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Author Topic: [0.7.2a] 'Junk Pirates' 2.5.5 (including ASP & P.A.C.K.) - Shaderlib Required  (Read 188163 times)
mendonca
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« on: June 07, 2011, 02:25:44 PM »

Click the picture to download! Unzip in to the Mods directory of 0.7.2a, and let me know what you think!

What is this Mod in a Nutshell?

The Junk Pirates themselves are one of the oldest mods for Starsector (even featured in a Blog Post back in 2011!). Frighteningly will be 5 years old this year.

Is an 'integrated' SS+ faction, and is compatible with Nexerelin (including Corvus mode). Requires Shaderlib.

The Three New Factions
  • Junk Pirates - 23+ ships, with original artwork, covering all aspects of the StarSector fleets. Asymmetric and unusual arrangements, but easily underestimated.
  • Post Anarchist Canis Kollective (P.A.C.K.) - 12 individual ships with numerous additional high-end skins, all original artwork. None of the ships are bigger than a light cruiser (and there is only one of these types). 'Challenge' Faction - or one for the destroyer-lovers.
  • Associated Starline Parcels (ASP) Syndicate - Mini-faction created as part of a forum initiative some time ago, continue to be maintained as part of this mod. 6 ships total, the faction mainly adds flavour and not too distinct from vanilla when e.g. played in Exerelin.

Read on for more fluff (and check out the PACK thread in my signature for even more fluff around the imaginary history of this faction).

----------------

Location: Outskirts of the Breh'inni System
Date: 207.10.26

Valuable tech has repeatedly gone missing in the Breh'inni system, with Hegemony and Tri-Tachyon fleets alike suffering from unannounced acts of piracy.

Scouting mission after scouting mission has travelled through without detecting any signs of perpetrators.

You are commander of the HSS Marksman, leading one such Hegemony scouting fleet when your sensors pick up some unusual signals in the asteroid field near Breh'Inni 6.

------- JUNK PIRATES -------

A mod compilation, including the three factions made by me, all together. The mod itself is designed to be low-impact vs the vanilla experience, with limited additional weapons and new ships which generally aren't considered to be overpowered.

The factions are:

The ASP Syndicate,

Commercial couriers, the ASP Syndicate have a small set of unique ships, but each one is generally targeted towards efficient trade, whilst being good defensive ships in combat.

P.A.C.K.,

THE FLEET:




An isolationist utopian society is finally starting to crumble as their technology upon which they rely is failing. Unfortunately a century or so of isolation has meant they are suffering somewhat against the technological and social environment upon which they are emerging.

The basic fleet are generally sub-par, and heavily reliant on frigates and destroyers (largest ship, the Mastiff, tops out the line as a light cruiser). There are a number of high-spec alternatives to the basic fleet provided by Canebianco, Rothund and Caomarelo technicians. These modified ships are a match for some of the higher performing vanilla craft.

and Junk Pirates.

THE FLEET:





They are having lots of fun harassing nearby Tri-Tachyon and Hegemony forces alike, pulling apart their salvage and turning them back in to other things. The Junk Pirates' ships are generally imperfect and asymettrical mash-ups, but hopefully they all have a specific selling point which justifies why the Junk Pirates decided to build them in the first place.

CAMPAIGN:
The P.A.C.K. and the Junk Pirates have entered in to an unusual alliance - the Junk Pirates take pity on the P.A.C.K. and re-engage some arcane hab-tubes on the moon of Christchurch in the York System so that they can live somewhere else.

ASP keep a firm hold on the trade routes under the light of Ursulo.

The P.A.C.K. exodus is slowly taking place from Canis, allowing the planet to stabilise somewhat.

and the Junk Pirates try and maintain a grip of Breh'Inni, under Hegemony and Tri-Tachyon pressure.

---

Any criticism, constructive or just plain rude, is more than welcome in this thread. Go for it, but hope you have fun.

current version 2.55 - Few new ships / skins, balance and content pass, update for 0.7.2a.
« Last Edit: March 13, 2016, 02:16:24 PM by mendonca » Logged



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Alex
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« Reply #1 on: June 07, 2011, 03:25:37 PM »

Nice! Second mission seems way difficult, but I have to admit I'm sleepy and didn't try very hard.

I'd love to see a mission or two that lets you control the pirate ships. It would be awesome to have a first-hand look at all your ships - fighting against them makes me want to pilot them all the more.
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mendonca
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« Reply #2 on: June 08, 2011, 02:51:16 AM »

The second mission is too difficult I think.

It's supposed to be suggestive of Hegemony arrogance, and therefore hard, but I'm not sure if the Hegemony fleet even carries enough firepower to down all the fighters, never mind the new destroyer. Those MIRVs are deadly against the Hegemony ships, as well.

And I forgot to turn Spikes in to FIGHTERS. I'll probably drop their deceleration and lower the armor rating slightly as well. Maybe delete a Dugong, see how that plays out.

And I will definitely get a Pirate mission in soon.

Maybe do the one where they captured the Onslaught in the first place.
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mendonca
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« Reply #3 on: June 08, 2011, 02:12:48 PM »

Bumpity bump ... Play as the pirates, capture the onslaught! More tweaks, three missions now billed as 'medium'.
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Avan
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« Reply #4 on: June 08, 2011, 02:59:55 PM »

sweet - I'll try them out in a bit.
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Avan
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« Reply #5 on: June 08, 2011, 04:36:34 PM »

ok, I had some really weird issues on the onslaught capturing one...

1) your asteroid field was kinda funkily going right off the map (dimensions are wrong)
2) I suddenly /switched to commanding the enemy forces/ in the middle of the battle O_O (I think its an error in that you set it so that the onslaught was set to be commanded by the player (the last argument should be set to false, not true)

yep - here it is:       api.addToFleet(FleetSide.ENEMY, "onslaught_Standard", FleetMemberType.SHIP, "HSS Achilles", true);

that should be changed to false.
« Last Edit: June 08, 2011, 04:40:10 PM by Avan » Logged

mendonca
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« Reply #6 on: June 08, 2011, 10:32:32 PM »

Thanks Avan. I Appreciate it.

I didn't notice this in my limited playtesting.

(e: oh by the way, file is updated with changes)
« Last Edit: June 08, 2011, 10:39:51 PM by mendonca » Logged



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« Reply #7 on: June 09, 2011, 07:21:01 PM »

Had a chance to play around with this as part of testing the 0.34a release candidates.

Some feedback:
- The Dugong is a really fun ship. I love its broadside, just sends so much ordnance flying. Really a fan of asymmetrical designs, they add some twists to the gameplay.
- The last mission's name doesn't quite fit in the allotted space
- The last mission, the enemy is set to "ESCAPE" - which is cool, because the AI finally knows about that. But, due to a quirk, military ships will try to retreat a bit too early if there are no civilian ships around. If you add a "tarsus_Standard" or some such to the fleet, it'll behave more intelligently.
- I'd put the download link and instructions near the top of the OP. The post is long enough so that the download link is below the bottom of the screen when you first click on it.

Great stuff overall, really enjoyed it. Well, the last mission - didn't have a chance to play the first two beyond the first time I'd tried 'em Smiley
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« Reply #8 on: June 09, 2011, 07:36:55 PM »

Oh, minor bit of feedback from me: the dugong would really be classed as a cruiser, not a destroyer, based on its size Wink
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« Reply #9 on: June 11, 2011, 09:11:42 AM »

Very interesting and fun mod. Only one question: are the ships in the third mission supposed to fight the player or to run away? They are running away currently.
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« Reply #10 on: June 11, 2011, 11:44:55 PM »

Very interesting and fun mod. Only one question: are the ships in the third mission supposed to fight the player or to run away? They are running away currently.

I was wondering about that, I thought that maybe my brilliant strategy scared'em off.  Oh well  Tongue

I thought the missions were quite fun and I enjoyed fighting against the new ships.  They look quite nice.  The lot of you have put together some fun mods, this bodes well for Starfarer's future!
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mendonca
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« Reply #11 on: June 12, 2011, 10:35:26 AM »

Thanks for all the feedback, chaps, I appreciate it.  Smiley

On the 'escape' mechanic, I think I need to add a civilian ship to make them behave less wimpy.

Whilst I did test that level a few times, I didn't notice it as I was only really thinking about getting to, and stopping the Onslaught. I'm not a very good tester, clearly.

And I'll see if I can spend some time tweaking it soon, polishing some of the ships, graphics and adding the boxer destroyer to a fourth mission.
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mendonca
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« Reply #12 on: June 16, 2011, 12:00:21 PM »

Bumping as I have tweaked based on feedback, and added a new mission - 'Walk in the park'

Location: Breh'inni 3
Date: 207.10.13

Our simple transfer of our new gunboats has apparently hit a little bit of a snag. We've just left Breh'inni 2, on our way back to the King and a small and previously undetected Tri-Tachyon detachment seems to be nosing about.

It's clear that they've detected us. It's clear that can't happen.

Ready the munitions and silence them, but protect our new destroyers at all costs.


DEPLOYMENT:
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« Reply #13 on: June 16, 2011, 04:59:08 PM »

I like'em.  They feel decently agile but packed a pretty good punch.  I like having a blend of long/short range weapons too.
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mendonca
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« Reply #14 on: June 22, 2011, 12:15:19 AM »

It's barely worth a bump, but the mod has been updated to now have a couple of extra weapons.

SCATTER PD LASER - Modified PD laser. Fires an innaccurate burst of short range bolts of energy. Providing point defense on the Sickles and the Boxer. Can be useful as for close quarters fighting, if you can get close enough.

CUTLASS - Two modified tactical lasers bolted together and souped up to fire bolts of energy. Fires in bursts of 4, can be powerful but can also eat through the flux. Careful using it on a small ship with the shields up. Currently on the Sickle (Assault), also provided for the Hammerhead flagship on the first Hegemony missions.
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