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Author Topic: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2  (Read 334904 times)
MShadowy
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« on: July 20, 2012, 10:56:27 AM »

... and current analysis of the captured Rig suggests that this craft is entirely intended to support wings of fighter craft.  The design of the craft is heavily improvised, and while several innovations are present, difference in the crafts docking clamp designs at various points (see reference images disr-01007, 01013, 01030, 01033) suggest that the craft has been modified from an existing small construction ship.  Given the severe lack of combat capability these ships have displayed in all encounters to date, as well as S.H.I.s general reticence towards needless expenditures of manpower, it is the conclusion of this board that the Shadowyards Design Bureau's efforts to design a carrier craft have ended in failure, forcing them to deploy these makeshift support craft.
-Domain Sector Intelligence Service brief , November, pre-cycle 23
4 months before completion of the first Charybdis class Strike-Carrier





Shadowyards 0.6.1.2 is available for download!
=download=

Since 0.6.1 the graphics style of the faction has been changed; for those of you prefer the old look, you can download an optional style pack!
=the classic pack=


Features:

  • A fleet of odd looking vessels for you to fly around/blow up!
  • A generalfocus on mobility, compromised by weak hulls.
  • Middling to strong shields.
  • Steady and reliable weapons systems
  • Strong and versatile fighters.
  • 16 missions.
  • Integration with Starsector Plus and support for the Knights Templar boss faction.

Requires LazyLib
Requires GraphicsLib

Ships:


Screenshots:











Shadowyards vessels are vulnerable to being overwhelmed; if you can corner them and force them to flux or overload you'll put them in critical danger.

These vessels are typically designed to a general assault profile, and are often vulnerable to the rear.

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

Note, older change log data has been removed from this post; it is available here if you want to look it over.

Changelog:

0.6.1 Changelog

  • Adjusted down most fighter base prices
    • Skinwalkers to 11,000 (from 18,000)
    • Neriads to 4,000 (from 10,000)
    • Kobold to 8,000 (from 15,000)
  • Removed (or rather changed purpose of) the small Blackcap Launcher
    • Fighter only weapon, fitted to Neriad and Skinwalker
    • Starts with 2 ammo; regenerates 1 shot every 15 seconds
  • Skinwalkers shrike launcher changed to fighter specific built-in; regenerates 1 shot every 45 seconds.
  • Fixed an oversight related to misreading the the tables that left the Raksasha and Kobold with lower OP than their vanilla equivalents
    • Raksahsa OP to to 28 (from 8 )
    • Kobold OP to 12 (from 5)
  • Added the Skadi-class fleet carrier
    • Vaguely between the Astral and Legion while being more fragile than either
  • Added the Minos-class Cruiser
    • Exploration focused civilian ship
  • Shamash changes:
    • Ordnance Points increased to 40 (from 35)
    • Additional small energy mount added
    • ENERGY hardpoints on the arms changed to SYNERGY
    • Ship system changed from the Flak flares system to the Remote Engine Inhibitor System
  • Changed the Morningstars ship system, removing the drone and tweaking the stats
  • Morningstar L (formerly Civ) system changed to Plasma Jets
  • Civilian Modifications removed and replaced with League Refit
    • Reduced flux loss compared to CM
    • Cargo expansion removed
    • Armor and hull health improved
  • Added the Storm Blaster, a short range assault weapon for ENERGY mounts
    • It shoots a hail of small flak rounds at a very high rof, doing loads of frag damage
  • Created dummy files for the Pirates, Persean League, Independents and Scavengers so that they spawn with SRA ships or cobbled together pirate uglies
  • Expanded and revised faction description slightly
  • Changed civilian skins to be Persean League skins; League variants have more health and armor but worse flux stats, with much of their offensive equipment becoming BALLISTIC
  • Added Pirate Skins
    • Ships with these skins--Clade, Elysium, Shamash and Solidarity
    • Layouts are very different with most energy mounts stripped and replaced with BALLISTIC or COMPOSITE mounts
  • Added the Baseplate class Utralight Carrier
    • Converted Ashnan, basically little more than a flight deck in space
  • General graphical overhaul for sprites in the mod; overall style changed
    • Original style available as a seperate graphics pcack for those who want it
  • Added autofit variants


0.6.1a Changelog

  • Fixed a null pointer error in the Minos' ship system

0.6.1.1 Changelog

  • Fixed some minor problems in the faction files
  • Removed the Spaceport condition from markets which also have an Orbital Station--specifically Euripides and Mantra
  • Somehow the Minos' material, normal, and surface maps had not gotten included; this is now fixed
  • Replaced the sprite for the Mimir's Lock drive overlay which I somehow forgot
  • Polarizer chargedown reduced to 5 seconds (from 8 )
  • Fixed an issue with the Raksasha which was causing it to launch it's torpedoes at point blank range
  • Raksasha loadout redone; one Tusk Torpedo removed, OP cost reduced to 25 (from 28), Base Price reduced to 13,000 (from 15,000)
    • Also slightly revised the sprite
  • Tusk damage reduced to 2000 (from 2500) doing 400 per bomblet (from 500)
  • Tusk Rack OP decreased to 6 (from 7)
  • Fixed a glitch in the Morningstars system AI which was preventing it from using its system
  • Did some refinement work for the REIS system AI; it should be less pointlessly trigger happy now
  • Reduced ratio of Yardie Pirate to standard pirates to try and make them not so dominant in the spawn lists
  • Added more d-mods to the following SRA pirate ships:
    • Clade P; added Glitched Sensor Array
    • Shamash P; added Phase Coil Instability and Compromised Hull

0.6.1.2 Changelog

  • Forgot to add built-in hullmods to the Minos; this has also been fixed
    • Added Survey Equipment, Salvage Gantry and a "Science Ship" hullmod which is a combination of High Res Sensors scan boost and Civilian Grade Hulls detection problem
  • Reduced flak explosion variance on Storm Blaster to 0.33 (from 0.75)
  • Revised Shamash's built weapon
    • Damage increased to 400 (from 350), Windup removed, cooldown reduced to 0.2 (from 0.8 ); Ammo capacity of 3, reload size of 3, reloads in 8 seconds, range reduced to 500 (from 600)
    • Now functions kinda like an Energy Bomb, possessing a sizeable AOE damage effect; applies damage indiscriminately to targets within radius
    • Yes, you too
  • Adjusted the REIS script so that, for the Elysium, it matches aim to the Pandora Array; additionally further improvements have been made to the REIS AI to make it less dumb
  • Increased the Seski's armor to 150 (from 100), increased shield width to 90 (from 60)
  • Increased Southpaws shield width to 120 (from 90), and Potnias-bis' and Threshers shield width to 160 (from 120)
  • Increased Potnia-bis flux capacity to 6000 (from 4500), reduced maintenance to 8/mo (from 9/mo)
  • Changes to the Skadi
    • Top speed increased to 55 (from 45) and overall maneuverability improved just to give her an area she has an edge in
    • Ships central medium weapon mounts have been changed to MISSILE (from ENERGY)
    • Variants gone over and updated
  • The Neriads main gun has had it's damage type changed to FRAGMENTATION
    • Additionally it's been switched to a 10 round burst from full auto, and had it's damage increased to 40 (from 25) to partly offset the damage type change
  • Finally got around to updating sim opponents
  • Revised descriptions for the most dated SRA ships and equipment to remove outdated references and generally make things make better sense
  • Pandora Type sensors now apply a flat 50% sensor strength boost across all ship classes.
  • Partially went over missions
  • Finally figured out what was wrong with the version file and fixed it

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

ADDITIONAL CREDITS

Core Concepts
MShadowy

Concept Assistance
Cycerin
MesoTroniK
and the Rest of Mod MafiaCrew

Music
Cycerin

Sound Effects and Effect Assistance
Cycerin
MShadowy
MesoTroniK

Graphics
MShadowy
HELMUT

Progamming Assistance
LazyWizard
Dark Revenant
Wyvern
and MShadowy a little I guess

Featuring the talents of
Tom Baker as Doctor Who
and Gene Wilder as Willy Wonka

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


The mod, as noted, requires the LazyLib package to function: it can be downloaded here, or you can visit the forum thread here.
« Last Edit: May 21, 2017, 06:55:29 AM by MShadowy » Logged
Pelhamds
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« Reply #1 on: July 20, 2012, 11:21:14 AM »

unfortunately i think they look ugly.... though the style is fine its just the colour scheme.

Over all the ships look like they play nicely and i kinda like them. Do Not Make Them too op that is what everyone does.

EDIT: The ships remind me of the tau in wh40k, just please change the colour.

EDIT2: Wow they are seriously underpowered...
1 Ramp up the flux capacity on every ship they all get overloaded quickly then die.
2 Put some better weapons on the Morningstar, it has no punch at all
3 Put some small PD weapons on the carrier and get rid of the heavy blasters, they just get the flux high and miss everything.
« Last Edit: July 20, 2012, 11:40:28 AM by Pelhamds » Logged

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Erick Doe
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« Reply #2 on: July 20, 2012, 11:37:42 AM »

The colours might not be to everyone's liking (I kind of like the colouring), but the ships are definitely well done. I like how the hull casing looks like it covers a large part of the ship, with inner parts sticking out from under. Great job MShadowy.
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sini002
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« Reply #3 on: July 20, 2012, 11:38:24 AM »

that's some cool looking ships you have made.i like the color but the back part might be a bit dark,  Lovely looking ships and i am exited for how this mod is gonna turn out  Grin
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SteelRonin
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« Reply #4 on: July 20, 2012, 12:18:07 PM »

i LOVE these ships and want to play with them immediatly! (begins DL)
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MShadowy
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« Reply #5 on: July 20, 2012, 12:54:24 PM »

unfortunately i think they look ugly.... though the style is fine its just the colour scheme.

Over all the ships look like they play nicely and i kinda like them. Do Not Make Them too op that is what everyone does.

EDIT: The ships remind me of the tau in wh40k, just please change the colour.

Well, can't please everyone.  I like them, but I guess I could try out some alternate color schemes; it shouldn't be too hard.

Quote
EDIT2: Wow they are seriously underpowered...
1 Ramp up the flux capacity on every ship they all get overloaded quickly then die.
2 Put some better weapons on the Morningstar, it has no punch at all
3 Put some small PD weapons on the carrier and get rid of the heavy blasters, they just get the flux high and miss everything.


I feel that, in instances of modding (particularly when balancing against preexisting content) its better to low-ball your estimates and work up.  On to your specific points:

1:  When you say "ramp up" by how much are you talking?  My probable upper limit would be: Morningstar: 5500 -> 6500 flux, 350 -> 400 vents; Charybdis 10,000 -> 12,000 flux, 550 -> 700 vents.  I feel that more might make them a bit overpowered.

2:  The standard fitting for the Morningstar is basically an anti-flux ship, which I personally find very useful -- but adding a more Balanced standard variant with a bit more oomph to it (while keeping the current one as a specialist AF Destroyer) would probably be a good idea.

3:  Aheh, yeah, the Attack variant of the Charybdis is kind of a joke.  It hadn't occurred to me that it might be a good idea to redo my jerkass troll-fit for that mission; that being said I probably won't remove the Heavy Blasters (I personally leave them under manual control), though I will enhance the ships PD.  Also, there's a "refit" button in the mission selector now, so you can fiddle with fittings or try the other, rather more balanced set ups while waiting for me to fix issues.


Edit:
The colours might not be to everyone's liking (I kind of like the colouring), but the ships are definitely well done. I like how the hull casing looks like it covers a large part of the ship, with inner parts sticking out from under. Great job MShadowy.

that's some cool looking ships you have made.i like the color but the back part might be a bit dark,  Lovely looking ships and i am exited for how this mod is gonna turn out  Grin

i LOVE these ships and want to play with them immediatly! (begins DL)

Thanks, all three of you.  Glad you like the work so far.
« Last Edit: July 20, 2012, 01:00:38 PM by MShadowy » Logged
MrDavidoff
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« Reply #6 on: July 20, 2012, 02:38:35 PM »

unfortunately i think they look ugly.... though the style is fine its just the colour scheme.


How dare you!  Shocked  Personaly I like the color scheme, would like to see a full faction in this theme. Sure, i can imagine it would be more "mainstream" if they were made form the red/dark red + gray, black combo or blue color, but they fit perfectly in the game visualy. I would personly add more of the brighter green/cyan on several spots on the ship, but by no means I would call this ugly.  Tongue

So yeah I will use the most generic response there is - moar of this! Then will see how it develops + more ships of this design will make you love it eventually Smiley


Edit - just to make sure, if it wasnt clear - everyone can express their oppions, right ? I think its both constructive and usefull(given that theres a reason why added to it, which it was), the way i reacted.. is just the way i am, nothing offensive  Cheesy
« Last Edit: July 20, 2012, 02:49:05 PM by MrDavidoff » Logged


MShadowy
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« Reply #7 on: July 20, 2012, 04:47:51 PM »

Alright, having had a chance to play around with it now, I believe I'll implement the following changes to ships:

Charybdis: Flux increased from 10,000 to 12,000, and vents from 550 to 700.  Ordnance Points increased from 125 to 135.

Morningstar: Flux increased from 5,500 to 6,000, and vents from 350 to 400.  New Standard variant added: Heavy Blaster, 3x Tac Laser, 2x PD Laser, 2x Harpoon.  Old standard is now Anti-Flux variant.

On the subject of the two missions:

Out of Your Depth seems largely fine, particularly with the new changes to the Morningstar.  The only planned changed is increasing available Fleet Points; it is important to remember that this is an escape mission, and defeating the enemy conventionally is not the plan.  Bloodying their nose, however...

The Bender's problems could not be resolved by buffing the Charybdis, rather it's a legacy (and laziness) problem - balance changes 0.50a (when the mission was first authored) and 0.52.1a (now) have changed the Balanced variant of the Eagle from a difficult but still defeatable opponent to an absurd Charybdis wrecking machine, capable of completely overwhelming its flux capacitors and punching through it's thin armor from completely outside the Carrier's range.  The laziness comes in from my pre-release testing; I played through the mission and managed to tweak the AI and get it to retreat... without seeing what the Eagle was capable of.  Switching the Eagle over to the Assault variant made things easier... to the point of being genuinely easy, rather than the difficult but passable challenge I was going for.  More thought is required.

Other possible changes:

The Skinwalker is perhaps underpowered, due largely to not shooting enough.  Considering replacing Burst PD with an I.R. Pulse Laser or (to be ridiculous) medium Pulse Laser.

The Morningstar likely has too many Ordnance Points.  A reduction may be called for, from 80 to 70, considering I'm able to fit two to three hull mods consistently and 15 to 20 points in capacitors and vents.

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



How dare you!  Shocked  Personaly I like the color scheme, would like to see a full faction in this theme. Sure, i can imagine it would be more "mainstream" if they were made form the red/dark red + gray, black combo or blue color, but they fit perfectly in the game visualy. I would personly add more of the brighter green/cyan on several spots on the ship, but by no means I would call this ugly.  Tongue

Hehe, no need for vindiction.  More of the brighter green/cyan?  Not quite sure where I would put it, but I'll keep it in mind.  In any case, I'm glad you like my work, and...

Quote
So yeah I will use the most generic response there is - moar of this! Then will see how it develops + more ships of this design will make you love it eventually Smiley

I shall do my best, Mon Capitan!

Quote
Edit - just to make sure, if it wasnt clear - everyone can express their oppions, right ? I think its both constructive and usefull(given that theres a reason why added to it, which it was), the way i reacted.. is just the way i am, nothing offensive  Cheesy

Aye, and frankly it's expected that some people won't like it for whatever reasons.  It's fine, those are their reasons, and they are welcome to them.
« Last Edit: July 20, 2012, 04:55:21 PM by MShadowy » Logged
Pelhamds
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« Reply #8 on: July 20, 2012, 05:47:13 PM »

i didn't say i hated the ships, i in fact like what they look like and would like them more, the colour scheme makes my eyes hurt.

Also the proposed changes sound very good, and btw i forgot about the refit screen Embarrassed and do whatever you want man/woman/creature from the dark recess of my mind.

If i don't like the colour scheme i can always ignore it or just recolour them, mrdavidoff u r rude Tongue
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MrDavidoff
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« Reply #9 on: July 21, 2012, 12:28:03 AM »

i didn't say i hated the ships...

I know, thus why I added the edit to my post Smiley


mrdavidoff u r rude Tongue

I gave it a thought - I really cannot argue with that statement  Cheesy


Hehe, no need for vindiction.  More of the brighter green/cyan?  Not quite sure where I would put it, but I'll keep it in mind. 

I dont wanna spoil your artistic vision by pointing, thus - let more come  Smiley

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SteelRonin
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« Reply #10 on: July 21, 2012, 01:43:03 AM »

dont change the colours thats one of the things i love about them! and the shape hmmm... Dat shape  Grin
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Thule
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« Reply #11 on: July 22, 2012, 09:37:29 AM »

Wow!!

Beautifully designed and very vanilla friendly ( i like that a lot).

I especially dig your piece of lore you came up with.

Keep up the good work and hopefully we will see another mod coming up from your direction
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MShadowy
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« Reply #12 on: July 22, 2012, 01:29:01 PM »

Alright.  More overly cursory testing finished, and changes implemented.

Update has been posted; new version is 0.3.0b.

Also, added a changelog to the first post.

dont change the colours thats one of the things i love about them! and the shape hmmm... Dat shape  Grin

Glad you like 'em. =D  I'll be sure to keep adding more.

Wow!!

Beautifully designed and very vanilla friendly ( i like that a lot).

I especially dig your piece of lore you came up with.

Keep up the good work and hopefully we will see another mod coming up from your direction

Thank you.  And yeah, keeping 'em vanilla friendly was a major design goal for me.

And preview stuffs:


The Enlil as it currently stands.  Somethings a bit off about it, but I'm not quite sure what... or what to do about it.

Also, bonusy thing:

The Enlil with completely useless space camouflage, lol
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Uomoz
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« Reply #13 on: July 22, 2012, 02:01:17 PM »

Amazing artwork MShadowy. If you give me your permission, this is just the right kind of stuff I want to put in U'sC (eventually, when more systems are avaiable).
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MShadowy
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« Reply #14 on: July 22, 2012, 02:19:51 PM »

Amazing artwork MShadowy. If you give me your permission, this is just the right kind of stuff I want to put in U'sC (eventually, when more systems are avaiable).

Feel free.  Don't really stand too much on withholding my stuff from those who're interested in using it.
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