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Author Topic: Adding custom ships  (Read 229456 times)

Kilvanya

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Re: Adding custom ships
« Reply #240 on: January 19, 2012, 03:56:27 PM »

Name: Apollo
hullid: apollo

Name: Apogee
hullid: apogee

this format right?

or the number at the end of the csv file?
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mendonca

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Re: Adding custom ships
« Reply #241 on: January 19, 2012, 10:41:04 PM »

Yeah, that's right.

The number in the CSV is a reference, presumably used by the code, and should be unique.
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"I'm doing it, I'm making them purple! No one can stop me!"

Kilvanya

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Re: Adding custom ships
« Reply #242 on: January 20, 2012, 09:45:28 AM »

then why it hate me  :'(
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Avan

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Re: Adding custom ships
« Reply #243 on: January 23, 2012, 09:37:19 PM »

Its case sensitive. I got pwned a lot by that today since I haven't implemented any ships in code in quite some time.

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

Anyways, hugenormous .5a slot-balanced (balanced is sort of a strange term to use for a ridiculously powerful ship) ship today: The Wyvera class Dreadnought (screenshot shows the stupidly OP mission-specific elite-variant I was testing out. Hence all the high-end weaponry a normal variant wouldn't be able to cram on at once. Especially the 9x atropos/bolas[Flux Torp I made] launchers, carrying 8x torps each, as well as the six HILs)


Its basically designed to replace the Panther in the uses I had for it in the missions, as the Panther is being downgraded due to the slot changes in .5a (5 (or maybe all 8) of the 8 heavy slots will become medium slots).

As to how it plays:
Flys like a brick (both STL, and FTL, as FTL speed is apparently tied to STL in .5a)
Costs a whopping 30+ FP to deploy
Nigh indestructible (though you'd expect that from something of this size)
The shield on this thing has a very high upkeep (it more than halves your flux dissipation rate, unlike just about every other shield), but is very efficient, and is an omni-360.
Venting flux takes a long time, due to large flux reserve size.
Even if your armor has been compromised, the hull of the ship is massive enough that you can still take a full hasslenought torp volley to the face and survive (barely).

As to how to fight it:
Bring lots and lots of gauss cannons (railguns are good choices too for smaller ships/slots): though they aren't very good against the armor, of which the ship has a decent amount given its sheer size, but they will threaten to overload the shields (Gauss cannons are still gauss cannons, and do a lot of kinetic damage), and /will/ chew through the armor given time: once the armor is gone, you then have the hull to contend with, but the gauss cannons should make short work of it simply due to sheer damage. They also have superb range, allowing you to pepper away at it from beyond the effective range of most of the weapons it can mount. Don't worry about missing shots; this thing makes the rear end of an onslaught look like a small target by comparison.
Onslaught w/ all gauss/hypervelocity/railgun loadout works wonders here - just make sure it doesn't get behind you. Because with the sheer firepower it will deliver at close range (esp. true for variants not relying on long-range beam weapons); esp. if it still has a bunch of missiles in its forward small missile hardpoints, all that armor might as well be made of paper.

Avan

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Re: Adding custom ships
« Reply #244 on: January 24, 2012, 04:57:20 PM »

And so here is the slot-nerfed panther:

The green old-HIL weapons on it are Autoblasters; basically the properly manufactured version of the chainpulse (the latter being nothing more than a cheaply modified autopulse cannon)

And here is me with a not-yet slot-nerfed Titan taking out a wyvera.

Here, the trick is to stay out of range of the autoblasters. (And not get mauled on your way across the battlefield by its escorts which have AM blasters)

Arguably, the Titan would likely fare even better after the slot nerf due to flux reasons; currently it can only get a volley off before its flux levels max out.

Also, note the rockets the Titan is firing; thats another of the 3 weapons I added in today. ...And I still have 1 weapon I haven't shown today; it might make it into a later screenshot.

Avan

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Re: Adding custom ships
« Reply #245 on: January 25, 2012, 10:59:56 PM »

New weapon and ship today (weapon is on the onslaught, ship is to the right)



For those who saw the filename and noticed I already have a ship named the warhammer (This one is just hammer, to compliment the anvil), I noticed that too, but didn't care enough to change it :D

SO ANYWAYS

the new weapon is the boltcaster, which is the long-range kinetic compliment to the gauss cannon; where the gauss cannon is designed to take on large ships, the boltcaster is built to snipe small ones. It has a very fast mount, the fastest ballistic projectiles, has an ample supply of ammunition, and fires in bursts. The Gauss cannon surpasses it in damage however, and is vastly more effective against armor (even though both are still kinetic weapons, the boltcaster will do lousy damage against a well armored hull, but is sufficient to break through the armor of a frigate). This gives large older-style ships (like the onslaught) the ability to effectively fight back against pests such as the tempest. However... its a large slot. So you have to be willing to sacrifice a large turret slot for one of these guns (a hardpoint sort of negates the whole function of the weapon), as well as the raw hitting power that just about every other large ballistic weapon provides. Good choice if you know you are going to be accosted by lots of small pesky ships (enough that you can't compensate for with small fast ships of your own - or perhaps you don't have access to small fast (enough) ships that can counter, say, tempests)... not so good if you are going to have to engage in capship-capship combat. This is definitely a niche weapon, and generally not something that will be used day-to-day.

the new ship is the hammer (as previously mentioned), and is a small destroyer, packing a medium energy turret (with a forward arc), a medium missile hardpoint, 4 small (2 ea. energy, missile) hardpoints, and 2 small ballistic turrets (with side arcs). Every weapon can fire dead ahead. Only the 2 small turrets can sort-of fire behind it (And are meant to be used by point defense). It is decent in most of its stats, though has great maneuverability (to compensate for its lack of weapons and shield coverage in the rear). Because a significant amount of its load-out's power comes from use of missiles, its best suited to short engagements, but it has the ability to keep on fighting long after its missiles are gone (I killed the hasselnought in one of these without using any missiles. It just takes a long time.)

Ivaylo

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Re: Adding custom ships
« Reply #246 on: January 26, 2012, 01:23:18 AM »

I killed the hasselnought ...


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!



;D
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megal00t

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Re: Adding custom ships
« Reply #247 on: January 26, 2012, 01:39:50 AM »

i'm still wondering how you make these sprites man :/ do you like change parts on ships that already exist? i'm very intreged.
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Avan

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Re: Adding custom ships
« Reply #248 on: January 26, 2012, 07:55:24 AM »

Yes, currently I have not made any fresh ones I've been satisfied with, so all you get to see are the franken-ships (ones made out of the sprites of others) ;)

And yes, I have also been using unreleased ships in some of them (ie, the Paragon's large slot was used a few times in the Wyvera)

I also need to go back and tweak a few of the old custom ones to pixel-art-ify them.

Avan

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Re: Adding custom ships
« Reply #249 on: January 26, 2012, 08:22:49 AM »

Went back and rebalanced the slots on the capships and a few others:

Ocelot retains its single large turret, loses its large missile hardpoint (Downgraded to medium)

Atlas II retains its single large missile slot, no changes
Atlas III gains a large turret, as well as a bunch of other stuff [making this ship today; its currently specific to the later GSP missions following the Green Sun's upgrades, though the GSP or other affiliated pirates may also convert a few other Atlas IIs to it later]
Lion retains its four large ballistic turrets, simply because it looked weird otherwise. I'm just going to re balance it to be in a similar league as the Paragon.
Panther loses five of its large turrets, only 3 remain. It never had any large missiles
Phoenix retains all its large slots except the two large missile ones, since they were redundant with the large energy turrets.
Titan loses five of its six large turrets, only the front remains. All of the medium slots were downsized to small. It retains both large hardpoints.
Wyvera was already set for .5a's balance.

megal00t

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Re: Adding custom ships
« Reply #250 on: January 26, 2012, 09:03:44 AM »

i've made 2 ships from scratch. well actually 1 ship and 1 fighter wing. all pixel art :/





 ;D
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Avan

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Re: Adding custom ships
« Reply #251 on: January 26, 2012, 11:39:14 AM »

RE: my previously post
Actually some parts of the frankensprites are new/made specifically for the ship, but they tend to be very small segments, often made to join other sprites together or make a weapon mount point or something.

Anyways, atlas 3 (just remember to grab some screens)



Green Sun took their flag ship, gutted the big central flightdeck, and replaced it with an advanced reactor and power distribution system, as well as made some upgrades to the engines, in the events following Long Shot. As a result, shield coverage has increased by ~60% (but is still small at ~70 degrees coverage), maximum speed got a slight boost, armor is marginally better but still in the 'paper-thin' category, 2 new medium mounts (ballistic and energy) are available, in addition to a new large energy mount, deceleration is vastly improved (before stopping was pretty much impossible. Now you can do it before you hit the other end of the map), turn acceleration is improved by a whole 100% (but still sucks, because its a turn accel of 2...). It still flies like a brick, but much less so than before.

The reason I made a lot of these modifications was because I found in Crown Jewel that the atlas II has such awful maneuverability and deceleration that there was no way to prevent it from sailing right across the map into the enemy fleet when the whole intent of the carrier was to sit around in back. It didn't so much matter in Long Shot because of the very long map and the fact that you would quickly advance down the map to the enemy fleet anyways.

Mounted in the heavy turret is the heavy blaster, a large energy weapon designed specifically for capship-capship combat, though it can do a number on a destroyer or frigate that strays too close. It fires relatively slowly, but is much more front-loaded (single projectile, heavy damage, low ROF) than most of the other large energy weapons, and has decent range too, better than a number of other weapons in its tier (though it sacrifices a bit of DPS for the slight range advantage)

Zarcon

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Re: Adding custom ships
« Reply #252 on: January 26, 2012, 11:51:10 AM »

Mounted in the heavy turret is the heavy blaster, a large energy weapon designed specifically for capship-capship combat, though it can do a number on a destroyer or frigate that strays too close. It fires relatively slowly, but is much more front-loaded (single projectile, heavy damage, low ROF) than most of the other large energy weapons, and has decent range too, better than a number of other weapons in its tier (though it sacrifices a bit of DPS for the slight range advantage)

Nice, I like the basic concept of this type of weapon.  Kinda like an energy version of the Gauss Cannon with slightly shorter range eh?
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Avan

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Re: Adding custom ships
« Reply #253 on: January 26, 2012, 12:15:21 PM »

Yeah, its meant to sort of a cross between the hellbore and the gauss cannon (except for energy) [Gauss actually comes off with equivalent DPS despite its significant range advantage, but the heavy blaster gets the flux boost, which I felt acted as a counterbalance to the gauss cannon's range]
« Last Edit: January 26, 2012, 12:17:12 PM by Avan »
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moffrevenge

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Re: Adding custom ships
« Reply #254 on: January 27, 2012, 07:59:54 AM »

Hi, some of my ships under construction and one of my turret(the scale is not correct) :

           
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