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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Scy V1.57 (2019/09/04)  (Read 560142 times)

Tartiflette

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[0.9.1a] Scy V1.57 (2019/09/04)
« on: May 23, 2014, 03:14:07 AM »



     


Alternate skin pack
(extract inside the mod folder and overwrite)
Requires LazyLib and  MagicLib

Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin
Compatible with Dark.Revenant's GraphicLib
          

This mod is quite packed with content. When used with other large mods you may need to allocate additional memory. Having problems?  Visit the Mod Troubleshooting Guide!


No Stripe alternate skin pack

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Scy Nation's origin and history


        The Scy Nation literally emerged from the ashes of the "Science Colony of Yggdrasil". Before the Collapse, the S.C.o.Y. was a nomadic colony built inside an asteroid to travel the stars and study the universe one system at a time. When the Great Collapse occurred and the gate system shutdown the colony became trapped in the Sector, its inhabitants found themselves at the unfortunate center of attention of the Tri-Tachyon Corporation, the Hegemony and the Luddic Church, all eager to get their hands on Yggdrasill's mini-autofactory and its intact pre-collapse UAC library. Using the gigantic ship as a Cryo-arch, two thirds of the population would escape the crossfire while the rest were put to the stake by Ludd fanatics for worshiping the "demonic autofactory".

   They tried to rebuild their life in a remote system, away from the core worlds Collapse, but circumstances always seems to pull them back, always forcing them to take further extremes measures to ensure their survival.
        You can dive deeper into the story of the Scy Nation with these documents:

     

     


Gameplay


   Skirmisher to the core, Scyan ships have a deep flux pool to make the most out of an hit-run, and slightly better speed to manage to disengage. On the other hand they have slightly more fragile hulls, narrow shields, terrible flux dissipation (relying on venting instead) and fewer weapon mounts. They have to rely on wolf pack tactics to kill isolated targets while the bigger enemies are tied up pursuing smaller prey. Their weapons usually have worse range than vanilla one but superior damage, making even the smallest ship a potential threat if left completely unchecked. When pursued however, they can fold very quickly due to their exposed sides and low staying power.

   This faction mixes all techs in a melting pot of advanced engineering craziness, producing ships and weapons unlike any others. It features ships with modular armor, teleporting guns, phase missiles, laser torpedoes, all sorts of miniguns and more.


Scyan Navy showcase


Spoiler


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Recent Changelogs
1.57

BALANCING:
 - Significantly nerfed the Nosos Interceptor:
   . Halved the beams DPS.
   . Gave them a 10 deg arc to improve the time-on-target against other fighters.
   . Missile swapped to 4 swarmers from single kinetic rocket.
 - Eris Interceptor buf:
   . 6 fighters per wing from 4
   . OP raised to 3 from 2.
 - Interception gun ammo regen slowed by 30%.
 - Dramatically reduced the base value of Intelligence Data Chips (10000 from 50000).
 - Improved the Intelligence Command reveal rate of Pirate and Pather bases.

BUGFIXES/IMPROVEMENTS:
 - Fixed Singularity Torpedo making fighters taking off invincible.
 - Fixed missing package illustration.
 - Fixed undercrewed Nexereling start.
 - Removed Acheron's abandoned mining station.

1.56

CONTENT:
 - Alternate skin pack available.

BALANCING:
 - Frigates and some destroyers buffed (longer PPT, slightly more armored...)
 - Minimal Preparation Hullmod no longer use a Logistic Slot.
 - Scy now uses an improved vanilla station for Elysee's defense.
 - Miniguns chargeup time increased by 50%.
 - Manticore system switched to Engine Jumpstart from CIWS drones.

BUGFIXES/IMPROVEMENTS:
 - Massive VRAM optimization.
 - Removed Prism military market.
 - Vastly improved High-End Seller weak weapons selection,expanded the ship selection too. (only for non Nexerelin games)
 - Hopefully fixed retreat bug using ships with modules (please report to me if it still happen regardless of the ship's mod).
 - Clarified some (in)compatibilities between hullmods.
 - Improved Laser Torpedo detonation logic, slightly modified flight behavior.
 - Added a third blueprint package dedicated to weapons.
 - Slightly raised the Antimatter station orbit to avoid fleets bumping into the corona and unable to reach it.

1.55

BALANCING:
 - Ship prices raised to 0.9.1 levels, some fleet points and deployment costs reductions.
 - Deployment and Maintenance costs normalized to each-other.
 - Scyan ships now have their monthly maintenance halved when flying under burn 3 instead.
 - Industries shuffled around according to 0.9.1 rules.
 - Custom industries prices and maintenances adjusted for 0.9.1.
 - Prism's Ship Market heavily nerfed as an industry all around.
 - Interception Gun:
   . Now can reliably hit ships and fighters too.
   . Added 50 EMP damage (25 sustained dps).
 - Scyan blueprint packages prices lowered to vanilla levels.

BUGFIXES/IMPROVEMENTS:
 - Acheron system moved a bit away from the core.
 - Astrapios:
   . Trail now renders below the explosion.
   . Projectile now passes through missiles.
 - Anaplekte CIWS drones now use Interception Guns instead of Miniguns.
 - Akhlys escort fighter Micro Flak replaced with Active Flare system.
 - Nemean Lion large mounts now turrets instead of hardpoints.
 - Keto modules now equipped with Interception Guns instead of Vulcans.
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You like the mod? Help making it better: Donations will be used to commission content I cannot create myself, such as illustrations or music.
Additionally if you would enjoy playing with a custom paintjob, I also take commissions for a reasonable rate. PM me for more details.



  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 composed by Fastland, aka 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 05, 2019, 01:02:53 AM by Tartiflette »
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Tecrys

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Re: Scy [23/05]
« 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!
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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

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Re: Scy [23/05]
« 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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Uomoz

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Re: Scy [23/05]
« Reply #3 on: May 23, 2014, 04:23:38 AM »

Wow! Pm me for coding :).
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Gotcha!

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Re: Scy [23/05]
« 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. :)
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.
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Ryxsen1421

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Re: Scy [23/05]
« 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!  ???
The story's well written and explained, very original and stuff!!
« Last Edit: May 23, 2014, 04:44:34 AM by Ryxsen1421 »
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Cycerin

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Re: Scy [23/05]
« 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.
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Tartiflette

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Re: Scy [23/05]
« Reply #7 on: May 23, 2014, 05:15:34 AM »

 :D 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.
Spoiler

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Erick Doe

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Re: Scy [23/05]
« 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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mendonca

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Re: Scy [23/05]
« Reply #9 on: May 23, 2014, 05:20:30 AM »

Looks incredible! :)

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

theSONY

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Re: Scy [23/05]
« 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 ?
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-the ABOMINATION - in progress

Tartiflette

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Re: Scy [23/05]
« 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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Cycerin

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Re: Scy [23/05]
« 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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Foxer360

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Re: Scy [23/05]
« 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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Ryxsen1421

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Re: Scy [23/05]
« Reply #14 on: May 23, 2014, 07:03:15 AM »

Seeing that laser and eletrical charge effects...

Spoiler
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