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Author Topic: Starlight's Starships, v0.9.7.1 (Faction Standings, HullMods, minor fixes.)  (Read 71196 times)

Archduke Astro

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Re: Starlight's Starships, v0.61 (Inferno Rays!)
« Reply #30 on: June 11, 2012, 11:21:04 AM »

Thanks for the comment.  Let me say I'm a fan of your work, particularly Classic Dreanoughts for GSB.  Your Ragnaroks lit the skies with my fittings.  z: )

It's now my turn to thank you. [-takes a bow-] I'm so very pleased that you look back upon my modding for GSB with such fondness.  ;D ;D ;D

The Ragnarok is either the weakest dreadnought or the strongest cruiser in the game. The lore would indicate the real answer is "both".

FWIW, I've been bravely plugging away (repeatedly off and on again) at a major new expansion of my Classic Dreadnoughts mod. It's been horribly delayed on account of significant life issues outside of the game, but despite appearances it is not dead.

I've reduced the sizes by an average of 25% so the size you see in the picture is now the size of the super-heavy model (30 OP's, Firestorm) whilst the merely Heavy model no longer eclipses the hull of an Ocelot which fired it (the Destroyer in the picture.)

I like this revision! Nicely done, Starlight. ;)

I will say in my defense though that the beam in question is used as you describe - it's a finisher and unlikely to be sustained for very long.  In the ship in question it's set in a Large Keel (0-traverse) mount.

Ah, the situation is now clearer; thanks. Prior to now it was not obvious that the Tactical Inferno Ray family wasn't a standard, general-deployment weapon present in large numbers fleetwide. For the narrow but decisive role you've just described, then a bit of good old Wagnerian bombast with the graphics is just fine. I imagine that red flash is the last thing many an enemy battleship captain would ever see... boom!
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Starlight

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Re: Starlight's Starships, v0.61 (Inferno Rays!)
« Reply #31 on: June 11, 2012, 12:09:32 PM »


It's now my turn to thank you. [-takes a bow-] I'm so very pleased that you look back upon my modding for GSB with such fondness.  ;D ;D ;D

The Ragnarok is either the weakest dreadnought or the strongest cruiser in the game. The lore would indicate the real answer is "both".

FWIW, I've been bravely plugging away (repeatedly off and on again) at a major new expansion of my Classic Dreadnoughts mod. It's been horribly delayed on account of significant life issues outside of the game, but despite appearances it is not dead.

I practically consider the Ragnarok to be canon, it fills a very large gap in the Rebel forces (as a ship which can actually take serious punishment and successfully retreat)  and was practically necessary to take the centre front position in my 0.35 speed fleets.  The Rebels didn't need a true Dreadnought, it was fortunate that what they were able to make was the Ragnarok.  Kemp's charge has been repeated on smaller scales many times.

I'm most definitely pleased to hear that CD is still seeing some attention.  I'm personally still hoping to see a Tribe Dreadnought (as if they need the help) but literally anything more, (including more lore) would be good to see indeed.  The Dreadnought war histories were good reads.

I've reduced the sizes by an average of 25% so the size you see in the picture is now the size of the super-heavy model (30 OP's, Firestorm) whilst the merely Heavy model no longer eclipses the hull of an Ocelot which fired it (the Destroyer in the picture.)

I like this revision! Nicely done, Starlight. ;)

Thankyou. z: )

I will say in my defense though that the beam in question is used as you describe - it's a finisher and unlikely to be sustained for very long.  In the ship in question it's set in a Large Keel (0-traverse) mount.

Ah, the situation is now clearer; thanks. Prior to now it was not obvious that the Tactical Inferno Ray family wasn't a standard, general-deployment weapon present in large numbers fleetwide. For the narrow but decisive role you've just described, then a bit of good old Wagnerian bombast with the graphics is just fine. I imagine that red flash is the last thing many an enemy battleship captain would ever see... boom!

The TIR is certainly no lightweight easy to use system.  In the hands of good crew and captains however, they could just prove decisive.  The largest versions tear through enemy ships at a terrifying rate, reducing proud starships to slag.  The lightest versions have some agility and can prove deadly to strafing fighters and frigates, but lack the reach for effective confrontations with capital ships.  I try to make everything I make balanced in the vanilla game and attempt to fill perceived gaps with fun tactical niches.  z: )
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Starlight; Vulpine Space-Adventurer.  Fond of lasers.

Starlight

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So!  A new version.  I took a break from this to play Bastion.  That was fun, but it didn't seem to take very long.  

Anyways, changes!

Introducing the Acernodon Heavy Fighter!



An all-round murder machine and costly to boot.  Faster then the average heavy fighter and more fragile.  For its speed, it lacks dogfighting agility.  Equipped with a LTIR, 2xDual Mahine Gun, 16 MIM's and 4 CCTS.  It is a lot more ammo-dependant then most of my fighters and tends to need a carrier.  I was considering downgrading the machine guns to singles and putting in some LPBC's, though I'm concerned that may be gratuitous (even though the OP cost is the same.)  Honestly, my Wing Commander-was-my-first-game-and-original-favourite-series background tells me that Heavy Fighters should have well varied weapons systems. z: )


The Starstrike Bomber has had a makeover!

Old and New:
 

The Starstrike is now cheaper and better balanced.  The Antimatter Blaster has been replaced with an MPBC from my own arsenal, meaning lower damage per shot, but a generally better-rounded performance.


Finally, the Micro Interceptor Missile System!



The MIM system is an anti-fighter missile system, fast, short ranged and featuring a clour of small, individually weak missiles.  Think Macross Missile Massacre.  If toned down somewhat for balance.  z: )

The MIM system is low on damage against anything larger then a fighter and can be dodged by an orbiting enemy, however it works wonders in the hands of an escort vessel or a fighter - which is primarily where these are used.  Considering giving them better turning ability and less accuracy.



I've been putting some thought into coming up with a proper version roadmap for my mod.  I'll stave it off a bit longer for now, but I might as well announce my intentions, in rough, rough order:
* 2 more 'families' of weapons.  
* At least 1 more of everything in the primary theme.  
* Improve the Starlance, Griffin and Seagull.  
* Remove the incongruous 'comission' vessels.
...around about here will be version 1.  
* Introduce new factions, incorporating comission vessels.  
* Make some missions, particularly a randomised scenario.  
* See if anyone's interested in popping this into a compilation.  

All of this is subject to change,  When custom engine trails and ship systems appear, I'm totally dropping everything to implement those.  I hope my suggestion for a ship system (or at least the relevant options to make a ship system) which reduces shield arc in exchange for shield efficiency is heeded.  My ships need it.  

Enjoy!  ...and please comment.  I could use feedback. z: j

https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar

Oh and since page 3 doesn't have the parade on display, here's the lineup as of this version:

« Last Edit: June 18, 2012, 05:25:08 PM by Starlight »
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Starlight

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Small update;  Fixed and spruced up the main image a little and more importantly, have altered the Griffin Cruiser. 

Removed the residual light pixels from around the outside of the ship (variable definitions of transparency seems to do wierd things) and altered the whole rear section (I didn't like the way the rear bit had turned out) as well as tweaking the colour of the whole thing to bring it closer to the rest (though I do still kind of want it to be extra-shiny, have I accomplished this?)

As usual, I request opinions (though often I don't seem to get any.)

Old vs. New:

 
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Vandala

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Both arn't bad, but I think the new one is a little better looking. I don't know what that red thing is supposed to be, it doesn't look bad but I just don't understand what it is or does.

Starlight

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It was meant to be a big red-trim armoured bulwark section containing the reactor and other sensitive systems, but it just didn't come out looking right despite a fair bit of messing around.  Thus, I've changed it to just more hull.  I'm glad you liked the change.  I'm probably going to mess around with it some more later and add some red trim elsewhere (colour scheme) along with more details.

Thanks for commenting. z: )
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Starlight

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Starlight's Starships, v0.81.1 (More Sprite Fixes)
« Reply #36 on: June 21, 2012, 04:57:26 AM »

Small update, purely to post the new, improved Starlance sprite, which I do need second opinions on;  Have I gone overboard with the detail and shading or not far enough?  It's kind of tricky adding detail to something that's supposed to be mostly smooth surfaces...

 

Old is on the left, new is on the right... so what does it need?   More?  Less?  Different?  Opinions desired. 
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Wriath

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Re: Starlight's Starships, v0.81.1 (More Sprite Fixes)
« Reply #37 on: June 22, 2012, 10:35:14 PM »

The larger ships are starting to come together into something nice, the small ships have been excellent since the start, keep up the good work!

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Re: Starlight's Starships, v0.81.1 (More Sprite Fixes)
« Reply #38 on: June 23, 2012, 05:59:47 AM »

Thankyou for the comment, that is reassuring to hear.  I'm pleased you like my progress.  The small ships were a lot easier to get right (which I'll admit makes them more satisfying to work on.)  The big ships still need work.  It's a careful balance between shape and detail.  There's more to come.  Just been slightly distracted by EV Nova this week. z: )
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Archduke Astro

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Re: Starlight's Starships, v0.81.1 (More Sprite Fixes)
« Reply #40 on: June 25, 2012, 10:41:49 PM »

Small update, purely to post the new, improved Starlance sprite, which I do need second opinions on;  Have I gone overboard with the detail and shading or not far enough?  It's kind of tricky adding detail to something that's supposed to be mostly smooth surfaces...

Old is on the left, new is on the right... so what does it need?   More?  Less?  Different?  Opinions desired. 

Starlight, you're firmly on the right track regarding the Starlance's hull detailing. I'd recommend adding a bit more greebling to that which now exists. Some small number of navigation (red & green) and formation (white) lights would be nice, too.

Your red-and-white squarish greebles at the ship's bow look somewhat indistinct to me. If they were both enlarged slightly (by no more than about a quarter to a third bigger) as well as sharpened/contrasted a bit, that would help greatly. The shade of red used there should be somewhat brighter; currently, it's rather dull in spite of the white background under/around it. Increased visibility via color and/or shape contrast on the ship's bow also helps to attract the player's eye, which further emphasizes the front of the ship and the direction it's flying in.

While the wings look better than before, they are now nearly too dark, though; please don't darken them further. That "khaki drab" coloration of your large wing surfaces means that all greebling on the main hull needs to stand out, in order to attract more attention to the central portion of the ship. You've mainly accomplished this expanded degree of greebling in your latest round of changes, for which I thank you. I do also enjoy the subtle degree of how you've now made the wings appear faceted; nicely done.

BTW if you plan to conjure up a faction flag or badge for your fleet later on, displaying that on your wings would add some smashing good color contrast there. Just enough to excite the eye, but not large enough to overpower an entire wing and make it look too crowded. ;)
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Starlight

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Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
« Reply #41 on: June 27, 2012, 12:48:44 PM »

1170 ida too pro dude.

I'm not sure what you mean, but if you mean the IDA Frigate from EV Nova is bloody excellent, then you are right.  z: )

Starlight, you're firmly on the right track regarding the Starlance's hull detailing. I'd recommend adding a bit more greebling to that which now exists. Some small number of navigation (red & green) and formation (white) lights would be nice, too.

Your red-and-white squarish greebles at the ship's bow look somewhat indistinct to me. If they were both enlarged slightly (by no more than about a quarter to a third bigger) as well as sharpened/contrasted a bit, that would help greatly. The shade of red used there should be somewhat brighter; currently, it's rather dull in spite of the white background under/around it. Increased visibility via color and/or shape contrast on the ship's bow also helps to attract the player's eye, which further emphasizes the front of the ship and the direction it's flying in.

First of all, thankyou for the comprehensive response.  It's greatly appreciated.  I've made the adjustment to the Foreward Binocular Long-Range LADAR Array (of course z: ) ) as suggested, let me know what you're think of it. 

Navigation lights are definitely something to consider.  That's something I'd like to institute across the whole fleet at once to ensure consistancy and I'll consider it as a later step.

Quote
While the wings look better than before, they are now nearly too dark, though; please don't darken them further. That "khaki drab" coloration of your large wing surfaces means that all greebling on the main hull needs to stand out, in order to attract more attention to the central portion of the ship. You've mainly accomplished this expanded degree of greebling in your latest round of changes, for which I thank you. I do also enjoy the subtle degree of how you've now made the wings appear faceted; nicely done.

Thankyou.  I particuarly thank you for the word 'Greeble' by the way, which seems like a word I've been after and never found. 

Quote
BTW if you plan to conjure up a faction flag or badge for your fleet later on, displaying that on your wings would add some smashing good color contrast there. Just enough to excite the eye, but not large enough to overpower an entire wing and make it look too crowded. ;)

On the cards... but not yet.  Ideally I'm hoping for some kind of faction badge to be implemented in game,  which could work easily, including input from players via tiny gif or png files and by applying the decals via the .ship files much as turrets are handled now, but I imagine that could become a performance issue quickly.  I'm less keen on just slapping them straight onto the ship hulls themselves, since it could look out of place in a player's fleet.  That sort of thing tends to bother me in games myself.  z: j

Anyway, here's the latest update for the Starlance.  More greebles all over the main hull.  I'm considering whether or not it's gettng too busy as it is - which may mean that it's either fine (heheh... yeah right) or I need to implement an entirely new level of translucent texturing with further detail atop that.  Which would be tricky and time-consuming, but quite doable.  Also;  Bloody hell, the xcf for this thing is up to 13 active layers.  This thing is proving to be real challenge to work on. 

Some of the addtions have altered the shape of the hull slightly, but I think those kind of work.  I'm wondering if I need a touch more of that anywhere.

Previous versus Current:

 

As always, all opinions welcome. 

Usual Link:
https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar
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Wriath

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Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
« Reply #42 on: June 27, 2012, 02:57:57 PM »

That is what I meant, specifically the 1170 (most recent) variant, quad railguns, heavy blasters, quad light blaster point defense turrets, and enough room to fit every upgrade and modification you could want. Thing is a beeeaaaast!

Starlight

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Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
« Reply #43 on: June 27, 2012, 04:08:36 PM »

That is what I meant, specifically the 1170 (most recent) variant, quad railguns, heavy blasters, quad light blaster point defense turrets, and enough room to fit every upgrade and modification you could want. Thing is a beeeaaaast!

Haven't tried that one, sounds like a lot of fun.  Sounds like it can chew through pretty much anything.  How's it for shields and evasion?

My main pilot's ride is the Rebel IDA Frigate, with four thunderhead lances, two light cannons, a bio-relay laser, a 100mm rail gun, 2 heavy blaster turrets, two fusion pulse turrets, 1 quad blaster and 1 storm chaingun.  All this and with a Viper bay and 265 speed (thank you Sigma Industries!)  I like to be able to outrun anything I can't outfight, as they say... and I can outfight a lot.  z: )

EV Nova's been a lot of fun.  I enjoyed the rich narrative and in-depth gameplay, though I felt the combat mechanics needed some work.  Everything felt a bit fast and loose and the lack of strafe movement was kind of painful at times.  Naturally this is what happens when you get spoiled by newer generations (thankfully the indie developers like Fractal made them happen) of a genre. 

That game has had me throughly distracted, since I'm prone to obsess on things, but I'm getting back onto the Starfarer modding now.  Temporarily sick of staring at the Starlance, I'm currently putting the finishing touches on a new frigate.  Probably going to recolour the Sparrow after that and think about either a new Destroyer or fixing some of my TIR weapon sprites.  Ahh, hard, fun, rewarding work. z: )
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Starlight

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Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
« Reply #44 on: June 28, 2012, 10:13:20 AM »

Hrmph. Can't decide... should I do a Cruiser next or a Destroyer next?  Maybe an anti-fighter corvette...   ...or a weapons system?  Decisions, decisions...
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