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Author Topic: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)  (Read 570438 times)

MShadowy

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... 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 0.8.7rc2 is available for download!
=download=

Shadowyards Requires LazyLib, MagicLib and GraphicsLib to function.

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 Dynasector and support for the Knights Templar boss faction.

Requires LazyLib
Requires GraphicsLib

Ships:

Spoiler
[close]

Screenshots:

Spoiler









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Gifs! Yay gifs!
Spoiler





[close]

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:

0.8.1 Changelog

  • Added 4 custom starts
    • Play as the leader of a small salvage coop, a bold partisan fighter, a dashing pirate rogue or a down on your luck mercenary
  • Corrected the position of the Yajna Sensor Array
  • Updated the Charybdis' sprite to ease out some of the roughness and incorporate some new design ideas
  • Some adjustments to the economies of planets added by the mod
  • Fixed an oversight which was causing the T3 SRA Station to spawn without a Nidhoggr Lance
  • Fixed a crash issue with Solar Arrays
  • Solar Arrays now have a sanity check to prevent from being built in unsuitable systems
  • Added a flux monitor that displays the additional flux dissipation Harmonic Shield Conduits provides and rewrote the hullmod description to make it's function clearer
  • Fixed the math for the Phase Anchor Interface hullmod so it will now display the correct signature reduction
  • The Skolopendra has had the phasefield hullmod added
  • Nexerelin compatibility handled

0.8.6 Changelog

  • New Ships:
    • The Eir-class Passenger Liner, a massive ship capable of moving large numbers of people in style and comfort
    • The Carmine-class Light Carrier, a fast ship designed for raiding that has somehow gotten into pirate hands
  • New Fighters:
    • The Heckler-class Heavy Interceptor, which has a very long attack range and blistering if incredibly short ranged firepower
    • The Vulgar-class Bomber, slow and immaneuverable, little more than a shuttle for Hammer Torpedoes
  • Detrimental built-in hullmodds removed from SRA pirate ships
  • Changes to the Enlil:
    • Ship system changed to the Booster Jets system
    • Top speed increased to 160 (from 150)
  • Changes to the Inanna:
    • Top speed reduced to 140 (from 150)
    • Now has a built in Integrated Targeting Unit
    • The Inanna was somehow lacking core variants, and many of it's variants had minor issues, which have been fixed
  • Changes to the Shikome:
    • Reduced odds of appearing in fleets
    • CAS Assault Beam chargedown increased to 0.6 (from 0.4); total firing cycle time increased to 1.4 (from 1.2)
    • Beam damage and energy weapon RoF while system is active reduced by 66%
  • The GAT system now applies a more sizeable buff for the Delphi (and cruiser sized ships in general), and has had its status text improved
  • The Scylla's HEF has been replaced with the GAT system
  • The Clade's retro drive AI has been adjusted to account for the speed boost from Safety Overrides and should crash into ships behind it less often
  • Shadowyards ships now have custom d-mod decals
  • The REIS system has been changed to an On Hit effect, with a chance of piercing shields based on flux of the target ship, that applies heavy EMP strikes to the targets engines
  • Fixed an NPE crash with Massive Solar Arrays that would occur in Nebulas for some reason
  • A number of ships have had their prices adjusted
    • Enlil - to 10,000 credits (from 14,000)
    • Seski - to 8,000 credits (from 10,000)
    • Shamash - to 36,000 credits (from 24,000)
    • Inanna - to 12,000 credits (from 16,000)
    • Southpaw - to 9,000 credits (from 16,000)
    • Clade - to 26,000 credits (from 30,000)
    • Minarette - to 24,000 credits (from 28,000)
    • Lobatus - to 25,000 credits (from 28,000)
    • Tartarus - to 60,000 credits (from 65,000)
    • Delphi - to 42,000 credits (from 55,000)
    • Minos - to 44,500 credits (from 52,500)
    • Skadi - to 235,000 credits (from 250,000)
  • SRA related IBB Bounties no longer use the autofit system
  • An oversight which was causing the Belet-seri and Seski to fail to construct properly has been fixed

0.8.7 Changelog

  • Fixed a typo that was causing the lockdown not to appear in exports blueprints package
  • Increased the Baseplates supply cost/month to 4 (from 2) supply cost/deployment to 4 (from 3)
  • Spawn weight for Carmine variants increased to 4 for a total of 12 weight
  • Some adjustments to SRA frigate supply costs
    • Seski cost/deployment reduced to 3 supplies (from 4)
    • Inanna cost/deployment reduced to 5 (from 6) and cost/month increased to 5 (from 4)
    • Belet-seri cost/deployment reduced to 4 (from 5)
  • Shikome changes:
    • Damage for Mini Lance reduced to 1000 (from 1500)
    • Damage/Second for CAS Assault Beamer reduced to 350 (from 500), impact reduced to 250 (from 1450)
    • Lowered spawn probability to 1 in 40 (from 1 in 20)
  • Heckler changes:
    • OP cost/wing increased to 9 (from 6)
    • Range decreased to 6000 (from 7000)
    • Max Flux decreased to 300 (from 450)
  • Vulgar changes:
    • Hammer mounts changed from 2 single Hammer racks to one double mount
    • Shield removed
  • Added a number of additional skins for the Revolutionary Council subfaction added by Vayra's Kadur Remnant mod
  • SRA Phase ships with custom phase systems should now be categorized properly when custom building ships
  • SRA ship costs adjusted to properly match the new vanilla prices
  • Finally remembered to replace the overly bright cockpit pods for the Skinwalker and Raksasha
  • Improved visual effects for Nidhoggr Lance and Wavepulse Cannon

0.8.7rc2 Changelog

  • Fixed the tags for SRA industries so they now work properly with the updated colony mechanics
  • Further changes to the Vulgar
    • Weapon changed to a single shot mining blaster
    • Ships increased to 3 per wing
    • Some minor adjustments to attack run range
    • Formation changed to Claw
  • The Upelluri now has a short description, and has had the Targetting Supercomputer hullmod added

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

ADDITIONAL CREDITS

Spoiler
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
[close]

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


The mod, as noted, requires the LazyLib package to function: it can be downloaded from it's forum thread here.
Additionally requires MagicLib and GraphicsLib.
« Last Edit: June 09, 2019, 10:36:57 AM by MShadowy »
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Pelhamds

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Re: Shadowyards Heavy Industries
« 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 »
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Erick Doe

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Re: Shadowyards Heavy Industries
« 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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Re: Shadowyards Heavy Industries
« 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  ;D
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SteelRonin

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Re: Shadowyards Heavy Industries
« 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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Re: Shadowyards Heavy Industries
« 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  ;D

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 »
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MrDavidoff

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Re: Shadowyards Heavy Industries
« 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!  :o  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.  :P

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 :)


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  :D
« Last Edit: July 20, 2012, 02:49:05 PM by MrDavidoff »
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MShadowy

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Re: Shadowyards Heavy Industries
« 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!  :o  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.  :P

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 :)

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  :D

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 »
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Pelhamds

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Re: Shadowyards Heavy Industries
« 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 :-[ 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 :P
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MrDavidoff

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Re: Shadowyards Heavy Industries
« 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 :)


mrdavidoff u r rude :P

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


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  :)

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SteelRonin

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Re: Shadowyards Heavy Industries
« 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  ;D
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Thule

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Re: Shadowyards Heavy Industries
« 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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Re: Shadowyards Heavy Industries
« 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  ;D

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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Re: Shadowyards Heavy Industries
« 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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Re: Shadowyards Heavy Industries
« 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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