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Author Topic: [0.9.5a] Hiigaran Descendants v2.0.4/v5  (Read 470694 times)

Ember

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Re: [0.54.1a] Hiigaran Descendants v1.4
« Reply #150 on: July 11, 2013, 01:57:25 PM »

You lacked that upgrade which makes your armour thicker? Or that unstable engine (I never use it) blew up?

Edit: Oh, scrap that. I understand what you mean now. And, yeah, it DOES have 1000 hp. I was looking at the Vraan earlier, by accident.
I'll need some reviewing.

no you stated that the ship is supposed to have a base of 2k hull, at this moment its half that

oh yea the corvette has the same armor value as the jet as well
« Last Edit: July 11, 2013, 02:08:17 PM by Ember »
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Gotcha!

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Re: [0.54.1a] Hiigaran Descendants v1.4
« Reply #151 on: July 11, 2013, 01:58:59 PM »

Nono, I was wrong. It currently has 1000 hp, which, I agree, is too low when compared with vanilla ships. Thanks for the headsup!

Edit: I see I did some stuff wrong here in the hp department.
Jet will have 1750 hp instead of 1000, Kaan 1500 instead of 800 and Fiirkan 1000 instead of 750. Armour will remain the same.
Hound has 2000 hp, but it lacks a shield. Brawler also has 2000, but lacks speed. So I think it's fair.

I'll increase my destroyers' health too, since I apparently mistook them for frigates in some time in the past. Don't ask, my mind works in mysterious ways. (It's broken.)




« Last Edit: July 11, 2013, 02:04:55 PM by Gotcha! »
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Silver Silence

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Re: [0.54.1a] Hiigaran Descendants v1.4
« Reply #152 on: July 11, 2013, 02:17:15 PM »

On a totally off-topic note, Ember, is that one of your ponies?



On-topic: At the start of the game, if I'm flying a frigate and it's the start of the game, then I'll take Unstable Injectors. If I have a choice between Injectors and Aug'd Engines, I'll take Injectors because Aug'd Engines will leave you adrift for absolute feckin millenia. I'll happily take easy to break engines compared to a flameout measured in ice ages.


EDIT:
I just don't know what went wrong.
« Last Edit: July 11, 2013, 03:37:28 PM by Silver Silence »
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Ember

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Re: [0.54.1a] Hiigaran Descendants v1.4
« Reply #153 on: July 11, 2013, 03:59:00 PM »

true that longer repair penalty can hurt but you can i think negate it with this one other hull mod that i cant remember the name of... or its from one of the skills

anyway yes its my pony, a better pic in the spoiler below if your interested

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anyway, just about ready to post my own thread
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Silver Silence

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Re: [0.54.1a] Hiigaran Descendants v1.4
« Reply #154 on: July 11, 2013, 04:13:32 PM »

Yeah, you can get the combat repairs perk and stack it with a hullmod that boosts repair speeds further. But I tend to never get the repairs hull mod. The combat repairs perk, I almost always end up getting as it's the same skill that gives you shorter overloads and faster vent speed. Combined with resistant flux, I can purge most ships from near full flux to stone cold in 2-3 seconds and an overload is only 4-5 seconds long instead of 10-15
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Gotcha!

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #155 on: July 11, 2013, 04:45:43 PM »

Last version for 0.54.1a;

v1.5
- Took a good look again at vanilla shields; balanced mine accordingly. The Jneer and Saarkin in particular had very strong shields. /nerfed
  Every other ship got at least a small shield nerf too. It is a lot easier now to get through Hiigaran shields, according to my own testing anyway.
- Slightly nerfed Saarkin's armour and some other stats, greatly nerfed Jneer's armour and some other stats.
- Reviewed ship pricing.
- Changed chainguns to alternating fire, increased fire rate. (Damage stays roughly the same.)
- Nerfed Flak Cannon, both in damage and glow.
- Faal-Corum has had its hangar doubled (supports 2 wings) and Wodaan had it slightly increased (supporting 3 and its own bombers ofcourse).
- Changed Vraan's Omni shield to Front.
- Drastically decreased Skaal's shield coverage.
- Hiigaran ships were for sale on other stations. Fixed. (Needs new game to see change.)
- Abas torpedo wasn't firing both torpedoes at once. Fixed. Tested some more, was too powerful. Reduced damage, torpedo hitpoints and drastically reduced refiring speed (= same as pilum, 15s).
- Drastically increased hp for frigates and destroyers. They're on par with vanilla now.
- Small graphical updates on Saarkin, Rathan and Skaal.
- Other minor changes I forgot about or are not worthy of mentioning.

I also put some lore bits in the main post.
The participation of New Hiigara in the Domain war will be added later, since I haven't dug deep enough in this game's lore.

Edit: Oh yeah, no new game start needed.
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Silver Silence

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #156 on: July 11, 2013, 05:36:17 PM »

Aw, all done till 0.6?
okay.jpg.
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Ember

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #157 on: July 11, 2013, 06:43:28 PM »

whoo 0.6 i gonna have new systems available, i take it your going to give the new higarans thier own system?
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echosierraalpha

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #158 on: July 11, 2013, 11:53:26 PM »

This mod is awesome!  ;D

I, myself am a huge Homeworld fan (one of my fondest memories as a child was playing this series) and this mod does those games justice :P
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Gotcha!

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #159 on: July 12, 2013, 04:05:03 AM »

@Ember: Ofcourse! ;D

@echosierraalpha: Thanks! :D

@Silver Silence: Aww. :(
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Well, I am hoping 0.6 is right around the corner.
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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #160 on: July 13, 2013, 06:32:18 AM »

Bring out 0.6 already! My star and planets are ready. :D

New Hiigara's white sun: Laamat
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Notes: Type: A. Estimated temperature: 11000 oC

The closest (but still far away) planet to the sun: Daiamid
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Notes: The low amount of water on New Hiigara eventually stopped its population growth. Scientists are looking into using the water source on Daiamid in order to advance New Hiigara's growing possibilities.
Unfortunately Daiamid's absense in land and abundance in voilent storms make the planet itself uninhabitable. The few rocky islands that were found now host storm- and waterproof research bunkers.

The next planet is New Hiigara itself:
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Notes: Clearly visible, even from space, is New Hiigara's massive biosphere-city, Sala. Several other biospheres dot the surface and it's continuously being patrolled by capital ships. (I put down-sized ship sprites in the cloud layer. :D )

[Asteroid Belt]

Next, a gas giant: Jakuul
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The hydrogen, helium and methane presence give it its blue colour. Hiigaran mining stations have been harvesting this planet for over a decade.

Jakuul's moon: Koya
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An insignificant rock. No useful resources have been found on this moon.
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Ember

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #161 on: July 13, 2013, 06:42:42 AM »

nice, is there an asteroid belt with planetoids?
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Gotcha!

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #162 on: July 13, 2013, 06:47:43 AM »

Well, it's very easy to throw a mini planet inside a belt, but it's not something I'll be doing. :)
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silentstormpt

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #163 on: July 13, 2013, 06:50:23 AM »

Well, it's very easy to throw a mini planet inside a belt, but it's not something I'll be doing. :)


Sir, u have no idea:  ;)

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Silver Silence

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Re: [0.54.1a] Hiigaran Descendants v1.5
« Reply #164 on: July 13, 2013, 06:59:11 AM »

As a guy who's never played Homeworld, all those other empires seem like a great source for more ships. *hint hint*  :P
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