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Author Topic: Trade Scavengers v0.8 - Now with Fanciness!  (Read 63045 times)

K-64

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Trade Scavengers v0.8 - Now with Fanciness!
« on: April 06, 2012, 12:50:58 PM »

Alright, this mod isn't a replacement, cancellation or otherwise delaying of the MassFarer mod, for those that were getting worried :P. Rather, it is a side-project that I'm doing to improve my spriting and general modding skills, in between MassFarer releases. That said, neither project I am doing alone, and my thanks goes out to all of those who have helped and provided feedback to these mods. Yes, this mod will largely be a frankensprite mod

Right then...

About the Trade Scavengers

The Trade Scavengers history begins with the city world of Roche III, better known as Avarice. It was a rare planet, being a border world yet fully metropolised, and such had a flourishing economy, albeit with less regulation on goods than the core worlds. Crime was always a problem on this world, theft, murder, drugs, you name it. With such issues plaguing such a honeypot, the Hegemony moved in extra fleets, marines and materiel to reign in these malcontents.
The strategy worked to an extent, however this crackdown stymied the traders' profits with reams of red tape, many of the smaller outfits had to outright quit the trade. Those that could see that they were going the same way began to lobby to the Hegemony to ease up on the regulations, to allow them to buy and sell goods directly, not through a government system. These pleas went unanswered, so they found likeminded traders and decided to take matters into their own hands.
That year saw many of the great foundries of the world closing due to "bankrupcy", the truth was much more dire for the Hegemony. The traders had managed to seize the industrial centre of Avarice and were using these facilities to make their own ships into combat capable versions. Cannibalising and retrofitting massively, the ships didn't look nice, and they certainly didn't perform to the levels of dedicated warships but that's not to say they didn't succeed in their coup of the Roche system.

Completely overwhelming defences, the traders decimated the Hegemony garrison fleet and took the system as their own, and have begun spreading out to nearby systems. Corvus is one such system...

Fleet Capabilities

Right, that's the lore of them, now for the real. Their fleets are comprised of several low tech and commercial vessels chopped and welded together with guns strapped on top. They especially favour ballistics and missiles as converting cargo space to ammo piles is easier than making them generators for energy weapons. Generally the ships are more fragile as well though they pack more larger weapons, in hopes that overbearing firepower is enough to remove the threats.

Ships

Strike Craft

  Barracuda  
  Razor  
Roach
Beetle
Viper
Corvettes

Artemis
Frigates

Crawler
Overthrust Lasher
Scorpion
Xanadu
Destroyers

Einherjar
Eviscerator
Bison
Yak
Cruisers

Valhalla
Ostrich
Subjugation (Left variant, right not pictured)
Apollo
Capital Ships

Genesis
Hades
Hercules
Asphodel
Hermes
Vanguard


Extra thanks goes out to Upgradecap for getting the campaign working with the new ships and faction. Also to be thanked is Zajadu, who assisted greatly with the Hades sprite

Download:

Version 0.1, released 06/04/2012: Download - Outdated
Version 0.3, released 08/04/2012: Download - Outdated
Version 0.5, released 11/4/2012: Download - Outdated
Version 0.7, released 04/08/2012: Download - Outdated
Version 0.8, released 09/11/2012: Download

The Second Era of the Scavengers


Feedback and suggestions are always welcome.

And as a last note, anyone who has commercial ships that they would like to see chopped up and weaponised, I can feature them in future versions of this. You will be fully credited and thanked for the work. If you do, please include a ship_data csv record thing, so that I can tweak the stats based on what it's like ;)
« Last Edit: December 26, 2012, 11:48:15 AM by K-64 »
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Upgradecap

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #1 on: April 06, 2012, 12:59:50 PM »

Good thing you got it up So fast :), did you do any Changes to the faction?

Because all those ships arent in campaign, the einherjar isint, for example. Did you remember to put it in?
« Last Edit: April 06, 2012, 01:01:47 PM by Upgradecap »
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K-64

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #2 on: April 06, 2012, 01:01:44 PM »

Just a few tweaks of ship spawn and station ship stocks, to reflect their tech level. Probably should've found out how to tweak the goods though :P. Also changed a few of the announcements to sound a little better in the lore, other than that, pretty much how you had it.

Oh yeah, tweaked the colour a wee bit too.

Though you still did all of the hard stuff, so thanks ;)
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cp252

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #3 on: April 06, 2012, 01:07:32 PM »

...Those ridiculous Atlas variants sold me.
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Uomoz

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #4 on: April 06, 2012, 01:15:56 PM »

This is a challenge to see who has the longest... ship.
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maffo

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #5 on: April 06, 2012, 03:15:31 PM »

looks good, nice lore, i hope craft omega adds it to the minimash
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Trylobot

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #6 on: April 06, 2012, 03:17:48 PM »

It's not long enough for me
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maffo

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #7 on: April 06, 2012, 03:19:29 PM »

@trylobot

i dare you to make a bigger one then
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Lord Leoric of Wercheg

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #8 on: April 06, 2012, 11:40:26 PM »

Looks like there's something wrong with the spawn script. I have five Trade stations orbiting Fenris and enough Traders to blockade the Pirate world.
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K-64

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #9 on: April 07, 2012, 02:11:06 AM »

That's strange. Just tested it again myself, and only the one station spawns
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Upgradecap

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #10 on: April 07, 2012, 02:42:52 AM »

Looks like there's something wrong with the spawn script. I have five Trade stations orbiting Fenris and enough Traders to blockade the Pirate world.

Heh. The script is supposed to be failsafe against those kind of errors, I checked the code myself to prevent that from happening.
re you sure you didn't messag around with their convoys after spawning or something?
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K-64

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #11 on: April 07, 2012, 01:33:59 PM »

Hmm, it appears that the Razors don't act as they should, I'll have to try and fix that one for the next release. Anyone else having the issue that they don't go into formation, and stack on top of each other instead?
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Upgradecap

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #12 on: April 07, 2012, 01:48:32 PM »

Hmm, it appears that the Razors don't act as they should, I'll have to try and fix that one for the next release. Anyone else having the issue that they don't go into formation, and stack on top of each other instead?

Yeah, I had that error, but I thought you set them like that.
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K-64

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #13 on: April 07, 2012, 01:54:57 PM »

Nah, I wanted them to be exactly like Talons, except slightly heavier
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Upgradecap

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Re: Trade Scavengers v0.1 - New faction + Campaign implementation
« Reply #14 on: April 07, 2012, 01:55:27 PM »

Oh, and are you sure the einherjar is in the game?
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