Fractal Softworks Forum
November 18, 2017, 10:49:02 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Economy & Outposts (9/19/17); Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: [1] 2 3 ... 72
  Print  
Author Topic: [0.8.1a] Scy V1.34RC1 (27/09/2017)  (Read 303425 times)
Tartiflette
Admiral
*****
Posts: 2257


Kickstarter is NOT a magic spring of free money!


View Profile Email
« on: May 23, 2014, 03:14:07 AM »




   
   
   
   


REQUIRES

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

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

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

LazyWizard's Common Radar
    To improve your situational awareness both in combat and in campaign.

LazyWizard's OmniFactory
    To duplicate your rare and precious weapons and ships at a price.
    (check the settings for lore friendly options)

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 Save Transfer
    To keep your progression between save-breaking mods updates.

Dark.Revenant's StarsectorPlus
    To tweak the vanilla balance and mechanics.
    (check the settings to enable/disable every features independently)

Dark.Revenant's Leading Pip
    To get StarsectorPlus' leading indicator without the other features.

Dark.Revenant's Ship/weapon Pack
    To fill some voids in the Vanilla lineup, plus add several unique bounty ships.
    (check the settings to further customize your game)

Dark.Revenant's DynaSector
    To randomize the AI ships load-outs and fleets compositions.
    (check the settings to enable/disable every features independently)

Histidine's Steiner Foundation
    To get a little extra help during the very early game.

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

Histidine's Nexerelin
    To get a taste of that 4X flavor that Vanilla is slowly going for.
    (check the settings to further customize your game)

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

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

My Torchships
    To make bigger fleets easier to evade with a smaller one.
 
   



Scyan Navy showcase:











Recent Changelogs
1.34

BALANCING:

 - 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%.

BUGFIXES/IMPROVEMENTS

 - 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.

1.32

BUGFIXES/IMPROVEMENTS

 - 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.

v1.31

BUGFIXES/IMPROVEMENTS

 - 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.

V1.3

0.8.1 update!

Everything has changed...

No more Twiglib

V1.2

NEW CONTENT:
 - 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.

BALANCING:
 - 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.

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

V1.11

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

BALANCING:
 - 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.

BUGFIXES/IMPROVEMENT:
 - 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.

V1.1

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

BUGFIXES/IMPROVEMENT:
 - 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.

V1.02

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

V1.01

BUGFIXES/IMPROVEMENT:
 - 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

BUGFIXES/IMPROVEMENTS:
Rebuilt from scratch!
That is all.




  While I can take care of the bulk of the work, there are things that require hiring people with the
necessary skills. Any help is greatly appreciated, and every donation will be invested in my mods.





 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: September 24, 2017, 06:55:39 AM by Tartiflette » Logged

 
Tecrys
Captain
****
Posts: 478


Creator of Biomancy Genetic Engineering


View Profile
« 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!
Logged

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
Tartiflette
Admiral
*****
Posts: 2257


Kickstarter is NOT a magic spring of free money!


View Profile Email
« 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.
Logged

 
Uomoz
Admiral
*****
Posts: 2643


'womo'dz


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

Wow! Pm me for coding Smiley.
Logged
Gotcha!
Admiral
*****
Posts: 1000


machielr@hotmail.com
View Profile WWW
« 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.
Logged

  
Ryxsen1421
Captain
****
Posts: 267



View Profile WWW Email
« 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

Cycerin
Admiral
*****
Posts: 1612


beyond the infinite void


View Profile
« 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.
Logged

Tartiflette
Admiral
*****
Posts: 2257


Kickstarter is NOT a magic spring of free money!


View Profile Email
« 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.

Logged

 
Erick Doe
Global Moderator
Admiral
*****
Posts: 2456


"Pretty cunning, don't you think?"


View Profile
« 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.
Logged

mendonca
Global Moderator
Admiral
*****
Posts: 1033



View Profile
« 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!
Logged



"I'm doing it, I'm making them purple! No one can stop me!"
theSONY
Admiral
*****
Posts: 672


Not a single Flux given


View Profile WWW
« 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 ?
Logged

-the ABOMINATION - in progress
Tartiflette
Admiral
*****
Posts: 2257


Kickstarter is NOT a magic spring of free money!


View Profile Email
« 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.
Logged

 
Cycerin
Admiral
*****
Posts: 1612


beyond the infinite void


View Profile
« 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.
Logged

Foxer360
Admiral
*****
Posts: 637


Recursion; See Recursion (n)


View Profile Email
« 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!

Logged

Ryxsen1421
Captain
****
Posts: 267



View Profile WWW Email
« Reply #14 on: May 23, 2014, 07:03:15 AM »

Seeing that laser and eletrical charge effects...

Logged

Pages: [1] 2 3 ... 72
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!