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Author Topic: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)  (Read 50768 times)

dmaiski

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so far I have built 11 ships for this mod, including the C1 Attack Cruiser(top) and the D1 Command Carrier

also contains new weapons including the LEEr3 plasma tentacle projector(best suited for doing NSFW things to destroyers, proper name "LargeEnergyEruptor, class 3"), the MMD3 Drone Missiles and SKBr lightningstorm rounds
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just putting this out here for some feedback, pull the ships up in dev mode and try them out

this is the general design strategy i have been flowing while making these, although at this moment the ships themselves are not perfectly balanced with vanilla (they will quite happily rip low Tech ships to tiny little pieces) the weapons are balanced (with flux as counterweights)
Spoiler
pros:
high burn speeds even for capital class ships, BISO ships do not use burn drives, they use repeat teleportation across large distances
heavy weapons, per slot BISO weapons pack more punch then all others
large alpha, many BISO weapons only shoot once in a blue moon but when they do, you can expect things are going to get broken
heavily armoured ships, self explanatory
HET-D Phaseporter, although all BISO ships are equoped with a long range teleportation drive, the HET-D is a military grade version designed to be used in combat. it boast a teleportation range of over 9000
MHV missiles, hypervelocity missiles capable or reaching ungodly speeds, designed for long range support fire
massive flux capacity, due to liberal application of teleportation technology

cons:
venting flux in combat is impractical for BISO ships, it will render them useless for a minimum of 60 seconds
high flux/second weaponry, although BISO weapons are generally superior, they use disproportionately high amounts of flux while in operation
no shields, shielding interferes with the teleportaiton dives operation
poor primary engines, due to the heavy reliance on teleportation in their society
ships are long and thin, making them vulnerable to damage along the sides of their hull and very large targets in general
high fuel and supply costs, quality dose not come cheap
[close]

download 0.7

LazLib addon utility mod
now needed to run BISO (but in exchange you get shiny new weapons)

how2dev mode
1. open /starsector directory folder
2. open /starsector-core folder
3. open /data folder
4. open /config folder
5. open settings.json
6. change ""devMode":flase," to ""devMode":true," on the 10th line
now you can use the dev mode by clicking "Edit Variants" on the starsectore title page. this will let you play around with all curent BISO ships and weapons for free
(once the game has loaded, at the bottom of the menue below quit)
remember to have the BISO mod enabled


changelog
Spoiler
v0.4
tweaks to turrets
improved plasma tentacles
3 new weapons (lasers, cause you can never have enough lasers)
torpedo destroyer (acording to codex stats it is actualy perfectly balanced to vanila!!)
some minor tweaks
ToDo: make faction playable ingame
add missiles to graphics/.proj files

0.5
RB1 new ship/subrace (i was bored and decided to give the hull a paint job, new weapon and design logic)(vanila balanced)(needs more buffs to some stats (probably its weapons)...)
Spoiler
[close]
3 new weapons(not yet done in any form)
more minor tweaks
halp its broken post below ^.^
have not had much time to do more stuff

0.6
added proper retained ships(more in line with starsector graphics)
still cant get it to gen ships for sale in the station, can someone see what i have done wrong?

0.61
A1 Mine layer frigate
MMM2 mine launcher
minor fixes to CNM4 so ai can use it beter

0.62
fixed gen files (i forgot to put it in modinfo so it didnt load silly me...)
you can now buy BISO and Retainer ship at the tri-tech station for obsurd premiums (but they are worth it)

.65
new ship the B2 Drone carrier (light carrier/missile ship)
new missiles: the MMD3 type 3 medium missile drone: a self contained BISO energy reactor, strapped to a heavy missile engine and a modified SESPd1 cannon
Spoiler
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.66
rebalances to pretymuch evrything
new ships, Retainer fighters, armed cargo transport, 2 combat ships

.67
BISO Telegate ingame
BISO fleets spawns with ships that you can fight (read "die to")
removed crazy missile script
BISO is now a seperate faction
Anomaly-6 Research Station now orbits the BISO Telegate
removed jar
added sim opponents.csv

.675
rebalance of Retainer
Temp fix for BISO pd missiles(till proper pd missile AI)
added missions: Ahab and the whale

.677
rebalance BISO armor/speed on A and B class ships
SKBr now fires Lightningstorm rounds
Spoiler
[close]

.677b
modify lightningstorm (may revert to old behaviour, or merge both together (cause its awsome))

.677c
final version of lightningstorm

.688
new weapons:
MBRC biso answer to the machinegun
MBLr4 artillery cannon
new fighters
BX1 Artillery Fighter (MBRC autocannon)
BX2 Interceptor  (MBLr4 Long range sniper artillery)
fixes:
fixed bis random fleet code, properly spawning a range of ships/size for most levels
Missions:now use only BISO ships on BISO side

.69
lots of sexy scripts(for sexy weapons):
MissileAI:
MINE: makes intelligent, self dispersing, mines (they keep a 400m clearance between themselves)
(used by the MMM2 mine launcher on the A1)
MIRV: a total rewrite, started fresh and made a script that can do all the things MIRV can do and much more
(used by the new SMFg3-1 small missile silo on the new C3)
DRONE: missile behaviour script, missiles will orbit around a target ship and shoot MIRV projectiles at it until killed or de-spawn
(used by the MMD3 medium missile drone launcher on the B2)

the MBRC2, its a dummy weapon for MIRV detonation scripts)

new ships:
Cruisers:
C2: large scale freighter/carrier, unarmed by BISO standards
C3: Heavy Missile Cruiser, Long range specialized, weak to any form of close range combat

rebalance of armour, weapons, fighter stats (happens every time...)


.699
SESPd now runs the orbiter PD ai system:
missiles will orbit launching ship if they have no targets to kill, if a target comes in range they will turn to face and kill it

SEB1 is now faster at turning

D1 weapon rebalance

.7
COST REBALANCE, Evrythin is Cheaper Now
new weapons:
SMBB9-1: fires 9 tiny missiles with verry poor guidance and low damage
MMD, MMM and MFg weapons are now lower damage (not much but they wont instakill you anymore)

new variants added for A2 and C3

more ships available in the tritachy station to buy

BISO fleets no longer spawn with no supplier
BISO fleets are now more or less posible to defeat with a good fleet (hint: use tritachy ships, they are much beter for this)
[close]
« Last Edit: October 27, 2013, 06:23:13 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

xenoargh

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Re: BISO (wip) v0.3
« Reply #1 on: October 02, 2013, 09:23:11 PM »

If you'd like detailed feedback on the ships, post them in the Spriter's thread.  At first glance, they're feeling pretty flat atm but I like the style otherwise :)
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Xeno's Mod Pack

dmaiski

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Re: BISO (wip) v0.3
« Reply #2 on: October 02, 2013, 09:33:00 PM »

I have not gotten around to shading and de-flattening them, ill probably do it later once I actually have enough ships, and weapons done. as it is they are just place holders.
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

xenoargh

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Re: BISO (wip) v0.3
« Reply #3 on: October 02, 2013, 09:36:48 PM »

Great; if those are just the placeholders, the final product's going to be great :)
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dmaiski

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Re: BISO (wip) v0.3
« Reply #4 on: October 03, 2013, 11:45:37 AM »

updated,

im still not happy with the tentacles, probably going to raise its flux/second even more, a paragon can mount 4 of them without overloading... although they are not particularly efficient in a paragon v paragon fight

next task is adding in actual missile sprites, and making this mod as a faction ingame
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

dmaiski

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Re: BISO (wip) v0.5
« Reply #5 on: October 04, 2013, 07:06:10 PM »

halp its broken!!!
https://www.dropbox.com/s/tdc7jzbx80aqlju/Biso%20broken.7z
I think...  ???

I cant get my mothballed ships to show up in the corvus Corporate HQ, so hmmm

based it off vayra's tutorial for the halcyon
« Last Edit: October 04, 2013, 07:08:31 PM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Doogie

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Re: BISO (wip) v0.5
« Reply #6 on: October 04, 2013, 07:58:22 PM »

Did you make those in BSF using....stock sprites?
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dmaiski

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Re: BISO (wip) v0.5
« Reply #7 on: October 04, 2013, 08:14:30 PM »

yea, i used battleships forever sptite pack as a base, parts were re-drawn, and with the RB1 i added colours, shading, ect... i plan to redraw, colour, shade, the rest later but not atm (i just needed to do something diffrent for a change in the RB1 case)
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Doogie

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Re: BISO (wip) v0.5
« Reply #8 on: October 05, 2013, 09:32:33 AM »

Yea it just took me by surprise that someone would use arcade--styled sections for this.
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dmaiski

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Re: BISO (wip) v0.5
« Reply #9 on: October 05, 2013, 12:55:01 PM »

arcade styled sections are sexy

they look like a race completly seperate from the standard ships in the game, wich was what i was going for

but anyways, have any ideas why my mothballed ships dont show up on the sell list ingame at the corporate HQ?
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

etherealblade

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Re: BISO (wip) v0.5
« Reply #10 on: October 06, 2013, 11:18:47 PM »

I have an idea. Try to keep the original resolution of the sprite. when taking screenshots, zoom out until ship lines look crisp and not blurry. Another Idea is that Keep to the white clear like sprites that you had in the first ship. I think it'd be a unique style, and you could write up a lore to a special race as to why their ships look holographic sections.
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dmaiski

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Re: BISO (wip) v0.5
« Reply #11 on: October 06, 2013, 11:39:47 PM »

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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

etherealblade

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Re: BISO (wip) v0.5
« Reply #12 on: October 07, 2013, 01:44:14 AM »


Did a fast shading method like i did on my other ships. What do you think? Well actually I can see even more I could do...I just did this one fast. Check out my ships as a reference.
I can do it for all of your ships.

Also I was wondering if you want to be one of the set allies of my faction...Lore-wise. The Altari are supposed to have several surviving allies from long ago.
http://fractalsoftworks.com/forum/index.php?topic=6923.0
« Last Edit: October 07, 2013, 01:50:38 AM by etherealblade »
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Erick Doe

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Re: BISO (wip) v0.5
« Reply #13 on: October 07, 2013, 05:15:43 AM »

I'd get rid of the 'line' that pretty much runs down the middle on most of the ship's hull. It makes it look like a cut and paste symmetry job. Which it probably is (which is fine), but in my opinion the ship will look nicer if that clear line is gone from most of the hull.
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Trylobot

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Re: BISO (wip) v0.5
« Reply #14 on: October 07, 2013, 08:10:10 AM »

If you shrink it down to about 50%, it looks really legit. And you might want to lighten up some of the interior lines (make them a color other than straight black) and instead use the natural body color to separate areas with some spot layering/shading.
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