So basically i have been floating around these forums since version 0.5 or something and i want to mod this lovely game.
My total experience with code/java consists of changing the vmparams file and the thing doesn't work on my system if I put it above 512 so that's useless anyways.
My artistic skills are atrocious, I reckon i could make some original sprites but they would be very simplistic as it stands. And i have Little experience in any form of art on a computer.
I need to get this all written down so I actually do something about it.
First spriting attempts:
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SARC ship with KAHN colour scheme but a good first attempt. (IMO)
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Potential SARC interceptor. The black barrels are not good in space. The serrations under the wings I don't like. The blue power conduits are almost there, I think. Any Ideas for a second detail colour for SARC?
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Hevay fighter, not quite big enough for the mounts. But what doyou guys think of the scaffolding and power conduits?
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And this:
Happens when I revomove background before I upload. Any Ideas?
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Kahn PD fighter
Sarducar Corporation: (working name, there is already one called Sardukar after all) Starting first spriting attempts on this.
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A shieldless faction with ~ 50% emp resistance and hopefully a full resistance to emp arcing, and balanced resistances to kinetic and HE to make it all equivalent to energy damage.
Ship designs will be solid geometric shapes with 'scaffolding/girders' connecting them, say a 'V' shpe with a rectangle suspended from girders in the middle to be a cockpit or upside-down as engines. Engines will be very exposed but they and the weapon mounts will be 50%? more durable and recover 50%? faster.
speed, accel and turning very slightly below average. High flux capacity and powerful long-range burst damage weapons mean that although kiting is inefective due to their speed the enemy might not get cluse enough for that to be an issue. For a type of pd I am thinking PD_only,anti_ftr, 60 SPM, high muzzle velocity with enough damage to snigle shot harpoons/salamanders. effective on small ships al multiple would end up wasting shots on the same target.
repping hull/ armour as a hull mod?
The Anthrian Empire:
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A high tech faction with a focus on beams. organic/flowy shapes (see SHI) but with unique engines and a dislike for capacitor storage of charges, continuous dps is preferred.
Engines will be horseshoe shaped with jets pointing inwards, combining and coming out of the gap like a beam, these will be hard to destroy because of their covered position.
They like Kinetic energy beams and single shot HE cannons for when the shields go down (eventually).
Kahn Technologies: The likely impossible to code one. And the one I will be working on most right now. I know how I am going to greeble them and having seen what some of the mods can do I think this is the way to go.
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They have tech that allows them to remotely exert force on an object without recoil.
Dark grey and red colour scheme with black dots speckled strategically around the hull. Hull shapes will be curvy but rugged looking (I know what I mean). The black dots are used instead of shields to deflect/eliminate incoming damage. I want the to be beams that impact on anything, including other beams and exert a force on them, changing their velocity,stopping incoming projectiles and the (maybe) throwing them back. These need to be built in weapon mounts unaffected by hull mods, with instant turning, beam projection and stylish looks.
Any help for coding ^^^ or telling me it is impossible now instead of later would be very much appreciated.
I am going to try to keep this up to date with my ideas, lest I forget them and I hope I can make a mod on par with Vanilla/BRDY/neutrino ect.