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Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368749 times)

Trylobot

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[0.8.1a] The Nomads, v1.4.11-rc2
« on: June 07, 2011, 08:27:53 PM »

Download Latest Version 1.4.11-rc2

Supports GraphicsLib (optional, but recommended)
Nexerelin: supported
DynaSector: compatible

This mod adds a new faction, The Nomads, to the game with custom ships and weapons. They are universally hostile, except to the player and the other neutral or independent factions. The Armada Fleet will depart from the Nur system and journey around the sector for as long as it can. If, however, the Oasis is destroyed, the escort fleets will scatter. The Oasis is available for sale during the brief period following its destruction, from the station in the Nur. It also adds some demo missions to allow for a quick preview of the content.

Update: as of v1.2.0, it is now possible to acquire the ability: REDACTED
Spoiler

Oasis Deep-Dream - points the way to the Oasis fleet, while in hyperspace. Consumes Recreational Drugs (of course). Acquired by talking to any Nomad, and purchasing an Hallucinomagnetic Locator.

[close]

Planned Features - https://github.com/Trylobot/ss-nom/projects (upcoming & planned features)
Sourcecode - https://github.com/Trylobot/ss-nom (complete source code for the mod)

FractalSoftworks Forum Credits
  • Trylobot: Design, Programming, Artwork
  • Cycerin: Sound FX
  • Snrasha: Additional Programming
  • PokerChen: Lore
  • Deathfly: New Editor
  • HELMUT: Additional Artwork

Others Have Said

   That was nuts; we got our asses handed to us, no mistake. — Nemonaemo
   I'm going to give that Komodo Mk.II a big hug as soon as I get my hands on one. — Goleg_The_Great
   Nomads were updated? I hadn't even noticed... I should probably go give them a go — Silver Silence
   Simply amazing. The engine motion [of the Roadrunner] and the tug-drones are something never ever seen before around here. — Uomoz
   I love the look of the weapons, I really do. — tokshen
   Nice mod man, Love the ship design. — HOWITZER


Additional Credits
  • Lena Chamamyan (Love In Damascus): music
  • Frank Herbert (Fremen, Dune): inspiration
  • Sviatoslav Gerasymchuk (Sitty in Space Claud): inspiration
  • Konstantin Koshutin (Highfleet): inspiration
  • Bioware (Quarians, Mass Effect): inspriation
  • Squaresoft (Zeal, Chronotrigger): inspiration


Full Ship Roster



« Last Edit: July 13, 2017, 10:56:19 AM by Trylobot »
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Avan

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #1 on: June 07, 2011, 08:48:46 PM »

cool! The middle one I presume is a heavy fighter of some sort?

Flare

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #2 on: June 07, 2011, 10:14:14 PM »

Maybe a mini corvette?
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

Avan

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #3 on: June 07, 2011, 10:20:59 PM »

the largest ship is really on the lowest end of the scale for frigates I would think.

Trylobot

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #4 on: June 07, 2011, 11:01:42 PM »

I haven't nailed down roles for them or written any mod data, for now they're just sprites. I could see the second one being an abnormally large fighter, yeah. Definitely I plan on some bigger ones for sure. As far as typical armaments go, I'm thinking auto-pulse lasers will be the weapon of choice. If they don't exist on the smaller scale I'll just make some.

pew pew
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mendonca

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #5 on: June 08, 2011, 02:46:52 AM »

Nice, I like it a lot.

As far as typical armaments go, I'm thinking auto-pulse lasers will be the weapon of choice. If they don't exist on the smaller scale I'll just make some.

pew pew

I understand completely where you are coming from.
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"I'm doing it, I'm making them purple! No one can stop me!"

BobHound

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #6 on: June 08, 2011, 12:34:12 PM »

Absolutely love the design!

I'm also very interested in the idea of nomadic people in space.  One would imagine that losing a ship would be like losing a city. So probably that would be reflected in their design and combat tactics etc.

Anyways, keep up the good work! Looks swell!
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Alex

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #7 on: June 09, 2011, 02:42:07 PM »

I'm also planning on a "Thumper" weapon. This weapon will do something special that I don't believe anyone's done yet - it will essentially be a melee weapon, mounted on a hardpoint. It is, very simply, a pneumatic ram-spike. It will do incredible kinetic damage and impact force, but have point-blank range. I'm going to achieve the look I want by using a visual recoil hack. Two things, I plan to try; the first will be to set a negative value for the recoil. That should move the "spike" (actually the turret barrel) forward, and then slowly backward. Much like a hydraulic quick-release system would work. The other way might be to use the mounting point "angle" field to rotate the barrel 180 degrees, and draw it backwards, which might also have the intended effect. The Thumper would only be mounted on the faster, more maneuverable Nomad ships.

Hah, just saw that. Very cool idea, I'd love to see it in action.
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Trylobot

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #8 on: June 10, 2011, 08:23:24 AM »

I put up a downloadable version of what I've got done so far, simply because I'm going to instead be focusing my effort on the Star Control mod for a bit. The Nomads version 0.1 has the Wurm and Komodo equipped with Light & Heavy Nomad Blasters facing off against a Hammerhead. It's not a particularly difficult battle, but the Hammerhead has managed to hand me my ass twice when I wasn't playing my best, so you still have to pay attention.

Planned Ships:
  • Scorpion - Missile cruiser - fires salvos of a new type of sabot that I call the Stinger. Each Stinger is small but each salvo contains eight missiles. Kinetic damage, of course.
  • Oasis - Supertransport - outclasses every existing ship to date, but is not heavily armed. The Nomads live on this massive city-ship, and protect it with their lives.

Planned Missions:
  • Way of Life - a mission which centres around protecting the Nomad's city-ship from assaulting forces. The Oasis is the only mission-critical ship.
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tinsoldier

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #9 on: June 11, 2011, 07:17:51 PM »

Tried it and liked it!  The Komodo is pretty fun to cruise around in and since he has just slightly more range than the Hammerhead's cannons you can take him out pretty easily if you're paying attention, don't wander into those cannons or missiles!!  It'd be nice if the smaller turrets could target missiles when on auto-fire, it just seems like something they should do since they kind of feel like energy-based vulcans.
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Trylobot

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #10 on: June 11, 2011, 09:37:58 PM »

It'd be nice if the smaller turrets could target missiles when on auto-fire ...

Now that you mention it, I agree; I'll look into that.
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tinsoldier

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #11 on: June 11, 2011, 11:10:16 PM »

Now that you mention it, I agree; I'll look into that.

*sweet*

One thought on the skins; what if the black border was switched from the outside of the hull to the inside.  In other words, the large off-white panels have a black border facing the exterior of the hull but what if the border was on the inside edge.  Perhaps it would help create a bit of contrast between the plating and the infrastructure?  I imagine the color of the hull contrasts with the background enough that you may not need the border (perhaps you tried it and it does!) but I feel like the inner hull and the outer tend to blur together and flatten the image a bit.
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mendonca

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #12 on: June 15, 2011, 11:53:00 AM »


Tried it aswell, and I like it aswell.

Sprites look really cool in the game. Not overly keen on the overlapping turrets, but to be honest it doesn't exactly make me angry, or anything. By 'not overly keen' I suppose I mean 'I noticed it slightly when I was stood still testing my turret arcs'.

Got my wings well and truly clipped first time round, thinking I could destroy the measly hammerhead by walking at him slowly and shooting all my guns as fast as possible.

His armaments really got me done at close range.

Conversely, second time round I sat at Heavy Blaster range and just pummelled away until he was dust.

Will be interesting to see how the Nomad fleet ties together and they start to form larger detachments.
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hairrorist

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #13 on: December 06, 2011, 09:28:38 AM »

These are great sprites.  Hope the project doesn't die!
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Zarcon

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Re: The Nomads (Mod-in-progress, for 0.34a)
« Reply #14 on: December 06, 2011, 10:29:59 AM »

These are great sprites.  Hope the project doesn't die!

Indeed.  It is my hope that after the next version release, some of these older mods will get brought up to spec and be playable again, or at the very least, once the game launches for real.  :)  The nice thing is that the Sprites should be fundamentally good no matter what version there is, etc.
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