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Author Topic: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)  (Read 168440 times)
kazi
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« on: November 09, 2013, 06:16:11 PM »

The Mayorate (v0.9.2)

Adds a new faction with new ships/weapons/systems/music/fx/everything. I try to keep the quality pretty high, but keep in mind that this mod is pretty much a one-person show- all art/code/music is by me (I kitbashed a lot of the sfx together from various open source projects, so I don't count those as my work really...). Always looking for feedback so I can improve things. The goal here was to create a high-quality faction that meshes well with vanilla Starsector as well as other mods. Development/updates are on an "as I feel like it" basis.

This mod is Nexerelin-compatible and also is featured in Starsector+ as well! Make sure to check those out!

SPRITES

PORTRAITS


SCREENSHOTS
(removed for now until I make some new ones)

CUSTOM MUSIC TRACKS
https://soundcloud.com/kazi11/steel-rain
https://soundcloud.com/kazi11/into-the-black
https://soundcloud.com/kazi11/the-expanse

DOWNLOAD (v0.9.2)
A long time coming, but here it is... now using GitHub as a hosting provider instead of Mediafire (ads are annoying). You need LazyLib and ShaderLib installed and activated, or things will crash. Anyhow, enjoy.
Full: https://github.com/jstaf/mayorate/releases/tag/0.9.2

CHANGELOG
Code:

v0.9.2

-Mayorate fleets are no longer hostile to unlisted factions (so they won't jump on your bounties)
-I *think* I've fixed the main menu crash bug. Let me know if this is a no.
-Light TPC flux cost decreased by 33%.
-Removed built-in stabilized shields hullmod and decreased shield upkeep by half to compensate for all non-fighter ships.
-Mayorate consul and related features now present in Nexerelin. They should expand automatically to the planets you conquer, and disappear if control of the planet is lost.
-compiled against JDK7
-0.7.2 compatibility

v0.9.1

-mod campaign music now integrates with vanilla campaign music
-fixed the Nexerelin invasion bug
-AI Crew performance bonuses reduced to 5%, otherwise fixed
-fixed fighter supply usage
-debuffed ppc a bit

v0.9

COMBAT AND BALANCE
-Added Disruptor weapon class. Does moderate amounts of fragmentation damage and EMP damage. Although worthless in terms of damage vs. enemy armor, disruptor-type weapons deal hard flux damage directly to enemy ships (flux increase is mitigated by half if you take the hit on hull/armor). You can effectively lock down enemy craft with massed disruptors, although it comes at an extreme cost to DPS (the new particle FX are pretty though!). Comes in medium and large energy mounts and sounds absolutely terrifying when fired.
-Added Bubble Shield system to Tiamat. Upon activation, shield rapidly expands to 360 and the ship becomes completely invunerable for a short period of time. Shield-bypassing weapons will still work fine.
-Added Minelayer ship system to the Safir B and Jamaran. The minelayer deploys a spread of 12 high-explosive mines that lay dormant for up to 90 seconds or until an enemy gets near. Once triggered, the mines lunge towards their target and explode for AOE damage. The AI will intelligently deploy the mines when near objectives, ordered to defend or control a location, is under pressure, or thinks it has a chance to finish off a target in close range. The mines are quite lethal if your attention is elsewhere, but can be easily spotted/avoided/cleared with PD weapons if you're cautious - AI is pretty good at clearing them too.
-Added Graser beam buff. Grasers (every type) now do bonus damage (up to about 100%-ish increase in damage) based on how much flux you have. They go from being "meh" to really potent fast. One nice effect of this is that Graser PD becomes more effective the more exposed you become (which is a kinda unique mechanic for PD weapons). Should encourage more brinksmanship. ;)
-Added Shrike Hunter-Killer Drone wing. They carry 2 Graser PD lasers and a forward shield. They're pretty much your bros, and will shoot down incoming missiles for you. Note that shooting them will make their weapons hurt more (see Graser buff).
-Removed Inanna wing. They were kind of "meh" art-wise and gameplay-wise.
-Laserheads now fire a directed beam attack and launch in salvos of one. Yes, they dump a full power heavy graser into their target.
-The Cimeterre's Thermal Lance is no longer a burst beam. Lance DPS and flux cost dramatically reduced, chargeup/chargedown is now instant. Also benefits from the graser damage buff- the Thermal Lance deals extreme damage at high flux levels (very high risk, very high reward). New fire/loop sounds as well (no more Reapers!).
-Ravana overhaul. All the universal mounts are now energy mounts, center large mount is now a medium missile mount, two small energy mounts removed. The shield is now an omni-shield, with crappier efficiency and coverage. OP reduced to 215 (from 250).
-Kashef Sensor Suite hullmod now boosts campaign sensor strength by 2, increases detection range on the combat map by 50%, and increases energy/ballistic range by 5%. Unlocked at Computer Skills rank 5.
-Added AI Crew hullmod - decreases crew requirements and losses by 50%, increases weapon/energy performance by 15%, decreases combat readiness recharge rate by 50%. Unlocked at Computer Skills rank 10.
-Other balancing stuffs that I'm forgetting about. I messed around with nearly everything, to be honest. Mayorate energy weapon DPS is now in line with the base game again.

CAMPAIGN
-Integrated relationships for other mod factions. The Mayorate is very suspicious of the rest of the sector.
-Added a consul to Mayorate market comm directories. You can now chat with them about other factions and stuff (mostly just for your own amusement).
-Mayorate reputation can be exchanged at the consulate for free ships/strike groups (Mayorate reputation must be "favorable" or above, additional options unlock at higher rep levels). Ships granted are randomized by ship class/type, but come fully equipped and ready to go with crew. The reputation "cost" is massive however.
-Mayorate reputation can be spent at a consulate in order to increase reputation with certain Mayorate allies/neutral factions (Mayorate reputation must be "favorable" or above". Cost is -10 Mayorate rep for +5 <other faction> rep.
-Accepting a commission with the Mayorate resets your relationship with the pirates to inhospitable (if you are hostile with them). This avoids the awful thing where you'd otherwise lose Mayorate rep over time for being hostile with the pirates.
-The bonus "Consulate" features auto-deactivate if you are playing Nexerelin.
-Added Planetary AI Core market condition. Dramatically reduces food/domestic goods consumption in return for a dramatic increase in Metals/Rare Metals/Fuel demand. If you're clever, you may be able to make money off of metals for once.
-Shuffled around Rasht market conditions.
-All Rasht markets now have a significant amount of flavor text.
-Rasht star system has been prettified and has a lot of extra terrain.
-Mayorate ships are now much cheaper- they used to cost 1.5-2x vanilla ship prices, now they are roughly comparable to vanilla midline/high-tech prices (so you can actually replace losses).
-Nexerelin compatibility restored.
-Nexerelin Corvus-mode compatibility added.

MISC GRAPHICS
-Added three new portraits, redid one portrait, removed one portrait. Net gain: 2 portraits. Did my best to "David-ise" them.
-Mayorate portraits are available for player use again.
-Added a slew of unique interaction images (one for every market in Rasht, plus a few extras that are currently unused). They're kind of scribble-y, but whatever (was learning to digital paint).
-Improved Ravana sprite.
-New nuke sprites (mount and launcher)
-New laserhead sprites (mount and launcher)
-New Mayorate station sprite
-New Mayorate faction flag/logo graphics.

MISSIONS
-Completely rewrote the mission dialogs to be in line with vanilla/mod lore. They now occur several months post-Collapse, and you're up against a lot of the original XIV ships with battle-hardened crews (I tweaked the XIV Elite Onslaught to be a bit more brutal- have fun with that).
-Missions are now much, much harder. I've successfully beat each once.
-Battle music plays during Mayorate missions (but not campaign, simulator, or other missions).

OTHER
-Lots of new Mayorate ship variants that appear around the sector. One of the new Jamaran variants is absolutely disgusting. I apologize in advance if you are unfortunate enough to run into it in the campaign.
-Changed many sfx to be better/more license-friendly.
-Removed music that wasn't written by me. (2 tracks)
-Added a track that wasn't written by me ("gravitation") to one of the missions in a moment of weakness.
-Removed battle music from campaign layer (it gets old after awhile). Don't worry, you can still jam to it in the missions.
-Remastered "expanse" ambient music track.
-Added "nebula" ambient music track. Probably my most high-quality/cinematic track to date- really tried my hardest to keep the composition simple and not depend on drums so heavily.
-Added "mayorate_friendly" and "mayorate_neutral" music tracks for markets/interaction dialogs.
-Improved writing for most descriptions.
-Rewrote a good portion of the faction lore- again.
-Added a custom AI for disruptor-type weapons, it's a bit buggy, but hits more than the vanilla AI (its also punishing, with no built-in inaccuracy)
-Probably a lot of stuff I forgot to mention.

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

v0.8.1
-The Mayorate no longer requires editing files to install. Just activate the mod and play.
-Fixed an economy bug that was causing markets to be a bit more intense than they should have been.
-Doubled Windstalker projectile health.
-Increased Tiamat built-in weapon range by 100.

v0.8dev
-Added compatibility for 0.65a, which was a HUGE amount of effort to get working. Requires the latest versions of ShaderLib (0.9 Beta) and LazyLib (2.0), so make sure you have those!
-Added the Tiamat Destroyer Escort. It's slow for a frigate, but much more tanky and devastating up at close range. Use it to really put the hurt on other frigates or escort your larger ships.
-Added Iolanthe, a new planet/market controlled by the Luddic Church. You can beat up on them to make the Mayorate/Pirates like you more. Or vice versa.
-Reshuffled the rest of the planets a bit.
-Added the "Indoctrination" market condition and custom art. Mayorate planets really need it to stay functional while being friendly with the pirates (otherwise it's food shortage/trade disruption ALL THE TIME).
-Removed anamorphic flare effect on nukes. I was never super happy with it.
-Added flag/crest. Although I'm not super in love with it, this is the flag until I redo it again.
-All ships now have the Stabilized Shields hullmod built-in.
-PPC flux cost, cooldown, and damage decreased.
-Phoenix II rocket launcher damage/tracking/speed buffed. Think of it as a harpoon with worse tracking but more shots.
-Graser PD range increased.
-Lilith's weapon arcs adjusted to give it better PD capabilities.
-Lilith's main gun range increased to 650.
-Graser damage increased 20%.
-Laserhead explosion range decreased, damage increased.
-Tornado AM ammo increased to 5/10 depending on mount size.

v0.7.1
-Now compatible with Dark.Revenant's Starsector+.
-Now compatible with LazyWizard's "Version checker" mod.
-Nukes revamped to not be a complete game ender. Although they still retain a small amount of instant AOE (200 frag damage), the majority of the damage is now based on arrival of a blast "shockwave." The AI now understands that AOE damage exists and will shield itself appropriately.
-Normal maps actually work now. My bad on the last update.
-Added material maps for all ships.
-New Cimeterre sprite.
-Added new "phase leap" ship system (mounted by the Cimeterre). I completely recreated the teleport code to make it so that this system teleports you in whichever direction you're facing, as opposed to direction you're traveling/where your mouse pointer is (how the vanilla teleports work). Anything you teleport through takes 500 energy damage. Very satisfying to use. The AI occasionally uses it to brutal effect.
-Rasht background image quality increased (it was a little grainy before because I was trying to skimp on mod size).
-All weapon sounds are now mono to better cooperate with the Starsector sound player. This should make everything quite a bit more immersive.
-Massive code overhaul and jar-ification.
-Weapon arcs cleaned up.
-Decreased OP of Phoenix IIs to 4.
-Laserhead ammo decreased to 20.
-Graser PD flux per second increased to 100.
-Light graser flux per second decreased to 126.
-Belial PPC OP increased to 13, spread decreased.
-Flux torpedo: moves faster, range lower, damage decreased.
-Graser: DPS decreased to 733, OP reduced to 20, flux reduced to 210, range boosted to 700.
-Light TPC (lilith main gun): increased flux/sec to 150.
-Lilith: repair cost increased to 70, CR recovery/day increased to 10%. Default variant loses 3 capacitors.
-Cimeterre: supplies/day increased to 5, repair increased to 180 (from 80), default variant loses insulated engine assembly (HINT: SHOOT ITS ENGINES!!!!!!)
-Foraker: supplies/day increased to 5, repair increased to 150
-Safir/Safir B: supplies/day increased to 1.5/2, repair cost increased to 100/120, crew cost increased.
-Del Azarchel: supplies/day increased to 10, repair cost increased to 500, CR recovery decreased to 3%/day
-Jamaran: Increased the repair cost to 450 from 275.
-Ravana: supplies/day increased to 18, repair cost increased to 1200.
-Inanna wings now use 1.5 supplies/day
-Raad wing: supplies/day decreased to 1.5, deployment cost increased to 7%
-Angha wing: deployment cost increased to 6%, now targets frigates
-Other changes I probably forgot to mention.

v0.7
-Added Foraker-class destroyer. The Foraker is a light carrier with enough ordanance to not be a complete bore to fly, but is very poor defensively.
-Added Safir-class freighter and conversion (destroyer escort). The Safir is quite an average shipping solution, but it still beats using Buffaloes, right? The conversion makes an okay missile support platform. Just don't try to actually take it into heavy combat.
-Added Raad-class heavy fighter wing. Mounting a pair of PPCs, this craft is a credible threat to destroyers, frigates and fighters. Replaces the Reaver Gunship.
-Added Angha light bomber wing. Unlike other bombers, the Angha will decimate destroyers and light cruisers but is weak versus capitals. Mounts the special Tracer Rocket Launcher (8x400 damage, ultra-fast, bad tracking).
-Added the PPC weapon (small energy). It's essentially an IR pulse laser without the suck.
-Added Graser PD. A short-ranged PD laser that fires constant, discrete shots. Very comparable to LR PD lasers, but with different pros and cons (more power, less range). All Mayorate energy flak mounts now use Graser PD.
-Added normal maps for ALL SHIP SPRITES AND WEAPONS! (much purple was had!)
-Added ShaderLib lighting information for all Mayorate weapons.
-Added custom planet graphics for Ilkhanna. Kudos go out to Russian/European/American taxpayers for the base image for this.
-Added custom background graphics for the Rasht star system. Again, thanks to Russian/European/American taxpayers for funding the telescopes that generated the base starfield.
-Added improved Onslaught sprite.
-Added improved Condor sprite.
-Added improved Apogee sprite.
-Added improved Venture sprite.
-Added improved Mule sprite.
-Phoenix missiles now track, which is a pretty significant buff.
-Light Graser fire rate increased, damage decreased. Feels much more responsive when under player control now, although it's a little less bursty.
-Kashef Sensor Suite now gives +5% range, +10% weapon tracking, +50% sensor range.
-Lilith hit with all-around nerf bat. It's still quite potent, but lost a lot of flux capacity, hull points, and weapon range.
-Inanna wing size decreased to 4.
-Removed Reaver Gunship. It didn't look very cool and didn't feel particularly useful.
-Removed Esfahan-class destroyer. It was really OP and the art was bad.
-Removed Impactor Missiles. No one uses them, including me.
-Removed the "Battle1" music track. I got tired of it.
-Changes to Mayorate base hullstyle (more picturesque venting).
-Changes to Mayorate engine styles. Engines appear much hotter, and contrails are more prominent. All Mayorate ships/fighters/missiles now use custom Mayorate engines. Added "small" engine style for better graphics and performance for missiles/fighters.
-Mayorate faction color is now yellow. No more confusing their fleets with the Diktat! (happened to me all the time...)
-Various performance improvements (although implementation of ShaderLib will pretty much erase those gains in performance).
-Miscellaneous balance changes and other fixes not worth mentioning.

NOTE: Mod now requires ShaderLib.

v0.6
-Improved Del Azarchel, Cimeterre, and Lilith sprites.
-Improved Graser weapon sprite.
-Added 2 new portraits (old portrait has been removed).
-Added the Jamaran-class cruiser. The Jamaran is a slow, heavily armored carrier that can usually hold its own against enemy cruisers and destroyers. The Jamaran excels in the fire support role and lets you repair/deploy fighters much closer to the center of battle (meaning you will have less fighters "wasted" as they taxi back and forth to your carrier). Replaces the Esfahan.
-Removed the Esfahan from most Mayorate fleets. It's going to disappear altogether once I add a light carrier.
-Added the Flux Torpedo, a heavy energy weapon that devastates enemies at range (if you can manage to hit them with it...). Kudos go to Mesotronik for the wonderful "shockwave" effect code. Comes as part of the Jamaran's standard loadout.
-Added the Laserhead LRM, a medium AOE missile. Upon reaching its detonation radius, the laserhead fires a spread of 20 laser bolts in random directions. Generally does more damage to larger foes, and tears apart tightly packed groups of frigates/destroyers INCLUDING your own (be careful!). Comes as part of the Jamaran's standard loadout.
-Added the Kashef Sensor Suite hullmod. Grants 50 percent bonus to sensor range and 10 percent bonus to weapon range. It's extremely useful for figuring out where the enemy is sending the bulk of their forces, giving you a much longer time to give orders/respond to threats. Comes as part of the Jamaran's standard loadout and has no skill requirements.
-Added "The Expanse" ambient music track.
-Sprint drive cooldown increased by 25%.
-Miscellaneous bugfixes and other small changes not really worth mentioning.


v0.5
-Added the Cimeterre-class. It's a strike destroyer with medium survivability. Poses a major threat to cruisers/destroyers and otherwise blows the snot out of pretty much anything with its shields down.
-Added the Sprint Drive subsystem. Provides massive forwards acceleration for about a second. Built into the Cimeterre.
-Redid the Thermal Lance a bit. Built into the Cimeterre.
-Reduced ammo capacity of Windstalker MRM by 33%.
-Added balance changes for 0.62a (repair and deployment costs changed for all ships).
-Improved Ravana and Del Azarchel sprites.
-Wrote a new battle music track. It's pretty badass.
-Removed one of the old battle music tracks.
-Wrote a new ambient music track. The tuning issues from the earlier WIP I posted here have been fixed.
-Both mod ambient tracks now shuffle with the vanilla music (For the math-disinclined, this means you have 3 ambient tracks).
-Massive overhaul of mod internal ID's and folder structure. Most mod-specific files (.hull/.variant/.wpn/some .pngs) now sport mod-specific prefixes.
-Changed shiplist for the "Treachery!" mission. It's now moderately hard-ish (it used to be I was just testing ships there and throwing new ones in until you could beat it in your sleep).
-Added "System Defense Fleet" mission. I know most people don't play missions that much anymore, but this one is REALLY FUN. It gives you a fairly huge Mayorate fleet and puts you up against the entire Hegemony System Defense Fleet from the campaign. Boom.
-Various minor bugfixes (Thanks to Garmine and others!).

=========================================================================
Always be sure to check back here if you're looking for updates on my modding progress, I'm constantly editing the OP and updating it with new or improved sprites/music/screenshots.

CREDITS
kazi - Most everything so far...
Dark.Revenant - Massive code/balance overhaul. Contributed a HUGE part of the 0.7.1 patch.
xenoargh - Fancy shotgun script!
MesoTroniK - Shockwave script/being an awesome person.


« Last Edit: May 14, 2016, 07:43:49 AM by kazi » Logged

kazi
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« Reply #1 on: November 09, 2013, 06:25:05 PM »

Oh and here's an early render of the cruiser:

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haloguy1
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« Reply #2 on: November 09, 2013, 07:08:20 PM »

Oh and here's an early render of the cruiser:



sam that looks sexy!
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HELMUT
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« Reply #3 on: November 10, 2013, 08:00:51 AM »

I really like the lore of that faction. Also it looks pretty fun to play. Downloading it, i'll try to get you some feedback as soon as i played with them in the campaign.
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xenoargh
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« Reply #4 on: November 11, 2013, 10:48:31 AM »

I like the lore; when Tech Mining is a thing, it'll fit right in with the official game Smiley

The ships could use a little more work. 

When constructing / rendering the models, I think you need to use more curvature; most of these ships look very flat and lack depth in the overhead POV.  Also bear in mind that the light source should be slightly in front of the ships, not directly overhead Smiley

Secondly, don't use the Vanilla gun attachment sprites.  They totally don't fit the style and they're rendered in a completely different perspective and lighting and they make everything look even more flat.
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Trylobot
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« Reply #5 on: November 11, 2013, 12:00:19 PM »

These are some very clean sprites you've made here, kazi. Well done.

EDIT: I love your youtube video as well. The music adds a great deal of personality to this faction as well, good job with that. And it seems like you are well on your way to being vanilla balanced as well. I think Cycerin also would approve of your custom weapon sound effect that I heard, I think it was your large beam weapon? Really neat stuff here man.
« Last Edit: November 11, 2013, 12:08:27 PM by Trylobot » Logged

Cycerin
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« Reply #6 on: November 11, 2013, 12:39:40 PM »

Really cool. The AOE missiles seem a tad powerful, but *really* satisfying to use. The ships also look nice and feel pretty good. Excited to see where this is going.

Like the others have pointed out, the vanilla gun mounts stand out a bit, and the ships could possibly do with a more frontal light source and some raster graphics editing to make them pop more.

I also liked the lore a lot, props for integrating with vanilla lore.

Did you make the music? E: nevermind, didn't read that part of the OP
« Last Edit: November 11, 2013, 01:40:56 PM by Cycerin » Logged

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« Reply #7 on: November 11, 2013, 01:36:37 PM »

Are you hoping that this becomes Exerelin compatible? Because the music and different sound effects would be a nice boost to Exerelin in general, that and....I would SOOO play this mod as my faction  Cheesy
Looks awesome and sounds equally so.
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kazi
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« Reply #8 on: November 12, 2013, 02:15:25 AM »

@ xenoargh - This is exactly the kind of feedback I'm looking for. I agree with you completely here. I am planning on completely redoing/improving all of the sprites except for maybe the frigate. Believe it or not, this is actually my first time ever using either Blender or GIMP (I have absolutely zero art experience), so I've been sorta learning how to do this by trial and error as I go haha... Didn't pay enough attention to the top POV on the cruiser (first sprite ever!), and then I didn't make the other ships have enough vertical depth to really take advantage of the rendering in Blender. My other big issue right now is I think I need to break up the hull outline a bit so that the edges look more 3D.

@ Trylobot - Glad you like it! I have a few more weapon fx sounds sitting around at the moment, waiting for the right ships to put them on. You might like the other beam I bundled into the campaign (not on any of the ships, appears after the supply fleet docks): a little bit smaller, but every bit as awesome sounding.

@ Cycerin - Yeah, the AOE missiles are a bit OP still- considering dropping the damage a little bit. The main issue is that the AI can't comprehend AOE damage and has a tendency to not raise its shield in time (or have it pointing in the wrong direction, etc.). Going to move the light source when I re-do things. Although I didn't write the music for this mod, I actually do write music from time to time (although I haven't really done it much recently - lent my studio monitors to a friend)... was considering adding this, but it took too long to build for combat music, and had too much of a beat for ambient. Sorta of a WIP, hasn't been mixed to commercial volume levels yet and there's a few parts I absolutely hate (the guitars, for instance). http://www.mediafire.com/listen/s49umt78yw8w7tk/seventh_symphony_11.mp3

@ Sproiet - I'll look into making it Exerelin compatible for you!

Next on the to-do list is add a capital ship... going to flex my creative muscles a bit and see if I can make something like this (except with some sweet looking fins!).
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HELMUT
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« Reply #9 on: November 15, 2013, 07:43:06 AM »

Played with them, very cool stuffs. Unlike Cycerin, i found the Nukes not that incredible. Sure you can take down multiple frigates with one missile but that's the only advantage of it. It has kinda low range, very few ammo (1 missile for a medium mount!) and while they are pretty punchy, if you need raw power to pierce trough armor, reapers are better. They are just very good frigate killer, and only when said frigates have low shield efficiency or no shields at all.

So they are only good against pirates and Hegemony (their natural enemies). But even then, Ilkhannae weapons are very armor bursting centered (fusion lance, the destroyer's Hephaestus and the phoenix rockets...) they don't really need the nukes on top of that. So while they are very good against heavily armored opponents, they kinda suck against shielded ones. That's one of the reason i switched the Hephaestus on the carrier with a Gauss cannon, it open the path for the Gunships to wreck the target.

Other than the nukes which i'm not a great fan, the faction seems well balanced to me. Though the lack of ships make the experience with the faction a bit short. But hey, better fewer good ships than a lot of scrap no?
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kazi
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« Reply #10 on: November 16, 2013, 06:16:52 PM »

I think you would've liked the old build of this mod Helmut- the nukes did 5k damage (in addition to the already huge EMP payload) and were pretty much an "I WIN" button  Roll Eyes. Their damage and ammo got nerfed because they detonate on the very edges of a ship's PD envelope (making them near impossible shoot down- it's almost a guaranteed hit). As it stands right now, the AOE blast pretty much destroys all enemy missiles and fighters inside the huge detonation radius. They're also extremely useful in chase scenarios, and can take out a ship's engines from a distance of 2k. The nukes aren't meant to replace the reaper torpedoes, and instead get used in a totally different role.

Right now I'm only adding weapons that have unique roles that aren't covered by the vanilla weapons (like the nukes and thermal lance), going to add more traditional stuff in once I get the ships all done. Speaking of which, here's a preview of the new battlecruiser (WIP):
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kazi
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« Reply #11 on: November 16, 2013, 06:38:51 PM »

Oh and if any of you guys have cool ideas for new weapons/ships, post them or PM me and I'll see if I can add them in.
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« Reply #12 on: November 16, 2013, 06:42:42 PM »

I love the lore, exited to see what you will come up with in the future
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« Reply #13 on: November 16, 2013, 08:17:47 PM »

The thermal lance should have a bit more range IMHO
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HELMUT
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« Reply #14 on: November 18, 2013, 10:09:09 AM »

The Thermal lance is already very powerful in my opinion. It may be very difficult to get a good shot due the short range and all, but if you manage to stay on the enemy hull, it's game over for him. Also you can still use advanced optic and targeting unit to expand the range a bit.
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