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Author Topic: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)  (Read 28069 times)

Sleepyfish

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[0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
« on: September 15, 2020, 02:31:27 AM »

The Star Federation
Based upon FTL: Faster Than Light     |     By Sleepyfish


Welcome to an apprehensive forum post for this 3-years-in-development FTL mod!
This mod is a work-in-progress, but it should run fine in vanilla Starsector 0.9.1a campaigns.




Often, Star Federation ships benefit from:
+ Wider shield arcs
+ Powerful built-in drones on flight decks
+ Capitals have secondary shields

However, their technology isn't perfect:
- Shield arc shrinks as hard-flux increases
- Generally fewer mounts
- Carriers lack many modular fighter LPC slots
- Ships explode (rather awesomely) soon after they're disabled


OPTIONAL COMPATABILITY WITH THESE COOL MODS:
Ind.Evo adds some useful colony mechanics and secrets. And has really cool industry icons! Click HERE to download Industrial.Evolution!
Nexerelin introduces dynamic faction politics and warfare, bringing life and consequence to the sector. Click HERE to download Nexerelin!
Commissioned Crew gives each faction a flavorful hullmod for their commissioned commanders! Click HERE to download Commissioned Crews!
Starship Legends lets each ship adopt various traits depending on its performance in the campaign setting! HERE to download Starship Legends!

RECCOMENDED: Lazywizard's Version Checker mod. Click HERE to download Version Checker
REQUIRED: The Star Federation needs Lazywizard's LazyLib mod. Click HERE to download LazyLib
REQUIRED: The Star Federation needs Dark.Revenant's GraphicsLib mod. Click HERE to download GraphicsLib
REQUIRED: The Star Federation needs Tartiflette's MagicLib mod. Click HERE to download MagicLib
Click the image to download! 0.7.2a as of 1/26/2021

Please do let me know any thoughts! I love comments. :)

Thanks to:
Starsector Unofficial Discord............... for their patience
MesoTronik.................. for missions, sounds, and advice
Histidine........................................... for mission code
Avanita............................... for playtesting and advice
Dark.Revenant..................... for providing complex code
Tartiflette............................ for code and backgrounds
Ben Prunty............ for allowing faction interaction music
And probably many more!

Changelog:
Spoiler
_____HULLS________________________________________________________________________________________________

Cormorant-class Destroyer
   -(Changed turret sizes, types.)
Daptrius-class Fast Destroyer
   -(Total rework of sprite, flux stats.)
   -Goal was to have it be an agile line destroyer, but is held back by its single charge burst of speed.
Egret-class Combat Logistical
   -Downgraded mounts.
   -Changed ship system to Antimatter Injector.
Osprey-class Cruiser
   -Speed 55->60.
   -Slightly reduced arc of larges.
Kestral-class Cruiser
   -Increased speed to 70.
   -All forward small mounts changed to Universal (Oh boy)
   -Rear small energies changed to 360 degrees.
Proteus-class Cruiser
   -(Sprite upgrade, mount additions.)
   -Buffed flux capacity, dissipation, speed, and shield efficiency. Kinda spicy, not going to lie.
Accordant-class Battlecruiser
   -(Sprite upgrade, many mount changes.)
   -Changed ship system to Antimatter Injector.
   -Now has a reduced range, faster firing artillery beam: the Siege Beam.
Engi Drone
   -Hull increased from 500->1000.
   -Armor increased from 10->100.
   -Speed increased to 200.
   -Ship system changed to vanilla "Skimmer: Drone".
   -Slightly increased flux dissipation.

Increased nearly all ship maneuverability stats.
Increased many shield efficiencies, or flux stats on ships with high shield efficiencies.

_____WEAPONS___________________________________________________________________ ___________________________

Light Overcharger:
   -Reduced damage, increased fire rate.
   -Now fires indefinitely with Expanded Mags.
   -Increased OP, from 7->8 cost.
Overcharger:
   -Flux efficiency changed to 1.6.
   -Increased OP from 12->14. Still a monster energy with consistent DPS against armored targets.
Halberd Beam:
   -Reduced EMP damage, buffed normal damage.
   -Increased flux cost. Phase lance + shield pierce is a bit spicy.
Leto SRM:
   -Now a 30 second delay, fires both missiles. 2x700 damage; still pretty inaccurate.
Swarm Battery:
   -11->7 OP.
   -Increased damage per missile, 200->300
   -15 second delay before all charges are restored, including EMR magazine size.
   -Reduced flight time by one second.
Pitch PD:
   -Massively increased projectile speed.
Chisel PD:
   -Greatly increased projectile speed.
Carver ADS:
   -Mildly increased projectile speed.
Ultraheavy Pulser:
   -Increased flux cost, 1.0->1.1 Damage to Flux ratio
   -Slightly increased ammo regeneration rate.
Heavy Pulser:
   -Slightly increased ammo regeneration rate.
Light Pulser:
   -Fires 2 shots per volley, fires faster to compensate.
   -Upped damage from 90->110.
Light Scrapshot:
   -Increased range to 700->800.
   -Reduced damage per blast to 260, cost 208. (0.8 flux efficiency)
Heavy Scrapshot:
   -Refire reduced from 2.4->2.3
   -672 damage per blast, up from 648.
   -Flux cost to fire increased to 739. (1.1 efficiency)
Giga Scrapshot:
   -Reduced Range 1100 to 1000.
   -Fires 32 x 37 damage shells, total 1184 damage.
   -Increased EMP to 18 EMP per shell, total 576 EMP per blast.
   -Flux efficiency changed to 1.0
   -Increased turret turn rate.
Glaive Beam:
   -Reduced peak beam DPS to nullify its crazy armor penetration. Still good instant damage.
   -Beam speed reduced slightly, does a bit less damage at longer ranges.
   -Increased flux cost per second to fire.

_____SHIP SYSTEMS________________________________________________________________________ _________________

Antimatter Injector:
   -Changed to be less extreme, based around base ship speed. Still pretty fast.
   -AI is less crazy to use it, I hope. Burn drive AI is a piece of work, I tell ya.
   -The Byte still seems to be a little gung ho, but maybe it's okay?
Battery Backup: Engines:
   -Increased active time by 0.5 secs, changed cooldown from 15->12 seconds.

_____MISC______________________________________________________________________ ___________________________

Massively increased the commonality of Star Federation weapons. They only have one system, after all.
Added vaguely similar campaign layer music. The music is by Ben Prunty, used with permission by Justin Ma.
    -Only the last alphabetic mod with music loads, so Audio+ will overwrite.
    -Tiandong and Blackrock won't work, too, as they attempt to add music.
Ship destruction effects:
   -New Shatter sounds added.
   -Old shatter sounds are new death explosion sounds.
Volumes of SFX have been changed.
   -Glaive beam was too loud.
   -Ship destruction effect volume tuning.
Version Checker Compatability!
Ind.Evo Compatability!
[close]
« Last Edit: January 27, 2021, 04:01:13 PM by Sleepyfish »
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ModdedLaharl

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #1 on: September 15, 2020, 08:44:18 AM »

yes yes yeS YES YES YES YES YES

I played FTL for years and years before discovering Starsector. I am immensely excited to see this.

Admittedly, I played FTL Captain's Edition for so long that I no longer remember what's Vanilla FTL and what's not. So, question then; will you be doing any of the stuff from CE?
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MajorTheRed

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #2 on: September 15, 2020, 08:54:10 AM »

That's a really impressive homage to FTL! You put a lot of effort on bringing in the special features of the game in Starsector!
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Mondaymonkey

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #3 on: September 15, 2020, 08:58:08 AM »

Pirate versions! We need pirate versions of those!
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Tartiflette

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #4 on: September 15, 2020, 10:17:29 AM »

Congratulation!
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SCC

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #5 on: September 15, 2020, 11:17:43 AM »

Alex doesn't tweet releases of any old regular mods. It's nice to see you publish something at last.

Sleepyfish

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #6 on: September 15, 2020, 01:03:10 PM »

Alex doesn't tweet releases of any old regular mods. It's nice to see you publish something at last.
Oh no, the state of things! Scrambles for broom and dustpan!

Congratulation!
That's a really impressive homage to FTL! You put a lot of effort on bringing in the special features of the game in Starsector!
Ah, thanks! Just don't tell anyone I only play FTL on easy...

Pirate versions! We need pirate versions of those!
Y'arrr, parrr-haps. Purple paintjobs and ammofeeders unite?

yes yes yeS YES YES YES YES YES

I played FTL for years and years before discovering Starsector. I am immensely excited to see this.

Admittedly, I played FTL Captain's Edition for so long that I no longer remember what's Vanilla FTL and what's not. So, question then; will you be doing any of the stuff from CE?
I was thinking about snatching a little shuttlecraft from a different mod to fill out the frigate roster. But those CE designs do seem somewhat interesting! We'll see!
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Harmful Mechanic

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #7 on: September 15, 2020, 01:29:12 PM »

Really glad to see this finally leave the nest. Looks great; I love the way you translated FTL's designs and mechanics into Starsector.
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mora

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #8 on: September 15, 2020, 03:37:51 PM »

Few things I noticed:
The stations this mod adds have absurdly large icons on the minimap for some reason. Not like its a problem or anything but just thought it was weird.
The Flak 1, or Light Scrapshot is classified as a medium weapon instead of small which is weird since its name, id and firing sound id "fed_flaksmall_fire" implies that this weapon is meant to be a small weapon.
The Pike Beam's description says Glaive Beam instead of Pike Beam.
There is already a Buzzard-class frigate in the Kadur Remnant mod. Unless "Buzzard" is the official name for the Federation Bomber it is based on, I think you should change it.
The Defense drone MKIIs sound like flak cannons when they fire. I'm pretty sure they sounded more like pew pew.
And finally the Federation lacks a faction description but you are probably aware of this yes?

Some shield ideas:
How about adding an effect to the Federation hullmod that would make shields unfold nearly instantly to kinda mimic FTL shields? Would it be too powerful? Multiplying shield unfold rate by 9999f(%) or some higher number got the bubble shield style going.
How about making zoltan shields bigger than normal shields? Zoltan shields deplete first in FTL. Some ships don't have 360 degree zoltan shields so maybe only for the flagship?
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Sleepyfish

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #9 on: September 15, 2020, 05:04:47 PM »

Few things I noticed:
The stations this mod adds have absurdly large icons on the minimap for some reason. Not like its a problem or anything but just thought it was weird.
The Flak 1, or Light Scrapshot is classified as a medium weapon instead of small which is weird since its name, id and firing sound id "fed_flaksmall_fire" implies that this weapon is meant to be a small weapon.
The Pike Beam's description says Glaive Beam instead of Pike Beam.
There is already a Buzzard-class frigate in the Kadur Remnant mod. Unless "Buzzard" is the official name for the Federation Bomber it is based on, I think you should change it.
The Defense drone MKIIs sound like flak cannons when they fire. I'm pretty sure they sounded more like pew pew.
And finally the Federation lacks a faction description but you are probably aware of this yes?

Some shield ideas:
How about adding an effect to the Federation hullmod that would make shields unfold nearly instantly to kinda mimic FTL shields? Would it be too powerful? Multiplying shield unfold rate by 9999f(%) or some higher number got the bubble shield style going.
How about making zoltan shields bigger than normal shields? Zoltan shields deplete first in FTL. Some ships don't have 360 degree zoltan shields so maybe only for the flagship?
Ack, file peeker! Well, I'm gonna pull a "early access" mulligan here and say yes, things are rough around the edges.
  • The Pike Beam is very much unfinished if you couldn't tell by the "tachlance" fire sound effect.
  • The Buzzard sharing a name with Kadur, that's good to know.
  • The Light Scrapshot is supposed to be a medium, more like a sidegrade heavy autocannon. Heavy scrapshot is what you want if you need to break thick shields, but is much less effective versus small targets compared to the Light Scrapshot's tight dispersion.
  • Drone PD sfx are on the way!
  • I learned that tuning shields to deploy super fast unfortunately causes some graphical glitches.
  • Zoltan Shields are outside in FTL, true, but I think spending 90% of the battle listening to overload sounds and watching your ship sparkle with green arcs is a bit irritating. It also doesn't protect against torpedoes for engine reasons, so you'd get splashed for double the HE damage on your main shields.
I am also fixing other things like informative hullmods and filling out missing descriptions. I should get integration with Nexerelin done in the next update as well. Shoddy state aside, I wanted to get this out there because it'd be a better way to get balance feedback, and I have been sitting on it for a rather long time.
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mora

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #10 on: September 15, 2020, 06:18:57 PM »

  • I learned that tuning shields to deploy super fast unfortunately causes some graphical glitches.
  • Zoltan Shields are outside in FTL, true, but I think spending 90% of the battle listening to overload sounds and watching your ship sparkle with green arcs is a bit irritating. It also doesn't protect against torpedoes for engine reasons, so you'd get splashed for double the HE damage on your main shields.
:'(

I am also fixing other things like informative hullmods and filling out missing descriptions. I should get integration with Nexerelin done in the next update as well. Shoddy state aside, I wanted to get this out there because it'd be a better way to get balance feedback, and I have been sitting on it for a rather long time.
Glad you decided to release it then, was wondering why nobody made a FTL mod yet...
And speaking of nexerelin, are faction relationships final? Just asking because the luddites may not like the ENGICores...
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Mondaymonkey

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #11 on: September 16, 2020, 08:34:26 AM »

Y'arrr, parrr-haps. Purple paintjobs and ammofeeders unite?

Ya! And a space Cthulhu icon, if possible.
Spoiler
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Vensalir

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #12 on: September 16, 2020, 09:28:04 AM »

Very nice, beautiful looking ships there.
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Igncom1

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #13 on: September 16, 2020, 09:38:26 AM »

So if this is for the federations ships, and I guess the rebels as they just use recoloured versions of these ships.

Any chances for the other peoples/factions ships for the independents to use?
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MajorTheRed

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Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« Reply #14 on: September 16, 2020, 10:10:12 AM »

So if this is for the federations ships, and I guess the rebels as they just use recoloured versions of these ships.

Any chances for the other peoples/factions ships for the independents to use?

I guess the Slugs ships could be added to the Smugglers/Tri-Tachyon (ships with phase + ECM), while Mantis could be added to the pirates?
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