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News: In-dev patch notes for Starsector 0.9a (10/20/18); New blog post: Portrait Hegemonization (10/16/18);  Starsector 0.8.1a is out!
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Author Topic: [0.8.1a] Scy V1.41RC1 (2018/10/12)  (Read 408021 times)
Posts: 2431

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« on: May 23, 2014, 03:14:07 AM »



Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin and Corvus mode.
Compatible with Dark.Revenant's GraphicLib
Integrated with Dark.Revenant's DynaSector

   This mod is quite packed with content. When used with other large mods you may need to allocate additional memory. Expect longer load times.
   Still having problems?  Visit the Mod Troubleshooting Guide!
  FallenShogun has been kind enough to give it a go and share his thoughts. Also, check out
his channel, there are plenty more videos of Starsector there.

   Credit to Cycerin for the music, check his soundcloud for more awesome tracks.

Scy Nation's origin and history

The origin of the Scy Nation.

The Hegemonic side of the story.

Recommended non-faction mods list

LazyWizzard's Version Checker
    To make sure all your mods are up-to-date.

LazyWizzard's Autosave
    To remind you to save from time to time.
    (check the settings to force it to save)

LazyWizzard's Common Radar
    To improve your situational awareness in combat.

Dark.Revenant's GraphicLib
    To make the game shinier. (check the settings to tweak the effects)

Dark.Revenant's AudioPlus
    To tweak some vanilla weapons sounds and compile music from many faction mods.

Dark.Revenant's Leading Pip
    To get a leading indicator when targeting an enemy.

Histidine's Combat Chatter
    To give your captains some personality, and get some ships status info during battles.

Helmut's Portrait Pack
    To get a sector with less officer clones.

My Unknown Skies
    To add more variety in the procgen systems.

My Lightshow
    To make vanilla beams more identifiable.

My Upgraded Rotary Weapons
    To make vanilla rotary weapons spin smoothly.

Scyan Navy showcase:

Recent Changelogs


 - Armored Corocotta-class cruiser:
   . Hull-points lowered to 7500 from 8000 (same as regular Corocotta).
   . Armor rating reduced to 750 from 800 (same as regular Corocotta).

 - Hydra-class destroyer:
   . OP reduced by 15 to 75.

 - Safeties Switch ship-system:
   . It is now inadvisable to use that ship-system if the ship has the Safety Overrides hullmod is installed.

 - Ultra Heavy Energy Blaster:
   . Now fires in burst of three rather than continuously. Overall Flux and DPS unchanged.


 - Erymanthian Boar's MRM Array's missiles now have enough fuel to reach their target if fired at max range.

 - More tweaks to the Singularity Torpedo effect to avoid too much ship swinging. Now ignores fixed stations.

 - New Nexerelin starts.



 - ORION Artillery:
   . Removed ammo limitation entirely,
   . Firerate reduced from 40 rpm to 30,
   . Improved visual feedback.


 - Zone Scorcher ship debuff fixed (was reducing dealt damage too much but also reduced incoming damage)

 - Singularity Torpedoes:
   . Removed buggy spinning effect,
   . Always create the singularity at the point of impact instead of the center of the ship hit,
   . Slightly changed the Swirling calculation.



 - Minimal Preparation hullmod:
   . Now also shorten the Peak Performance Time by 75%,
   . Now also halve in-combat weapons and engines repairs,
   . Max CR reduction now 40% from 33.

 - Lightweight Plating:
   . Now also reduce the flux capacity and dissipation by 15%,
   . Acceleration boost now 50/35/25/15% from 15/25/35/50,
   . Mow raise deployment cost by 10% instead of the CR cost by 5 points.


 - Pyraemon-class destroyer:
   . A Lamia's big brother with a large Hybrid hardpoint,
   . Stasis Shield ship-system to survive flanking,
   . Replaces the Hybrid mounts Geryon.

 - Geryon M:
   . Now just Geryon with the removal of the Hybrid mounted variant,
   . Central hardpoint switched to Universal from Missile.

 - Ricochet Gun:
   . Secondary damage now 50% of the main shell from 66%,
   . Ricocheted shot now inherit part of the velocity of the main shot,
   . Ricocheted shot lead accuracy reduced to avoid free hits against any target's back (you now need to aim right next tot he target or behind to score reliable hits)
   . Main shot speed reduced to 500su/s from 600,
   . Secondary shot speed raised to 700su/s from 500.

 - Stygere fighter:
   . Now Equipped with two single shot standard Scyan KE Rockets rather than unique HE ones,
   . Now equipped with two standard Scyan Light Energy Blasters instead of the nearly identical Single Energy Blaster.

 - Phased Missiles:
   . Now High Explosive damage from Energy,
   . Un-phasing range raised to 400 from 200,
   . Hull points raised to 200 from 150,
   . Phased speed raised to 400 from 250,
   . Un-phased speed lowered to 200su/s from 300.

 - Twin Shield system:
   . Cooldown reduced to 2s from 8.
   . Now has an activation cost of 5% hard-flux.


 - Coasting missile:
   . Fixed possible CTD in very unlikely circumstances.

 - Minor visual adjustment to the Miniguns.

 - Laser Torpedoes:
   . No longer detonate on impact.

 - Dynasector integration updated.



 - Hacking Commlink:
   . Added tiny slowing/turning effect.

 - Centaur:
   . Raised cargo capacity to 100 from 80,
   . Raised Fuel capacity to 60 from 40.

 - Alecto:
   . New sprite,
   . Reworked as a good early wingman,
   . Missile hardpoint now Universal,
   . Flux capacity reduced to 4500 from 5000,
   . Shield arc reduced to 180 from 300,
   . Cargo capacity raised to 60 from 30,
   . Fuel capacity raised to 30 from 15,
   . Speed reduced to 160 from 180,
   . Maneuverability lowered,
   . Logistical footprint raised.

 - Argus:
   . New sprite,
   . Lost its medium missile hardpoint,
   . Gained a built-in MRM cluster and two additional small turrets,
   . Front turret now Universal instead of Hybrid,
   . System changed to AWACS Drone from CIWS Drones.


 - Nemean Lion:
   . Fixed weapons showing above the armor plates.

 - Shuffled Nexerelin's starting ships.



 - Hacking Commlink:
   . Added "PD_ALSO" tag.

 - Arc Missile:
   . Ammo reduced to 3 from 15,
   . Refire delay reduced to 4s from 10,
   . Added ammo regen every 15s.

 - Rocket Racks:
   . Non-fighter rockets now deal Kinetic damage instead of High Explosive.
   . Lowered fire-rate for the larger versions.
   . Slightly improved engine stats for more reliability.

 - Zone Scorcher:
   . Damage reduced to 50 FRAGMENTATION per explosion from 100,
   . Added 25% weapons debuff to ships caught in the AOE.

 - Singularity Torpedoes:
   . Now has a stronger smooth pulling effect,
   . Ammo reduced to 8 from 16,
   . Regen one ammo every 30s.

 - Ultra Heavy Energy Blaster:
   . Loss of accuracy under sustained fire halved.

 - Maintenance:
   . Lots of teaks to CR and maintenance costs: slightly worse CR stats but some ships get cheaper to buy and deploy.

 - Frigates:
   . +10/20% flux capacity on all frigates.

 - Destroyers:
   . +5/10% flux capacity on most destroyers.

 - Armored Ships:
   . Fixed a pretty resilient issue making armored ships less efficient when deployed by the enemy side.

 - Keto:
   . Fixed flight deck loss not having any impact on the fighters refit time.



 - Ker Bomber:
   . Survivability overall reduced on all stats,
   . Torpedo launch range reduced to 800su from 1250.

 - Khalkotaurois and Ketos will use their main gun more often.



 - Oscillating Beam:
   . Range reduced to 800 from 900,
   . Oscillations start sooner with higher amplitude and frequency.

 - LVDS:
   . Increased dps to 200 from 150,
   . Reduced fire interval to 0.5s from 2s.

 - Beehive Nailer:
   . Increased the spread,
   . Doubled the damage per shot to 50 frag from 25,
   . Halved fire-rate,
   . Raised the clip size to 6 from 4.

 - Nemean Lion:
   . Ship system now also raises the speed of weapons and engines repairs,
   . Ship system now also raises sharply the passive flux dissipation rate,
   . Modules armor and hull reduced by 15%.


 - Zone Scorcher AOE no longer freaks out when used on ships with out-of-bounds accuracy modifiers.  

 - (finally) Fixed a mod incompatibility regarding custom visual effects.

 - Armor modules now approximate their parent's hull and armor modifiers.

 - Removed the turret sprite from the armor's anti-missile pads due to render order issues.



 - All missile AIs reworked/optimized.
 - Area Scorcher no longer hits phased ships.
 - Prism Freeport:
   . No longer sells IBBs (sorry, I'm not a coder enough to maintain that and I can't really re-purpose Nexerelin's code either)
   . But it will use the Nexerelin's version of the high-end seller if that mod is active (that one do sells IBBs).
 - Mostly fixed the missions' ships and difficulty.



 - RC2: Fixed Nexerelin generation.
 - RC2: Scatter Beam now uses stock beams.
 - RC2: Oscillating beam now with smoother animation.
 - Fixed the Lion's lights.
 - Fixed the speed boost from dropping armor modules being applied the other way around.
 - Fixed Lion's system only working in simulation and not in campaign battles.
 - Fixed Keto not having its modules' PD weapon mounted if bought from a market.


0.8.1 update!

Everything has changed...

No more Twiglib


 - Geryon-class:
   . Now comes in two variants, Standard and Missile.
   . Standard is the old Geryon with three medium Hybrid hardpoints instead of Missiles. Slightly slower.
   . Missile is close to the old Geryon but received an additional small Hybrid turret to the front for better range-finding. Slightly less armored.
 - Eris wings:
   . Talon-tier interceptors with similar armament but 6 craft per wings, faster but less armored.

 - Super Charge Pulse Beam:
   . Changed base damage type to High-Explosive from Energy.
   . Changed the extra damage to 900 Energy damage per burst (300 per individual pulse, 225 sustained DPS) from 300 High Explosive.
   . Raised the flux requirement to 510 from 440.

 - Corrected some wrongly assigned maps for Graphiclib.
 - Adjusted hull files to help Dynasector generate better variants.


 - Twin Heavy Miniguns:
   . Because why the hell not!

 - Zone Scorcher:
   . Faster cluster explosions.
   . AOE radius slightly reduced, but the damage is uniform rather than concentrated to the middle.
   . Area radius is now slightly dependent of the crew level.
 - Talos Stasis' Shield:
   . Now only halve the acceleration instead of reducing it to 0.
   . Deployed time increased to 3s from 2s, cool-down increased to 8s from 6s.
 - Laser Torpedoes:
   . Damage type switched back to Energy from High Explosive.
   . Second Stage benefits from hullmods changed:
        ECCM reduces the beams' spreading,
        Advanced Optics increases the detonation range, base detonation range reduced,
        ITU no longer increases the beams length.
   . Significant buff to the beams' damage.
 - Sygere:
   . Now has built-in ECCM to better use their rockets.
 - Rockets:
   . Turn-rate increased to 90deg/s from 60.
 - Singularity Torpedoes:
   . Raised the pull force by 20%
   . Raised the cool-down to 15s from 10s,
   . Improved the effect against missiles,
   . Slightly improved the effect against strikecrafts,
   . Vastly reduced the effect against projectiles.
 - Noso wing:
   . Light lance burst damage halved to 217 energy,
   . Light lance cooldown reduced to 1.5s from 2s.

 - Venting AI:
   . Scyan ships should be slightly more cautious when venting while within the enemy weapons range.
   . Scyan ships should be slightly less prone to immediately vent when the nearby enemies are venting
        or overloaded while using aggressive or steady personalities.
 - Auxiliary Thrusters:
   . AI switched to Maneuvering Jets instead of Burn Drive.
 - Lion's Hide:
   . Now disable all modular weapons to prevent long standing bugs with beam weapons while the system is active.


 - Hydra:
   . Slightly raised the buying cost to 27000 from 25000.
 - Cluster Torpedoes:
   . Slightly reduced the launch waving for better short range drops.

 - Missile AI:
   . Flares can trigger the detonation of Cluster and Laser torpedoes.
 - Siren:
   . Fixed a crash from using the system with missiles weapons.
 - Safeties Switch system:
   . Fixed an error with the range reduction calculation when using the Safeties Override hullmod.
 - Stymphalian Bird:
   . Removed the weapon delay after teleporting since it prevented the AI from using charged shots.


 - Missile AI:
   . Fixed weird behavior or even crash caused by flares.


 - Ricochet Gun:
   . Fixed a NPE issue against leaping Templar frigates.
 - All missiles AI:
   . Minor code optimization.
 - Nexerelin:
   . Moved the Scyan config file in my own file structure to maintain it myself from now on.

V 1.00

Rebuilt from scratch!
That is all.

  You like the mod? Help making it better: Donations will be used to commission content I cannot create myself, such as illustrations or music

 Big thanks to all the modders that helped to create this mod:
Cycerin, Debido, Mesotronik, Dark Revenant, Silentstormpt,
Histidine, SniZupGun, Deathfly, 19_30 and many others.

Music by Cycerin

Scy Nation Mod by Tartiflette is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

« Last Edit: October 12, 2018, 04:40:44 AM by Tartiflette » Logged

Posts: 478

Creator of Biomancy Genetic Engineering

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« Reply #1 on: May 23, 2014, 04:00:26 AM »

Welcome to the forums mate!

Cool stuff you've done so far, love your designs and animations.
I am not really good with coding and tbh I don't have time to help anybody out because I am busy with my own mod but I simply wanted to give a warm welcome to a new modder!

If you like give me a PM and I'll invite you to the modder's skype chat, it's very useful if you need help or want to share your ideas and thoughts.

I am very impressed by your animations, I've been animating stuff as well for my bioships to make them look alive, if you've got any spare time I might actually need some help with an animation I wanted to do for weeks now but it's so hard.

Keep up the good work, I am looking forward to see those ships of yours ingame!

Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well
Posts: 2431

Kickstarter is NOT a magic spring of free money!

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« Reply #2 on: May 23, 2014, 04:22:15 AM »

Hi, well I have to say I thought to ask you directly before, given your liking for animated stuff. But you wrote somewhere that your are not comfortable with code so I didn't wanted to distract your from your script heavy mod. If you have some straight tentacle ready, I can give it a try, since I'd like to take a break from my stuff and I don't have any work today.

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« Reply #3 on: May 23, 2014, 04:23:38 AM »

Wow! Pm me for coding Smiley.
Posts: 1003
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« Reply #4 on: May 23, 2014, 04:23:49 AM »

You are an amazing artist. I hope someone will help you out, because I'd like to see your fine ships out there. Smiley
Unfortunately I can't help you either, but for the reason that I wouldn't be able to java my way out of a paper bag.

Posts: 274

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« Reply #5 on: May 23, 2014, 04:42:05 AM »

Welcome! Like Gotcha! said, you're one helluva awesome artist! That animation is just superbly SEXY and gosh! I can hardly describe how do I feel right now with words!  Huh
The story's well written and explained, very original and stuff!!
« Last Edit: May 23, 2014, 04:44:34 AM by Ryxsen1421 » Logged

Posts: 1628

beyond the infinite void

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« Reply #6 on: May 23, 2014, 04:44:15 AM »

Whoa, whoa, whoa, where did this come from? Absolutely amazing. I'm going to have some more valuable feedback later on, I except, but so far I'm really impressed. As far as I know, nobody's taken quite this effort to immerse the audience from the get-go before.

Posts: 2431

Kickstarter is NOT a magic spring of free money!

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« Reply #7 on: May 23, 2014, 05:15:34 AM »

 Cheesy Thanks everyone for the positive replies. I know I went for the overkill lore-wise, but that's the part I prefer by far. And for once It will be something that other people could enjoy too, instead of taking virtual dust in my hard drive.
First, I'll try to get a precise idea of what need to be done in the coding side, and what I can take care of, before starting PMing for help.

Bonus track: some other animations, but with older sprites.


Erick Doe
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Posts: 2458

"Pretty cunning, don't you think?"

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« Reply #8 on: May 23, 2014, 05:15:57 AM »

Amazing work! I really like the animations and the well-defined and detailed ship sprites.

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« Reply #9 on: May 23, 2014, 05:20:30 AM »

Looks incredible! Smiley

I am too really happy to see someone go overboard on the lore aspect (and especially the presentation of the lore) - and then to do so without even having a playable mod!

... and the animation teaser so far looks fantastic - could really take your sprites from great (which they are) to something else indeed.

Good luck and godspeed! Can't wait to play with them!

"I'm doing it, I'm making them purple! No one can stop me!"
Posts: 673

Not a single Flux given

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« Reply #10 on: May 23, 2014, 05:51:42 AM »

Suddenly a wild Tartiflette appears, Hi & welcome
About the logo, thats the Owl or Happy librarian lady ?

-the ABOMINATION - in progress
Posts: 2431

Kickstarter is NOT a magic spring of free money!

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« Reply #11 on: May 23, 2014, 06:03:53 AM »

Well since I went for the whole Ancient Greece/Sparta resurrection, I thought an Owl would be a good emblem: Athens symbol, a bird of prey that also symbolize knowledge and wisdom... A stealthy hunter that strike in the dark! Quite fitting both the Scy social and military philosophy.

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beyond the infinite void

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« Reply #12 on: May 23, 2014, 06:45:07 AM »

The animations are amazing. Do you have them broken up into layers so you can easily turn them into decorative weapons for implementation? Animating the entire ship sprite will probably be fairly effective for some things, but when you have glowy elements like electric arcs, they should probably be implemented on a separate deco weapon with additive blending set.

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Recursion; See Recursion (n)

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« Reply #13 on: May 23, 2014, 07:02:31 AM »

Dat lore tho.

But seriously, you have an *amazing* mod here, and I think I can say that it far outclasses the lore of any mod on the forum right now. It also has some beastly animations, all of which are incredibly cool! Man, I am humbled by your presence!


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« Reply #14 on: May 23, 2014, 07:03:15 AM »

Seeing that laser and eletrical charge effects...


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