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Author Topic: [0.53.1a] Cobalt Arms & Private Security Co.  (Read 24963 times)

Rybread

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[0.53.1a] Cobalt Arms & Private Security Co.
« on: August 12, 2012, 02:40:39 PM »



The Cobalt Arms & Private Security Company (from here on referred to as CAPSCO.), is pleased to announce our arrival in the Corvus system. We hope you will consider us as an option next time you need to defend a convoy or purchase a ship.

The Cobalt Arms Division is proud to manufacture ships that are practical, unorthodox, and hardy.
We value the lives of our crew, and as a result focus on hard to kill designs. As we do many trans-atmospheric operations, we focus on smaller craft that can assist in planetside operations, such as our gunships and bombers.


Our fleet as of so far is small, but it is a fleet that can get things done quickly and effectively.
Our ships as of so far are as follows:
Spoiler

Stinger Interceptor Comes in a wing of four, and wields two Light MG's to shred bombers to pleasant little bits.


Yellowjacket Heavy Fighter Our answer to the ever popular Xyphos Fighter, these nimble little fighters are armed, armored and darn tough to kill. Comes in a wing of two.


Wasp Bomber Employing two bomb bays, these brutal and dangerous bombers have an excellent survivability rate. Comes in a wing of three.


Hornet Gunship Most often used as a dropship/gunship for ground troops, this trans-atmospheric ship wields a rocket pod and an autocannon for lots of carnage. Comes in a wing of 2.


Venom Corvette Basically a miniature frigate, this craft carries four, count 'em, four vulcan cannons and a railgun to cut swathes through fighter and frigate alike. Most often used as an escort. Comes in a wing of one.


Ghost Phase Fighter The dangerous result of a business venture with the Tri-Tachyons. This ship is armed with 4 tactical lasers, and is deadly versus any non-fighter craft. Comes in a wing of 2.


Scorpion Frigate This fast frigate comes with a phase teleporter to surprise and ambush enemy ships. A universal turret at the front allows for a multitude of possible combinations.


Funnelweb Phase Frigate This large, bulky frigate is what happens when you strap engines to a phase coil and large ballistic hardpoint. Otherwise defenseless, this ship can REALLY punch holes in enemy ships.


Adder Frigate A typical asymmetrical frigate, with a medium turret for assault or escort capabilities.


Garter Escort Carrier This frigate sized carrier is dangerous when paired with a deadly fighter, due to it's turtling capabilities in it's fortress shield.


Fang Dropship Used often for large scale infantry deployment. Generally armed defensively, this Destroyer can also be used as a freighter for trips into hostile space.


Viper Destroyer An old design based off of a prototype Hegemony frontal assault destroyer. Dangerous, but vulnerable.


Rattler Cruiser The main battle cruiser for the Cobalt fleet, this is a neatly balanced cruiser with a large weapon slot.


Mamba Cruiser A rare broadside cruiser, best employed at a distance. The strange thing is that while designed for missiles, the weapon hardpoints are universal.


[close]


Download Link:
Cobalt Arms

This is my new mod, and the first one I have ever worked on alone. I handmade the sprites, and plan on updating and upgrading them at a later time.  This mod adds a station, and several ships, mostly fighter wings. More (Larger) ships are to come, and any feedback on the mod would be appreciated.
I believe it to be generally balanced and bug free, but again. I need feedback to be sure.

Thanks for stopping by! ;D

Used: GIMP 2
        Trylobot's Ship Editor
        Ship scale from EVE online used. (Thanks to Sproginator in "The thread for Spriters" for this one.)
Spoiler
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis  is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.
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« Last Edit: September 09, 2012, 11:39:11 AM by Rybread »
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Rybread

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #1 on: August 12, 2012, 08:33:01 PM »

Updated to 0.08b

Changelog:
Spoiler
Version 0.02:
First public release.
Contains 5 fighter wings, 2 frigates and campaign integration.

Version 0.02a
Updated sprites from flat and boring to something MUCH nicer.

Version 0.04
Added the Fang Dropship (Destroyer).
Nerfed the Stinger (1 wing could wreck a frigate in seconds flat.)
Dropped the Yellowjacket to two a wing.
Added new ships to fleets, and created more fleets.

Version 0.05
Added the Ghost Phase Fighter Wing).
Continued stat adjustments on all fighter wings.
Changed fleet spawns.
Added a few test missions.

Version 0.06
Added a bunch of ships into the codex. Have yet to be implemented.
Continued stat adjustments on all fighter wings.
MADE BUGS!
Removed a few test missions.

Version 0.06a
Fixed Bugs. Hopefully.

Version 0.07
Added ships to campaign. Fixed more potential bugs. Wooo!

Version 0.08
Removed Bumblebee and replaced it with Venom.

Version 0.08a & b
Bugfixes. Full compatibility with update 0.53.1a

[close]

Planned: (Super secret sneak peek)
Spoiler

Please hold all applause. ;D
[close]
« Last Edit: August 20, 2012, 10:02:29 PM by Rybread »
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WKOB

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #2 on: August 12, 2012, 09:49:00 PM »

I was going to comment that while I liked your style and concepts, they needed a bit more; well now they've got a bit more.

Good job, Rybread.
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Rybread

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #3 on: August 12, 2012, 10:02:46 PM »

Thank you kindly! I'm trying my hand at making a "serious" mod. One that adds in a balanced faction with odd designs.
I'm also using this mod to further familiarize myself with the use of GIMP 2 and java.

Thank you for the feedback. I've already learned so much.
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Spiketail118

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #4 on: August 12, 2012, 11:54:43 PM »

looks interesting will deffinatly keep an eye on this mod
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robokill

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #5 on: August 18, 2012, 01:44:52 PM »

cobolt arms is horrobly destabilizing my starfarer game and makes terminator drone not exist
so many fatal nulls.
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Sproginator

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #6 on: August 18, 2012, 02:45:08 PM »

Someone... Used my advice.... YAYAYAYAYAYAYAYAY
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Rybread

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #7 on: August 20, 2012, 04:35:20 PM »

Quote from: robokill
cobolt arms is horrobly destabilizing my starfarer game and makes terminator drone not exist
so many fatal nulls.

Could you perhaps elaborate for me?
A crash report or even the list of mods currently being used could be of great help to me.
The mod has run hiccup free for me, but there may be incompatibilities with other mods that I may need to address.
Thanks for the feedback!

Quote from: sproginator
Someone... Used my advice.... YAYAYAYAYAYAYAYAY

Thanks again for posting that scale! It may be a teeny bit off of Starfarer's true scale, but it is close enough that I can make up excuses in the faction lore. Such as, "due to the fact that all craft are piloted by a crew of entirely midgets, Cobalt Co. manages to miniaturize their fighters".  ;D


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Wriath

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #8 on: August 20, 2012, 04:40:01 PM »

It seems the ghost and the funnelweb are generating null errors for some reason, I removed them from my version and it worked fine though, I was running the mod stand alone.

robokill

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #9 on: August 20, 2012, 04:44:59 PM »

 im getting fatals on so many things even when not using mods its not even consistent i can go 1 hour or a few seconds without one
also i noticed that the tempest terminator drones now are green active flares
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Sproginator

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #10 on: August 20, 2012, 05:11:04 PM »

Quote from: robokill
cobolt arms is horrobly destabilizing my starfarer game and makes terminator drone not exist
so many fatal nulls.

Could you perhaps elaborate for me?
A crash report or even the list of mods currently being used could be of great help to me.
The mod has run hiccup free for me, but there may be incompatibilities with other mods that I may need to address.
Thanks for the feedback!

Quote from: sproginator
Someone... Used my advice.... YAYAYAYAYAYAYAYAY

Thanks again for posting that scale! It may be a teeny bit off of Starfarer's true scale, but it is close enough that I can make up excuses in the faction lore. Such as, "due to the fact that all craft are piloted by a crew of entirely midgets, Cobalt Co. manages to miniaturize their fighters".  ;D



Hey man no problem! Glad I could help
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Wriath

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #11 on: August 20, 2012, 05:24:42 PM »

The reason the tempest changed is there is an unnecessary listing of all the vanilla ships in hulls/shipdata.csv opening this file in excel or something and deleting all of the entries about vanilla ships should resolve that.

Rybread

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #12 on: August 20, 2012, 05:28:38 PM »

The reason the tempest changed is there is an unnecessary listing of all the vanilla ships in hulls/shipdata.csv opening this file in excel or something and deleting all of the entries about vanilla ships should resolve that.

Ahh, good catch. I was using the other ship data for balancing purposes. Didn't think it would cause any problems.

I'll update the mod right away with a fixed version. Sorry for the troubles!
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Sproginator

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #13 on: August 20, 2012, 05:30:43 PM »

The Fang is my Favorite :D
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Rybread

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Re: [0.53a] Cobalt Arms & Private Security Co.
« Reply #14 on: August 20, 2012, 05:36:50 PM »

Quick Update: Problems SHOULD be fixed. We'll see. Also, there should be some cruisers and other new ships in the ship Codex, but not actually in game yet. Still working on that.

The Fang is my Favorite :D

I'm really glad to see people use and enjoy this! This is the incentive for me to keep at this. That and it's the only hobby I keep coming back to. ;)
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