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Author Topic: [0.8.1a] Arsenal Expansion v1.4.2 - Dynamic Warfare  (Read 38730 times)
Inventor Raccoon
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« on: January 03, 2017, 07:28:03 AM »


Now supports Dynasector!

My attempt at creating a pack of ships! Many ships have gotten entirely new variations that have unique ship systems and possibilities. For example, I've taken the Onslaught above and turned it into a battlecarrier, at the expense of a few weapon mounts and both Thermal Pulse Cannons. It has a drone bay that spits out upgraded Xyphos fighters, each with a Pulse Laser and Ion Cannon.

The mod also adds six unique ships, including the Torment, Pawn, Pigeon, Scrapper, Merlon and Keeper, and many fighter wings which fulfill unique roles.

Variant ships may be incredibly slightly imbalanced. Ships are added to a variety of factions, although Tri-Tachyon do not use lower-tech variants and Pirates do not use cruisers/capital ships. Two certain ships will appear as an enemy while you do exploration content. If you have Dynasector 1.4.0 or newer installed, you'll also find this mod's new weapons and fighter wings being used by appropriate factions across the Sector. You can buy them from markets or loot them after battle.

Additionally, there are two missions included. In "Surrounded", you'll have to defend a command center from a pirate horde, while in "Assault", you are tasked with using every variant ship in this mod to take down an enemy Asgard-class battlestation. You can also spawn an Asgard-class in the simulator, to test your fleet against it.

Most ships!


Mobility, HE combat flares, and yes, it does have two shields.


> hostile strike craft detected
> intercepting...


For when those pesky independent rebels get out of control.


Mimic
There's 7 of them, but which one is the real one?


Now you see me, now you don't.


Mule (M)
Borers and surveying gear for those adventures to the empty expanses.


A pirate captain's most trusted friend.


Escort a bud, transport cargo, or eat a Reaper to the cockpit and brush it off.


An escort fighter to chase off Talons and keep shields up, and an itty bitty carrier to spit them out.


6 missile mounts and a damage-reduction field to deliver enough high-explosives to make any overloading ship cry.


Wingman, enhanced sensors, omni shield. Hunter-killer.


BLAM....... THUNK


Onslaught Guardian (GRD)
The anchor to end them all.


Thunder Rumbler (RMB)
Slower, heavier, more durable, with a heavy missile and IR pulse weapon.


The one who's bringing a real fyrestorm.


Hammerhead Seeker (SKR)
Leave them dead in the water.


None. Shall. Pass.


Carve a burning streak into their lines.


Wolfpup Wing
Their bite is pretty bad, too.


Bombardier Wing
Kinetic long-range swarmers to provide fire support and pressure shields.


This mod requires LazyLib! You can get it here: http://fractalsoftworks.com/forum/index.php?topic=5444.0

Download! https://www.dropbox.com/s/88x4szjcp1qpbsp/Arsenal%20Expansion.zip?dl=0

Changelog
Code:
Version 1.4.2 (Sep 29-Oct 2)
- Weapons and fighter wings will now show up on Dynasector variants
- Added Parapet support drone
- Brattice is now a modular fighter, Keeper can mount any kind of fighter (but should only have Brattices or Parapets 99.9% of the time it's fought in the wild)
- Thunder Rumbler is now Thunder Multirole Fighter, now has the same loadout as the pre-interceptor Thunder (Harpoon, ion cannon, swarmer, no Flux Armor)
- Keeper's sprite size properly fits it (slight vram usage reduction)
- Keeper has an increased spawn rate
- Pulse Rockets have a slower missile speed and have better handling
- Vatinae has Plasma Jets just like the Mantidae
- Small buff to the Tempest Saboteur's armor
- Two of the Torment's front missile mounts are now synergy mounts, mount arcs revised, shield has a larger radius
- Phase Dash now operates on a cooldown instead of a singular charge
- Flux Armor now has a longer cooldown to prevent spam
- Brattice engines now use the fighter version of low-tech
- Fixed a typo in the Brattice's description
- Fixed some ship systems not having categories

Version 1.4.1 (June 14-Sep 26)
- Added Pincer-class heavy fighter
- Added Pike-class escort fighter, and Willow Point-Defense Missile (PDM) launcher
- Added Keeper-class drone carrier, Brattice-class drone interceptor and AI Override system
- Updated sprites for: Merlon, Hammerhead Seeker, Sunder Warden, Torment, Artillery Swarmer, Bombardier, Pulse Sprayer
- Bombardier is no longer a drone
- Pulse Sprayer now named Assault Pulser
- Swallow is now armed with Willow PDMs instead of Swarmers
- Sunder Warden has more armor
- Decreased flux cost of the Artillery Swarmer
- Micro Flux Shunt is weaker on larger ships
- Mantidae Support Bomber now just Mantidae Bomber, pulse rockets are limited, deal more damage, are fired forwards, are better aimed
- Vatinae's Ion Laser does more damage
- Improved hullmod descriptions
- Asgard-class battlestation can now be spawned as an opponent in the simulator
- If the Scrapper's flare system somehow ends up only firing in 180 degrees, it'll now fire forwards instead of backwards
- Fixed some fighter variant names

Version 1.4 (June 5)
- Updated to 0.8.1a
- Replaced Gryphon Hunter's ship system with Hunter Rangefinder, which has a reduced fire rate increase and reduces movement speed but also increases range
- Added Lasher Duelist (DUL), Undershield module, VPR Flares system
- Added Mantidae adaptable fighter wing (split into the fighter, bomber and interceptor variants), Vatinae phase fighter wing (and their exclusive weapons, the Skittergun, Graviton Lance, Pulse Rocket (Mini) and Ion Laser)
- Added Swallow escort fighter wing
- Removed Minotaur and Asteroid Turret
- Reaver Heavy Fighter LPC is now a one-fighter wing, reduced OP cost, Onslaught Guardian still has 2 in its free wing
- Reaver is no longer a drone
- Pulse Rocket MRM now has a custom AI for its missile (and the fighter version)
- Slight improvements to the Pigeon's sprite
- Wolf Sentinel got back its sweet antenna
- Some adjusted descriptions
- LazyLib is now a requirement for AE to function

Version 1.3.7 (May 24)
- Wolf Sentinel and Wolf Pup now have yellow engines/shields/LPC and venting/teleporting animations
- Tempest Saboteur and Mimic fighter now have purple engines, venting animations and LPC colour
- Centurion Hailfyre now has low-tech engines and shields
- Wolf Pup's shield is no longer a hullmod, drone no longer generates flux when firing its weapons
- Removed Light Needlers from Scrapper and Pigeon (D) variants
- All ships now have autofit variants

Version 1.3.6 (May 22)
- Added Merlon-class drone cruiser
- Repair Drones hullmod works properly now
- Artillery Swarmer now generates flux when fired
- Pulse Sprayer range decreased to 500 from 900 and is even less accurate
- Pulse Rocket now generates twice as much flux when fired
- Onslaught Guardian got back its built-in Reaver wing (oops)
- Reaver no longer generates flux when firing its weapons, capacity reduced

Version 1.3.5 (May 15)
- Added Asgard-class Battlestation, and a mission for it
- Added the campaign-integrated Asteroid Turret, used only by scavengers
- Fixed some descriptions
- Decoy Mimic's 0-damage weapons can no longer drop
- Removed Interceptor Missiles entirely
- Slightly shifted the Onslaught Guardian and Wolf Sentinel weapon mount locations to be the same as the standard variants
- Changed the arcs of the Onslaught Guardian's large mounts to be slightly less forward-focused, removed two hidden missile mounts
- Slight tweaks to ship costs

Version 1.3.4 (May 7)
- Rebranded from Raccoon's Arms Pack to "Arsenal Expansion"
- Reduced the spawn rate of Pigeon (D)s in pirate fleets

Version 1.3.3 (Apr 27)
- Added Minotaur-class combat freighter
- Added currently unused Damper Dash system
- Added Micro Flux Shunt hullmod
- Wolf Sentinel and Mule Miner now have a Drone Bay hullmod, purely flavour for the Wolf, no more fighter refit penalty for the Mule
- Bombardier is now midline instead of high-tech
- Slight tweaks to ship costs
- Wolfpup is slightly faster

Version 1.3.2 (Apr 26)
- Added Pulse Rocket MRM
- Added Mimic fighter
- Nerfed Wolf (SNT) by reducing its additional sensor range to 40 units and reducing the Wingman's range to 500 units
- Wolf (SNT) now appears in pirate fleets only as a degraded version
- Reduced price of Pawn
- Interceptor Missiles no longer appear in campaign

Version 1.3.1 (Apr 23)
- Added Mule (M), as a skin of the normal Mule
- Command Center is now available in campaign mode, rarely replacing capital ships and appearing in markets.
- Command Center Platforms now have Advanced Targetting Core instead of Targetting Supercomputer
- Command Center has a slightly bigger and wider shield, base is less durable and platforms are more durable
- Pulse Sprayer fires a slightly smaller projectile
- Tempest Saboteur has a lower phase upkeep
 - "Surrounded" is more difficult, with the mod's new ships attacked to the pirate fleet
- Fixed Reaver Drone Drone, is now Reaver Drone, properly deploys PD wing
- Persean League now has modded ships
- Reduced number of modded ships in pirate fleets
- Onslaught Guardian is more expensive
- Artillery Swarmer can now appear in markets

Version 1.3 (Apr 22)
- Updated for 0.8
- All ships have different variant styles, as opposed to the same 3 previous ones
- Many ships have gotten new sprites
- Added Pigeon (D)
- Added Command Center, currently not accessible in campaign
- Removed Pawn (G), Kite (G), Gemini (G)
- Removed Pigeon (R) and Torment (R)
- Removed Omen (SB)
- Removed all drone systems, instead they are built-in fighter wings
- Wolf Guardian is now Wolf Sentinel (SNT), has "Phase Dash" as a system (phase skimmer with 1 charge), and built-in "Wingman" wing (1 terminator with IR pulse laser and PD laser)
- Onslaught Guardian (GRD) has same name, has "Engine Overcharge" as a system (burn drive but shorter)
- Gryphon Guardian is now Gryphon Hunter (HNT), has Accelerated Ammo Feeder and built-in "Artillery Wing" (Artillery Swarmer + Vulcan), new sprite for it and the drone
- Centurion Rumbler is now Centurion Hailfyre (FYR), new sprite, no Hardened Subsystems
- Hammerhead Rumbler is now Hammerhead Seeker (SKR), lowered armor and increased speed, no longer has Hardened Subsystems
- Sunder Rumbler is now Sunder Warden (WRD), large mount is back to energy, no longer has Converted Weapons Mounts or Hardened Subsystems
- Tempest Saboteur (SAB) now has Interdictor Array as a system, built in "Ion Drone" wing (1 terminator with ion cannon and PD laser)
- New weapons loadouts for different ships
- All fighter wings now can appear as LPCs in different markets
- "Surrounded" is a mission that has replaced The Guardians for now, where you must fend off a pirate horde with a small fleet and a command center

Version 1.2.5 (Apr 12th)
- Added Scrapper-class frigate
- Added Mini-Flak Cannon (appears in markets, too)
- Added Flare Swarm system
- Added Thunder (R) and a modified Flux Armor system for it to use (ineffectively, because fighter AI is weird)
- Wolf (G) and Gemini (G) are less common in pirate fleets
- Sunder (R) now does 20% less ballistic damage (first new hullmod woo)

Version 1.2.4 (Apr 5th)
- Fixed Omen (SB)'s System Hacker and re-added it, removed the ability for it to appear in markets
- Increased damage of System Hacker
- Added Reaver Drone Wing
- Reaver Drone now has the Overlord system (2 PD drones), yes, I did actually give drones to drones
- Reaver Drone is slower and has less flux capacity, fighter version has 2 capacitors
- Slight adjustments to some loadouts that didn't have proper settings or were impossible

Version 1.2.3 (Mar 11th)
- Replaced Omen (SB)'s System Hacker with an Ion Beam until I can fix it crashing the game

Version 1.2.2 (Feb 17)
- Added Eagle (R), the (current) pillar in Rumbler oversized-gun technology, and three variants
- Minor adjustments to codex descriptions
- As of Mar 5, doesn't require Java 8

Version 1.2.1 (Feb 3)
- Added Tempest (SB), a phase ship!
- Added Ion Drone (not really a unique drone, just a Terminator with an ion cannon)
- Modified Omen (SB) description to not use "modified" twice in the span of a few words
- Added some fluff to the descriptions of some drones

Version 1.2 (Jan 13-17)
- Added Kite (G)
- Added Pulse Sprayer (a pulse laser but it fires in 24 shot bursts and can't hit the broadside of a Conquest)
- Added Omen (S), the first Saboteur variant, has stats equal to the 0.8 buffed Omen (will stay at that level when the update hits, it's just in advance)
- Added System Hacker (EMP beam)
- Currently, both new ships are Tri-Tachyon exclusive, may change in the future

Version 1.1.1 (Jan 5)
- Added Pigeon (R), with Slammer Drive
- Slammer Drive now gives a blue glow and no longer disables turning
- Pigeon now has Courier Drive, which does disable turning and also weapons
- Lowered combat stats of the Pigeon, increased storage stats so it can function somewhat as a freighter/shuttle
- Most ships have 1 extra variant (except both Torment variants, both Pawn variants, and the original Pigeon)
- Enemy fleet in "The Guardians" now has a Pigeon, Pawn and 2 extra Talon wings

Version 1.1 (Jan 4)
- Added Pigeon and Slammer Drive
- Reaver Drone is much faster and is more durable
- Sunder (R) has more armor, but has lower flux capacity and dissipation
- Updated spawning - new variants are generally less likely to spawn

Version 1.0 (release, Jan 3)
- Added Pawn, (G) variant is now a skin due to not being different enough from the standard variant
- Added Torment
- Added a mission, showing off the Guardian variants
- Removed hidden missile mounts from Onslaught (G), drones now regenerate slowly, Reaver Drones are now Xyphoses

Version 0.7 (prerelease, Dec 12-Jan 1)
- Added Sunder (R)
- Added Torment (R), sprite taken from SPIRAL ARMS sprite dump and modified by me
- Remade the Hammerhead (R) sprite so it isn't stupid
- Also remade the Centurion (R) sprite so it isn't stupid
- Updated Wolf (G) sprite so it's more blue and can be better distinguished from normal Wolf-classes
- Hammerhead (R) is no longer incredibly OP (no longer has a free Hardened Shields, and downgraded extra mount to small)
- Hammerhead (R) now has Disruptor Ammo, a unique system (ish) that is like Accelerated Ammo Feeder, but instead increases weapon and engine damage
- Sunder (R) and Torment (R) have Flux Armor, a version of Damper Field that is toggled and does not disable weapons, but builds up flux
- Bulwark drone renamed to Guard Drone (curse you Blackrock), replaced light autocannon with a PD missile launcher
- Pirates now use Guardian and Rumbler frigates and destroyers (no fighter wings or larger ships)
- Added new sprite for use by Artillery Swarmer and Interceptor Missiles
- Fixed Swarmer SRM launcher using the missile speed and flight time of the Artillery Swarmer and creating an OP long-range high explosive anti-Cerberus killing machine

Version 0.6 (prerelease, Nov 26, 27)
- Added Centurion (R)
- Added Hammerhead (R)
- Added Artillery Drone Wing
- Tri-Tachyon, the Hegemony, the Independents, the Sindrian Diktat and the Luddic Church now use new variants (Tri-Tachyon does not use Rumbler variants)

Version 0.5 (prerelease, Nov 25)
- Added Pawn (G)
- Gryphon (G) now works properly
- Reaver Drone has been reworked, is now a Kite instead of Hermes
- Artillery Drone's missile launcher now fires 5 times as many missiles, but each missile does less damage and has less health

Version 0.4 (prerelease, Nov 24)
- Added Gryphon (G)
- Added Artillery Drone
- Wolf Pup Fighter Wing now uses supplies and can not theoretically have infinite wings deployed with SS+

Version 0.3 (prerelease, Nov 23)
- Added Wolf Pup Fighter Wing
- Broadsword Drone renamed to Wolf Pup, now has Phase Skimmer
- Added fancy lights to drones
- Wolf Pup has lower flux stats and a weaker missile launcher, drone version has 1 vent, 1 capacitor and 1 extra launcher to compensate

Version 0.2 (prerelease, Nov 22)
- Added Onslaught (G)
- Added Reaver Drone
- Gemini (G) now has an extra turret
- Bulwark Drone system now has 2 drones, drone shields are smaller and not broken

Version 0.1 (prerelease, Nov 20, 21)
- Added Wolf (G)
- Added Gemini (G)
- Added Broadsword Drone
- Added Bulwark Drone

Credits!
- FrictionlessPortals, a friend who helped me with Java stuff and making the ship systems.
- Alex and David for making the game
- Medikohl for originally creating the Torment sprite
- Various people from Discord telling me how to not be bad
- AxleMC131 for the idea of the Mule (M) and for various sprites, including weapons and fighters

Post feedback and bugs, especially stuff that makes the game crash, balancing and sprite-related stuff.
« Last Edit: October 12, 2017, 12:19:40 PM by Inventor Raccoon » Logged

Arsenal Expansion, for all your slightly-altered-vanilla-ships-with-a-few-new-ones needs.
Tartiflette
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« Reply #1 on: January 03, 2017, 08:00:43 AM »

Mmmh, I like that blue Onslaught a lot. Some of the other sprites might require a tiny bit of polish but all the blue ones are pretty damn sexy (you can check the Kitbash Database in my Toybox if you want bits and bobs to put on them).
« Last Edit: January 03, 2017, 08:03:38 AM by Tartiflette » Logged

 
Inventor Raccoon
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« Reply #2 on: January 03, 2017, 08:26:03 AM »

Mmmh, I like that blue Onslaught a lot. Some of the other sprites might require a tiny bit of polish but all the blue ones are pretty damn sexy (you can check the Kitbash Database in my Toybox if you want bits and bobs to put on them).
Looking at them again, the Gemini sprite does look like it would need a few bits of black outlines, and the Torment has those weird black spots just above the rear turrets. I could've sworn that I desaturated some of the tan bits of the Centurion but I probably didn't do enough. The Hammerhead is probably my favourite.

I'll take a lot at the kitbash database. Already spotted an opportunity to turn the front bit of the Conquest into a cool frigate.
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« Reply #3 on: January 03, 2017, 08:42:24 AM »

I also wrote a pretty extensive paintjob tutorial linked in the toybox, you might find it interesting for the gryphon in particular.
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Inventor Raccoon
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« Reply #4 on: January 03, 2017, 08:47:58 AM »

I also wrote a pretty extensive paintjob tutorial linked in the toybox, you might find it interesting for the gryphon in particular.
Yes! I just have to install Photoshop and I'll try and make a slightly less boring Gryphon paintjob. At one time I tried desaturating your sprite and making it blue and it looked pretty great, so hopefully in the next few days there'll be a snazzy new paintjob.

Also, I updated the sprites a little bit (less black dots on the Torment, little bit of outline on the Gemini and a more desaturated Centurion). Torment and Centurion are in the post, Gemini is just in the mod.
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« Reply #5 on: January 03, 2017, 09:39:28 AM »

i agree with Tarti, i quite like the color scheme! :]

the large drones feel weird to me, though.
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Inventor Raccoon
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« Reply #6 on: January 03, 2017, 09:57:44 AM »

i agree with Tarti, i quite like the color scheme! :]

the large drones feel weird to me, though.
Yeah, the Kite drones are a bit odd. A decent number of mods have fighter-sized drones but the only frigate-sized one I can think of is the Vixen drone from Citadel. Originally the Kites were still classified as frigates, but trying to deploy them resulted in them colliding with the Onslaught and almost dying. So now they drift over stuff in an odd way and have somewhat weak weapons for their size (Gladius fighters have greater offensive ability). They're also big enough that most ships can easily hit and kill them. Even being much more durable than normal Kites, they die pretty quickly. I may replace them with Xyphos drones.

Also: what I've managed to accomplish so far with kitbashing the Conquest (and a few other ships):

Possibly some kind of light frigate? The name database doesn't list any Pigeon-classes. I might give it some kind of burst maneuvering jet like Blackrock ships.
« Last Edit: January 03, 2017, 10:33:30 AM by InventorRaccoon » Logged

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« Reply #7 on: January 03, 2017, 10:33:07 AM »

yeah, drone size seems to make a big difference in their ability to stay alive. ^^ i dislike BRDY's Bulwark Drone mainly for that reason. it's meant to be a slow but tough defensive drone (i think), but it's also quite large, so it dies quickly.

replacing them with Xyphos (and maybe your Wolf's Broadsword with a Wasp or something?) would look better, i think.
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« Reply #8 on: January 03, 2017, 05:40:23 PM »

That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
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Inventor Raccoon
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« Reply #9 on: January 04, 2017, 03:07:11 AM »

That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

Also a funny note, the Sunder (R) has more armor than the regular variant, 250 instead of 200. However, if you play with the Ship and Weapon Pack, it'll have LESS armor because that mod remakes the Sunder to have more armor (300 I think) and the old stats are on the Sunder (S). Might have to up it to at least 300.
« Last Edit: January 04, 2017, 03:20:15 AM by InventorRaccoon » Logged

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« Reply #10 on: January 04, 2017, 03:25:00 AM »

That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

Also a funny note, the Sunder (R) has more armor than the regular variant, 250 instead of 200. However, if you play with the Ship and Weapon Pack, it'll have LESS armor because that mod remakes the Sunder to have more armor (300 I think) and the old stats are on the Sunder (S). Might have to up it to at least 300.

That wouldn't be a bad idea. Probably bring it in line with those newer Sunders or even more armor than them (But that wouldn't make much sense though)
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« Reply #11 on: January 04, 2017, 08:27:40 AM »

Updated the download with a new version. A new ship, the Pigeon-class, with a new(ish) ship system. Also some balancing stuff. Will try and get gifs working of each non-drone system.
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« Reply #12 on: January 04, 2017, 04:08:52 PM »

That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Hilariously, I am actually finishing up such a faction, just doing some polishing at the moment. It is somewhat difficult, and requires rudimentary knowledge of coding (or in the very least an intensive logical process) but you can work backwards from Underworld's CABAL code using IntelliJ.
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« Reply #13 on: January 04, 2017, 10:19:56 PM »

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

):
I was super excited to see that you had made a corvette attendant, and PARTICULARLY that you had made a combat Kite to do so.
Could I... get to the G_Kite as a stand-alone ship? I love the idea
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« Reply #14 on: January 05, 2017, 04:48:20 AM »

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

):
I was super excited to see that you had made a corvette attendant, and PARTICULARLY that you had made a combat Kite to do so.
Could I... get to the G_Kite as a stand-alone ship? I love the idea
Of course. Currently list of ships todo are the Pigeon (R), Omen, and some cruiser (R) because there are way too many Rumbler frigates and destroyers and now I'm piling on more. I'll add a new Kite somewhere on that and give it a useful combat function. Omen will probably lose the EMP system but gain a built-in rapid fire EMP lightning gun and the ability to immediately overload. Not sure whether to make it a (G) variant or make a new saboteur variant and make the Tempest I have a sprite for into one of them too.

Having a frigate-sized drone sounds fun but even a Kite with about 150% flux stats and durability dies very quickly and often I was left without any drones. Xyphos drones last quite a bit longer since you can't properly focus a large ship's fire on a fighter and they can be super fast without looking dumb.

Maybe the Kite will get a pulse laser version of the Imperium Sagittarius ADC, the gun that spews bullets absolutely everywhere.
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Arsenal Expansion, for all your slightly-altered-vanilla-ships-with-a-few-new-ones needs.
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