autopulse, due to it having less DPS, but the exact same stats as the Autopulse Laser.

Probably much more shots per minute (1200, mabye?), but damage being the same, with more charges, less regeneration per minute and more range?

I'm thinking rapid fire capabilities and massive burst damage potential, but with a limited munition supply that takes some time to reload fully.

Lemme know what you think.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

DefiasOne

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #12 on: January 09, 2016, 01:41:02 AM »

I do think the Accelerated Pulsar should have a definitive factor over the Autopulse, due to it having less DPS, but the exact same stats as the Autopulse Laser.

Probably much more shots per minute (1200, mabye?), but damage being the same, with more charges, less regeneration per minute and more range?

I'm thinking rapid fire capabilities and massive burst damage potential, but with a limited munition supply that takes some time to reload fully.

Lemme know what you think.

I feel that the weapons are ok as they are for now. The tactical speeds of the ships are bigger because the general range of Hiigaran navy ships are quite small.
I've thought about splitting the ship tree into 2 tiers, A navy tier which has a few variants on the same ship, with built in weapons from the Hiigarans, and a civilian/commercial which has reduced stats across the board but can be retrofitted with any weapons in the game.
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Mazuo

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #13 on: January 09, 2016, 03:05:22 AM »

Considering the limited number of Hiigaran weapons I like the idea of the built-ins.  The singularity cannon seemed anemic in use, not sure why as the numbers looked basically okay.  It felt like it was just plinking away at ships though, perhaps it's just the graphic and lack of enough attention from me.

At least one more medium energy weapon would be nice to have as the sustained energy beams are very flux-intensive and it's rough putting numerous of them on one ship because there's no other faction weapon available.

I'm not sure the shields should be as good as they are, but considering they don't have a custom hullmod for their faction it's very helpful.
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Kebabtschi

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Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« Reply #14 on: January 09, 2016, 04:13:51 AM »

Hi, i think i have fixed a/the problem with Fleaden mod. It is due to the same java File/Class Name in both mods and i think because there are both public (but not sure... i am not so skilled in coding ;) ).
Just changed the name of
"...Starsector\mods\Hiigaran Descendants\data\scripts\world\addMarketplace.java" to "...world\AddMarketplace.java"
and in Line 9 in the same File addMarketplace -> AddMarketplace

Also in the File ...Starsector\mods\Hiigaran Descendants\data\scripts\world\HiiPolarisGen.java
Changed:

Line 25   import data.scripts.world.addMarketplace; -> import data.scripts.world.AddMarketplace;
Lines 137, 153, 170, 184, 195  addMarketplace.addMarketplace -> AddMarketplace.addMarketplace

I hope that was everything i changed for me. After the changes there was no error.
Hope this solves the whole Problem
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