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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Adding custom ships  (Read 229444 times)

Alex

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Re: Adding in custom ships
« Reply #120 on: May 26, 2011, 08:08:24 AM »

Looks awfully similar to the brawler, too :)

Oh, I see what you did - cut the head off the hammerhead. I was wondering why that looked *so* familiar, heheh.

Nice to see the Atlas Mk.2 in action, I like it! That stream of incoming Atropos torps looks like it's going to ruin someone's day.
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Avan

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Re: Adding in custom ships
« Reply #121 on: May 26, 2011, 08:35:59 AM »

>:3 I found this giant torpedo graphic in the missiles folder, and am currently making a launcher for it.

Alex

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Re: Adding in custom ships
« Reply #122 on: May 26, 2011, 08:37:26 AM »

<makes mental note to clean up the graphics folder>  ;D
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Ivaylo

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Re: Adding in custom ships
« Reply #123 on: May 26, 2011, 10:25:43 AM »

LOL. I love the ";D" smiley.
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Avan

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Re: Adding in custom ships
« Reply #124 on: May 26, 2011, 10:28:19 AM »

Wheee!  :D It works - and quite beautifully too!

I was decelerating right into the explosion on this one, because I was going so fast...


I gave the full screenshot here, as anything less wouldn't have done the explosion justice.
(big picture, so I ;linked it instead)
[edit - turns out it got auto resized, so here is the picture anyways]
« Last Edit: May 26, 2011, 10:43:26 AM by Avan »
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Avan

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Re: Adding in custom ships
« Reply #125 on: May 26, 2011, 09:33:30 PM »

... and I decided to make another ship out of david's sprites (I'm leaving for home during the weekend, and plan on migrating my mods over to the new format for .34a, so I'm trying to get as many ships done now as possible)
And its another flat & fat ship! (mostly because they feel under-appreciated, and I felt I needed to make a nod to a rather infamously bad ms-paint spaceship someone made for transcendence, even if only the shape is /vaguely/ remiscent of it)

Phoenix-class monitor(?)


From the huge number of hardpoints this ship has facing the front (they will have a little bit more swivel allowing them to all fire more or less to the front)... it is clear how this ship intends to be used.

Basically, all the firepower of a conquest (From which it was derived) all set to fire in a single direction.
This ship also has a gargantual engine array, and is capable of surprising top speeds, acceleration, and turn rate (which is useful given what a huge target the ship is as well).

With 5 heavy ballistic & 6 medium ballistic hardpoints all directed to the front, you don't want to be on the business end of this ship. It also sports 2 heavy missile hardpoints at the "wing"-tips, along with 4 light energy and 2 large energy turrets. Rounding it off are a set of 4 ballistic turrets in the back, two of which have the ability to shoot to the front as well, which make great places for dual flak turrets.

This ship employs a large frontal shield that... covers only the front. But then again, you probably don't need any more coverage than that anyways. Given the weapon configuration, and position of the shield, you need to be very careful about overloading the ship... its still only about as heavily armored as a conquest (a little bit more, but not all that much)

Avan

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Re: Adding in custom ships
« Reply #126 on: May 26, 2011, 11:40:22 PM »

And here is an in-game screenshot:

frostphoenyx

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Re: Adding in custom ships
« Reply #127 on: May 27, 2011, 12:51:08 AM »

Woah ! This last ship is awesome Avan ! Great job !
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Avan

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Re: Adding in custom ships
« Reply #128 on: May 27, 2011, 06:39:22 AM »

glad you like it!
I probably won't get around to making any more ships for this weekend while I port everything over & am traveling about.

Can't wait for the .34a modder's preview release.

Avan

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Re: Adding custom ships
« Reply #129 on: May 27, 2011, 11:22:07 AM »

I ended up adding a whole bunch of variants (~20 in all) to existing ships & some of my ships this morning... I might stick some of them into my missions this weekend.

mendonca

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Re: Adding custom ships
« Reply #130 on: May 30, 2011, 12:43:40 PM »



The trilobite ... (and also showing it in the game ... Alex's engine making dodgy ship-art look great since 2011 ...)

This has room for a lot of flux, but doesn't have a shield. Instead it's all protected by heavy armour, but it uses that spare energy for a large engine and a large front facing energy mount, normally mounting a HIL. Thinking the balance would be to give it enough OPs to mount an HIL and some flux capacitors, or possibly go for one of the other better energy guns, at reduced flux capacity.

Only having the one gun and no shield is a severe limitation, but the fact that it's a chunky gun should make it useful as part of a team.

E: Ship graphic tweaked

« Last Edit: May 30, 2011, 11:00:21 PM by mendonca »
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"I'm doing it, I'm making them purple! No one can stop me!"

calmforce

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Re: Adding custom ships
« Reply #131 on: May 31, 2011, 07:56:44 AM »

Guys, I admire your work!  :)
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Avan

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Re: Adding custom ships
« Reply #132 on: May 31, 2011, 09:06:54 PM »

I made a couple high performance high OP missile launchers at large & small sizes: the pilum LRM heavy launcher (which is a seriously beefed up standard pilum launcher: launches 5 at a time, up to 100, but that kind of ammo storage & loading comes at a cost; exact same philosophy behind the sabot SRM repeater, a light sabot missile system that can fire 2 missiles/second for a total of 24 missiles, and again it takes a large number of OP, comparatively speaking.

I stuck the repeater on a Sunder variant, and the heavy pilum on the perentie and the phoenix support variant

Edit - created a repeater version of the swarmer (specifically meant to be a viable version of it for capships, again more expensive than the version used on fighter wings) - currently only on a new variant of the atlas 2
« Last Edit: May 31, 2011, 11:26:28 PM by Avan »
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Avan

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Re: Adding custom ships
« Reply #133 on: June 01, 2011, 11:00:01 AM »

I decided to start on a relatively simple ship to try another stab at doing david-like pixel art.

As such, I decided to introduce an even older tech style, with the idea behind it that the weapons and ships could be easily assembled in primitive manual factories (high output and low infrastructure cost, at the cost of max tech), without having to have a fancy manual factory (tech limited only by what you can develop, but at cost of very low output and high infrastructure cost*) or an autofactory (high output, but at the cost of a high infrastructure cost, and tech is limited by blueprints available)

This would give me even more options when it comes to rogue-faction owned ships (Because these ships are dirt cheap by comparison)

the "Ancient" style ships are so old, many of them outright lack shielding capabilities, with the ones that do having very tiny shields, and often are restricted to smaller slot sizes (though can tend towards having many smaller slots vs. fewer larger ones), and nearly exclusively use ballistic weapons, with some missile slots, and rarely an energy slot. They also tend to have underwhelming armor & hull HP, but make up for this in extremely low cost (both production & fleet points) and actually pretty good maneuverability.

the "Ancient" style weapons include basic ballistic weapons, primitive dumbfire missiles, though variants will also mount some more modern (But often still old and cheap) tracking ones, and a couple very crude directed energy weapons with ranges so short they could be classed as melee weapons (range ~200) (they are highly effective in their specific role: ie, one is a charged particle beam which does fragmentation damage, but imparts a huge amount of flux to the target).


*I only plan on a single faction with this capability so far - it will not be common /at all/.

Dark.Revenant

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Re: Adding custom ships
« Reply #134 on: June 01, 2011, 02:27:28 PM »

At least give them a ridiculously powerful, expensive, and slow mass driver weapon.  Then they can be a special threat to your fleet if you happen to catch a ship with such a weapon.
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