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Author Topic: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.  (Read 322447 times)

Protonus

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #495 on: February 24, 2015, 06:50:47 AM »

The Yoshura MK.II became 2 ships, the prime and the normal Yoshura.

Yoshura Mk.II had, 5x large ballistic, 10x medium ballistic, 12x small ballistic + 12x built-in (24 in total), 3x small missile.

That would've explained the extra 12 small mounts I see.
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Dr. Death[Lexx]

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #496 on: February 24, 2015, 08:00:08 AM »

I see someone's been very busy. Good to see that things are turning out still big and hulky on your end, Valky.
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Tartiflette

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #497 on: February 24, 2015, 08:01:13 AM »

Hum, an Onslaught has 2 large hardpoints and 3 turrets against the 5 turrets of the old Yoshura,  9 medium turrets against the 10 of the Yoshura, 6 small turrets against the 24 of the Yoshura (!) and 4 medium missiles against 3 smalls. Plus the Yosh had a far better ship system, and I'm not even mentioning 1.5 times more health and armor. I think it's safe to assume that it was vastly stronger than the Onslaught.
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Delta7

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #498 on: February 24, 2015, 03:44:10 PM »

is it SS+ compatible? i dont think SS+ counts as a total conversion, it's not much more than an expansion pack.
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Protonus

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #499 on: February 24, 2015, 07:07:44 PM »

It usually takes more coding to work around the SS+ the more factions are settled within that mod, since SS+ is basically an extension to the Vanilla and factions must run normally with/without the extension mod.
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Shedovv

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #500 on: February 28, 2015, 12:18:03 PM »

Will the mod be updated for 0.65.2a ? I just decided to move to that version from 6.2a and I am missing the presence of Enigma and mighty Valkyrian fleets nearby. Not to mention great Hiigaran on Valkyrian fighting.
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Protonus

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #501 on: March 01, 2015, 07:25:32 PM »

Will the mod be updated for 0.65.2a ? I just decided to move to that version from 6.2a and I am missing the presence of Enigma and mighty Valkyrian fleets nearby. Not to mention great Hiigaran on Valkyrian fighting.

The next version will up very soon, it just has to modernize with the current changes in the game. And I, myself, am waiting for this mod to show up too.
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EI

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #502 on: March 03, 2015, 10:44:24 PM »

Can I borrow the old carcasses of your very pretty and somewhat saxxy ships? Please? :3

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ValkyriaL

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #503 on: March 04, 2015, 02:21:11 AM »

Im fine with that, Helmut made that one tho so ask him aswell, don't think he would have any problems with it either. :)
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EI

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #504 on: March 04, 2015, 02:46:04 AM »

Ooo, thanks. My drones have already taken it to the shop. >w<

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This is the result. :3
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Protonus

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #505 on: March 04, 2015, 02:58:29 AM »

Unfortunately, my neighbor and "friend" is pulling out more ideas than I can actually chew in, and is moving on to recycling rusty ships that would someday join her ranks and possibly be used against its original owners, figuratively.

But I think I see that ship dumped on Helmut's factory though, and are practically available to anyone as long as the original owner allows it.
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ValkyriaL

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #506 on: March 04, 2015, 03:12:50 AM »

Tbh, using a wreck to make something different makes no sense to me, why not use a "functional" Vat IV instead?
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EI

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #507 on: March 04, 2015, 03:16:34 AM »

It's adaptational salvage.

When I have a chance to pit a rivalry to your armada, history will be made and soon there will be broken down hybrid ships that will haunt the next captains and admirals forever. :3
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Protonus

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Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
« Reply #508 on: March 04, 2015, 03:23:31 AM »

Tbh, using a wreck to make something different makes no sense to me.

You are telling the wrong person in question, to be honest. [Insert cat face here]


Besides, she already made several designs including that wreckage that she calls a ship.
« Last Edit: March 04, 2015, 03:26:08 AM by Protonus »
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ValkyriaL

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Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
« Reply #509 on: March 04, 2015, 03:58:23 AM »

Well, I wont have you wait much longer, and no one else either for their information.

its been a long time, fingers have been crossed, thumbs have been rolled, nails have been chewed on, but your wait is finaly over.

Valkyrians 1.5!
https://www.dropbox.com/s/jfa6u95qj60koba/valkyrians_1.5.zip?dl=0

They are back! more glorious than ever! their armies and fleets shall once again teach you what fear really means.

Changelog
Spoiler
Code
Compatibility with Starsector 0.65.2
Added Enigma system, home of the Valkyrians
Added economy, flag, icons, new background...

MAJOR RE-BALANCING:

[WEAPONS]

 - Raised all weapons flux requirement to near 1-1 ratio or 1-3 for Frag weapons (roughly twice as before)
 - Reduced OP cost to near vanilla levels (6 for small, 12 for medium, 20 for larges)
 - most weapons now have unlimited ammo, a few low cost ones use clips, a few high powered large or built-in ones have a regular ammo limit
 - RW-BS Plasma Cannon is now High Explosive, with a random kinetic effect on shield hits.
 - Removed Heavy Arbalest, LR Heavy Flak cannon, Light Flak Cannon, Light Assault Gun Mk.V, UV Blaster and Heavy UV Blasters
 - Significantly raised the damage and flux requirement of the Radiance built-in blasters
 - Significantly nerfed the Ether Drive and the Ice Lance

[WINGS]

 - Significantly reduced deployment costs and CR recovery

[SHIPS]

 - Reduced Ordinance Points across the board: enough to fill the mounts with average weapon plus half flux capacitors+vents (roughly -20% to -30% compared to before)
 - Significantly reduced recovery times and CR deployment costs
 - Significantly reduced burn rates of the bigger ships
 - Significantly reduced the ships Fleet Points for bigger fleets
 - Slightly reduced the crew of the smaller ships
 - All ships now have CR timers

SHIPS REMOVED:
Vatican I and II (redundant)
Nirvana I and III (redundant)
Sequence (weird)
Yuusha Mk.II (redundant)
Sylvia pirate base (mission only)
Condor Mk.II (mission only)

Vatican Mk.III and Mk.IV are now Mk.I and Mk.II
Nirvana Mk.II and Mk.IV are now Mk.I and Mk.II

SHIP ADDED:
Emerald Larger Freighter

The Vatican I and II cannot be bought by the player (but can be captured)


VATICAN Mk.III
 - removed 1 large missile hardpoint
 - removed 4 large turrets
 - removed 6 medium turrets
 - removed 8 small turrets

YOSHURA
 - converted to Cherberos
 - removed 4 small turrets
 - removed 2 medium turrets
 - removed 3 large turrets
 - removed 1 small missile hardpoint
 - added built-in large beam
 - Ship system changed to Infernium Drive

YOSHURA Mk.II
 - converted to Yoshura Prime
  - removed 3 small turrets
  - removed 2 medium turrets
  - removed 2 large turrets

 - converted to Yoshura
  - removed 12 small turrets
  - removed 4 medium turrets
  - removed 3 large turrets
  - added 5 small missile hardpoints
  - added 2 built-in large beams
  - Ship system changed to Infernium Drive

RADIANCE
 - Sprite redone (with Helmut's help)
 - converted 1 small missile hardpoint into medium
 - removed 2 medium missile hardpoints
 - removed 2 large turrets
 - removed 5 small turrets
 - Ship system changed to Infernium Drive

ALMIRE Mk.I
 - altered the engines to make them consistent with the size of the ship
 - removed 2 med turrets
=>just above the Falcon in term of firepower

ALMIRE Mk.II
 - changed 2 med turrets into 2 small
=>above the Eagle in term of firepower, on par with the Dominator
 - altered the position of the median ones

ALMIRE I and II focus on 360 deg firepower rather than frontal

ALMIRE Mk.III
 - removed 2 awkward small mounts (not because they were superfluous just weird)

NIRVANA Mk.II
 - removed 3 small missile hardpoints
 - removed 2 medium missile hardpoints
=> Near Dominator firepower

NIRVANA Mk.IV
 - removed 4 medium turret mounts
 - removed 1 small missile hardpoint
=> still better than one Conquest broadside with less shields issues, better than the Dominator

NIRVANA I and IV focus on frontal firepower (90deg frontal arcs)


ECLAIR
 - removed 2 small mounts
=> roughly equivalent to a lightweight Falcon

ELFHEIM
 - removed 4 small mounts
=> roughly equivalent to the Enforcer

ELYSIUM
 - removed 2 small mounts
=> Slightly more powerful than a Sunder
 - moved 2 small mounts to avoid weapons overlap

HERON
 - converted into a cruiser
 - renamed Heron - B
 - changed 2 medium turrets into small ones
 - added 2 small turrets
 - added two medium launchers
 - added a second flight deck
=> better combat ship than the regular Heron, but far slower and far more costly to maintain

ILENA
 - removed 1 small mount

INQUISITOR
Changed 2 medium turrets into 2 small ones

JENOVA
 - added 1 small turret
 - added ship-system animation

LONGINUS
 - converted 2 medium missile hardpoints into small ballistic ones
 - changed ship-system to Ammo Feeder
=> Equivalent to the Brawler with PD but no missile

TOPAZ
 - removed 2 small turrets

YUUSHA
 - removed 1 small hardpoint
 - added built-in medium Twin Laser
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