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Author Topic: [0.9.1a] LowTech Armada  (Read 56766 times)

YuiTheModder

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[0.9.1a] LowTech Armada
« on: April 18, 2018, 04:36:32 AM »






Hi all! I've made a ship pack mod that adds some ships to the pirates, derelicts, and Hegemony, and it's finally updated to 0.9.1a!

If there are any suggestions, critiques, or things you liked, please pop them in a post below and I'll get around to them as soon as I can!




Ships:
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(Please forgive me for the image size inconsistencies, I'm planning to redo them soon so hang tight! <3)
Lawful Lowtech (Mostly).
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Mask class Frigate "Missing Link"



Defender class Light Cruiser "A Cuter Cravantia"


Cravantia class Super Heavy Cruiser "Underwhelmingly Overwhelming"


Mason class Blockade Cruiser "Keeping Logistics Small, Big Time"


Corsair class Artillery Ship "So What DO The Hegemony Do With Their Busted Onslaughts?"



Scourer class Super Heavy Cruiser "Why So Small?"

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Unlawful Lowtech

The Epattcuds:
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From First To Last, And Not Necessarily In Order:

I - "The Literal Hunk'A'Junk"


II - "A Cheapo-Dominato"


III - "A Bizarre Amalgamation"


IV - "Some Random Smeg Must Have Been Asked To Come Up With A Ship And He Must Have Just Said: "Gun", And Walked Off"


V - "A Bigger Miner... Or Just a Big Box Of Bees"


VI - "Lovecraftian Mechanigore"


VII - "And Yo Mama A Condor Too!"


VIII - "Dominator In The Front, Mora In The Back."


IX - "Unwelcome Pleasantaries"


X - "... ... ... My God... It's HUGE..."
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Hegemony ComSec has redacted the following for public safety.
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Tripad Log ID Confirmed, Enjoy This Placeholder Image While We Find You:



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Spoiler Content Below:
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XI - "A Tiny Broadside Terror"


XII - "A Proper Skipper"


XIII - "Ain't No Bash Like Kit Bash Bash"

XIV (WIP) - "Fourteenth Battlegroup's Scrapyard Sister"

More TBC...
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Pirate:
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The Colatlus Class cruiser... Pirate Hubris... Why...

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Changelogs
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Update 0.4.2b&c (Hotfixes and Balance Adjustments)

A variety of additional balance passes and fixes:

The EpattcudVI has been given much better flux systems, likely looted from some poor odyssey in a scrapyard.

The EpattcudX now turns 50% faster, but is still just as heavy.

Various small changes to balance for other Epattcud ships.

Tech Duinn crashes no longer occur, as the market is now uncapturable. This will be fixed in a coming update.

Text now shows the correct colour on Tech Duinn.

Good pirate ships are now more likely to spawn with the weapon types requested in the variants. (There was an issue with goal variant flagging).

Tech Duinn should no longer appear on the minimap radar?

And some additional minor changes.


Update 0.4.2a (Hotfix)

A multitude of balance passes across the board, mostly small.

Some notable changes for combat include:

- The EpattcudVI has better flux systems to account for the time of its creation and resources realistically available to the pirates, also for balance.

- The EpattcudX's left wing module has more hull hitpoints to account for its size.

Several ships have recieved new variants and some love.

As for other changes:

The secret market now has no icon on the map.

Hullmod incompatability is now working for the EpattcudX once and for all.

Spawn weights have been tweaked to be more functional with other mods, as well as vanilla.

And some more minor changes.



Update 0.4.2 "Duinn time? Tech Duinn time."

The Colatlus finally takes its community voted spot in LowTech Armada!

A new secret Pirate market has been added to the game, with custom music, and enough strategic power to be an active force in the sector.

A plethora of balance changes:

Cargo space normalised to intended levels accross several ships, and the same for fuel.

The EpattcudX is now much more common, as it was nearly never appearing.

The EpattcudX can no longer have non-vanilla multi-deck converted hangar-alike hullmods installed, mostly because Jin kept forcing her less cute subordinates to man the 52 talons she controlled on her TSC Converted hangar ship. So many orphans...

Descriptions normalised.



Update 0.4.1b (Hotfix)
Ship spawn issues fixed accross the board. Please download this version as 0.4.1a had a few major issues. (Ships not spawning in for Pirates.)

EpattcudX rarity has been decreased to only 0.9 (one in every 30 or so capitals).


Update 0.4.1a (Subpatch)

Major changes:

ALL Epattcud ships are now on individualized rare blueprints to be found while exploring and raiding, as originally intended.

The same is true for the ScourerXIV (Except it is on a hegemony XIV blueprint instead).
The ScourerXIV will also now only spawn in Hegemony fleets.

Balance Changes:

EpattcudV has exchanged another one of its modular decks and 20 ordnance points for another borer drone wing, to make it more distinct.

Epattcud XI was weaker than intended in combat, so it has been given a small flux vent buff and capacitor buff, with the intention of potentially increasing the ordnance points by 5 next hotfix. ~ +20 Vent rate, +500 Capacitors (The same as 4.5 ordnance points) ~

The TappahLP (Luddic Path) is now a bombing run fighter instead of an assault fighter, owing to it containing one crewman that probably doesn't particularly want to get blown up. This may be changed in future patches as this means a lot more hammer missiles will be deployed a lot more quickly.

The ScourerXIV has had its frontal hardpoint arcs buffed to 15 degrees to compensate for the low number of hardpoints for a small cruiser.

The custom hullmod is finally finished and you can't install targeting hullmods with it!

The EpattcudX has had many of its turret arcs drafted to their intended angles, now the side turrets on a few modules cannot face into sections of the ship they weren't meant to, so now you won't have to worry about Jim taking potshots at his crewmen from the command deck on a module while they're peacefully strolling along on a spacewalk on the outside of the ship.
The EpattcudX mines now have a slightly larger (25 extra) secondary explosion effect radius, along with which the cooldown has been increased by 33.3 percent to 20 seconds, and the visual explosion should now match the damage radius better than the default used by doom mines.
The EpattcudX has also had a frontal composite exchanged for a universal mount to match the feel of the right wing module, though it will need some testing for balance. (I may swap it for a Synergy mount in the next sub-patch).
Lastly, the EpattcudX has had a logistics rebalance to make it more in line with vanilla and slightly less logistically capable. (-1500 Crew Capacity, -1250 Cargo Space, -1000 Fuel Capacity) it has however been given a slight fuel efficiency buff (30 fuel per lightyear instead of 35).



Update 0.4 "Return To Sender":

A complete re-design of the entire mod from top to bottom, with every ship redone from scratch alongside some new additions.

New Content:

A plethora of pirate //Redacted// content, notably EpattcudVII-XII.

New Derelict ships.

A new hullmod for a specific pirate vessel, though until I fix the hullmod's compatibility code it is unused.

A new ship system for a specific pirate vessel.

The TappahLP (Luddic Path).


Balance Changes:

Removal of the Scourer's flight deck.

Minor balance edits for most of the ships.

Many more smaller changes, I may pop back in here and edit if there's something I missed.


Update 0.1 "Quality Of Life Until 0.9":

New Content!:

The Epattcud V (A mid cruiser-capital carrier, with 3 bays but 2 additional borer wings).

The Epattcud VI (A capital sized scrapship).

Balance changes to:

The Cravantia (Reduced costs and hull changes).

The Corsair (Stat Rebalancing)

The Scourer (The hull was decreased but the armour has stayed the same)

On top of this, I tried to add some quality of play balance features to a few ships, and hopefully they will be more pleasant to play and fight.

Fixes:

All Derelict ships are by default NON-BOARDABLE, but you can re-enable this in the ship_data file in Hulls.

The Derelict custom built in weapons should now NOT appear in shops, please comment if you still see them i'm working on the problem and think I've fixed it.

And that's about it till 0.9. I may release a final update (Patch 0.15) to add the rest of the content i've been working on, but I may wait till 0.9 as it's a big update.



Update 0.04 "The Balance Hammer Falls":

Updated new stats for several ships to better suit their functions, namely:

Decreased fleet requirements for a Cravantia class cruiser.

Increased combat capability of Corsair classes by increasing hull, armour and maneuverability.

Changed the Ballista Attack Drone's Annihilator Barrage launcher to be less overwhelming, but shoot more dense arcs of missiles.

Minor fixes to the Tappah.

Various unlisted changes that were made before my four-month break.

Added new ship:

The Morias - A pirate cruiser battlecarrier with a big frontal gun and three flight decks.
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Thank you Helmut for giving me permission to use some of your unused textures for kitbashing, they really helped.

And a huge thank you to Sir Arcana, Nicke535, JRG, PureTilt and the rest of the Starsector community for the support while I was recreating my mod. Thank you all so much.
« Last Edit: December 20, 2020, 10:30:34 AM by YuiTheModder »
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gun&drink

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Re: [0.8.1a] LowTech Armada
« Reply #1 on: April 18, 2018, 01:16:05 PM »

nice, more low tech goodies to play with

I gave them a quick try just now, and overall I like it very much. the corsair, the skull and the Mason in particular are really nice, both sprite wise and stat wise. I specially like the corsair's artillery role, I have always liked the thermal cannon and being able to bring more of them into the battle is definitely a plus

two small things that I have noticed right away that bothered me tho:
-the caravania brings very little for 35 fleet points. we have the legion with 5 medium composite, 2 large ballistic and 4 fighter bays just 5 more fleet points away from it, and same story with the onslaught. hell, even an eagle outguns it for 22 fleet points
-I need to test this one more, but the tappah could go all the way up to 20 OP cost, maybe more, and it would still be well worth it. they are a really nice idea both for the burn drive and the armament, but they are way too good for what you can find at 16 OP, specially with reserve deployment. normally I would tell you to nerf the stats instead of making it more costly, but I really like the idea of a low tech, high performance corvette

Cheers

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ClassicAngus

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Re: [0.8.1a] LowTech Armada
« Reply #2 on: August 27, 2018, 03:34:49 AM »

Good looking ships
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MajorTheRed

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Re: [0.8.1a] LowTech Armada
« Reply #3 on: September 26, 2018, 04:48:21 PM »

I've started a new game and added your mod on my list.
So far in the campaign I've appreciated meeting the new ships (pirates mostly). They fit in nicely, really looks like an Ork-made spaceships, I like the scrapyard aspect.
The most positive point for me: the sprite are top notch. The non-pirate low tech ships are gorgeous.
A comment about the balance. In campaign everything seems ok so far. I'm not always in agreement with space pirate equipped with Mauler and other high tech weapons but it's only me. However, I think the missions showed some pitfall of Starsector: battles between lumbering monsters with insane amount of armor are really boring for me. Most of the pilotable ships in the missions are so slow, and the new drones ships so painfull to destroy, I just give up. The last mission started well, it was a really nice exercice of outfitting the ship to fit against the drone. But god, once in battle, it takes forever to move and worse, to get reinforcement at the right place. Against the siege drone and its burn drive + wings, it's nearly impossible to outmanoeuver it.
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YuiTheModder

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Re: [0.8.1a] LowTech Armada
« Reply #4 on: October 23, 2018, 03:50:21 PM »

I've started a new game and added your mod on my list.
So far in the campaign I've appreciated meeting the new ships (pirates mostly). They fit in nicely, really looks like an Ork-made spaceships, I like the scrapyard aspect.
The most positive point for me: the sprite are top notch. The non-pirate low tech ships are gorgeous.
A comment about the balance. In campaign everything seems ok so far. I'm not always in agreement with space pirate equipped with Mauler and other high tech weapons but it's only me. However, I think the missions showed some pitfall of Starsector: battles between lumbering monsters with insane amount of armor are really boring for me. Most of the pilotable ships in the missions are so slow, and the new drones ships so painfull to destroy, I just give up. The last mission started well, it was a really nice exercice of outfitting the ship to fit against the drone. But god, once in battle, it takes forever to move and worse, to get reinforcement at the right place. Against the siege drone and its burn drive + wings, it's nearly impossible to outmanoeuver it.

When I get a chance I'll do a balance patch focusing on the odd fighter and derelict balance, thank you for the info :)

I'm really happy you're enjoying the mod ^^
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YuiTheModder

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Re: [0.8.1a] LowTech Armada
« Reply #5 on: November 17, 2018, 02:50:15 PM »

Hi everyone, for now, development on this mod is at a standstill as 0.9 has just been released and I rely on the "Ship Editor" program to make my content.
I'll be back with new updates when the editor is released.

I may do a final preliminary update to fix a few issues in a month's time, but other than that i'm waiting for the 0.9 ship editor.
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Ishman

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Re: [0.8.1a] LowTech Armada
« Reply #6 on: November 18, 2018, 11:51:28 PM »

Just wanted to say these ships look fantastic, not kitbashed eyesores.

Awesome work.
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Nikopol

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Re: [0.8.1a] LowTech Armada
« Reply #7 on: December 16, 2018, 02:07:05 AM »

Please more updates. I am in love with these ships  :)
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Botaragno

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Re: [0.8.1a] LowTech Armada
« Reply #8 on: December 16, 2018, 02:11:45 PM »

God I'm a sucker for Low-Tech funsies, is this mod likely going to be 0.9 compatible anytime soon?
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Some day the Conquest will be a viable capital..... some day....

YuiTheModder

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Re: [0.8.1a] LowTech Armada
« Reply #9 on: January 24, 2019, 07:29:47 AM »

I'm sorry, for now life stuff has taken over a bit, but I promise I will get back to work on making this 0.9 compatible soon.

I am so sorry for the delay.
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Hrothgar

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Re: [0.8.1a] LowTech Armada
« Reply #10 on: June 09, 2019, 09:23:49 AM »

0.9.1 now is newest version. I like low tech ships.
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PyroFuzz

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Re: [0.8.1a] LowTech Armada
« Reply #11 on: July 11, 2019, 11:32:17 PM »

This is a cool mod! Keep up the good work!
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Digganob

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Re: [0.8.1a] LowTech Armada
« Reply #12 on: October 10, 2019, 09:22:07 PM »

Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?
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dk1332

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Re: [0.8.1a] LowTech Armada
« Reply #13 on: October 11, 2019, 12:03:43 AM »

Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?

Its clear that you are using a mod made for 0.8.1a. Current version of the game is 0.9.1a. Most mods that aren't updated to this version are more likely to not work. If you have other mods that aren't updated, I highly suggest you remove them to save yourself and others from unnecessary headaches.
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Digganob

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Re: [0.8.1a] LowTech Armada
« Reply #14 on: October 11, 2019, 02:50:42 PM »

Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?

Its clear that you are using a mod made for 0.8.1a. Current version of the game is 0.9.1a. Most mods that aren't updated to this version are more likely to not work. If you have other mods that aren't updated, I highly suggest you remove them to save yourself and others from unnecessary headaches.

Oh ok, thanks.
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