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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 V1.56 (2019/08/10)  (Read 523678 times)

Tartiflette

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[0.9.1a] Scy V1.56 (2019/08/10)
« on: May 23, 2014, 03:14:07 AM »



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


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

THIS UPDATES BREAKS SAVES

   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!
 
      

Scy Nation's origin and history




The origin of the Scy Nation.
     



The Hegemonic side of the story.
 
     
Scyan Navy showcase:

Spoiler
   
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Recent Changelogs
Spoiler
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.

1.54

 - Added Vesperon Combine compatibility.
 - Added Grenade Launcher small missile weapon.
 - Added small Arc Missile Rack
 - Added Interception Gun small pd weapon

BALANCING:
 - Keto main gun significantly reworked:
   . Now warmed-up beforehand (takes up to 10s).
   . Chargeup reduced to 1s from 5.
   . Cooldown increased to 20s from 10 when counting the warmup phase.
   . Cooldown reset to 10s after venting or overloading.
   . Splash damage significantly raised both in EMP damage and radius.

BUGFIXES/IMPROVEMENTS:
 - Fixed most cases of the module retreat bug.
 - Added trails to a few relevant projectiles.
 - Added UI feedback for the Kalkotauroi beam and the Stymphalian Bird system.
 - Siren teleporting system now consume its ammo each time it is fired instead of each time it teleports.
 - Laser Torpedoes should be a LOT more reliable.

1.53

 - Updated compatibility with Nexerelin.

REMOVED CONTENT to reduce clutter:
 - Rocket pods mk 1 - 2 - 3
 - Cluster torpedo Rack (pod stays)
 - Coasting missile Rack (pod stays)
 - Light flak gun
 - Oscillating beam
 - Defense Autonailer
 - Beehive Nailer
 - Geryon (H) (was unused)
Variants adjusted using vanilla weapons.

BALANCING:
 - Eris interceptor OP cost raised to 2 from 0.
 - Akhlys wing role is now SUPPORT from INTERCEPTOR.
 - All fighters got the "no_weapon_flux" hullmod like vanilla, flux stats adjusted accordingly.
 - Minimal Preparation hullmod now incompatible with Militarized Subsystems and Efficiency Overhaul.
 - Large weapons costs reduced (still on the expensive side).

BUGFIXES/IMPROVEMENTS:
 - Shuffled some blueprints, neither package contains any capital ship like the vanilla packages.
 - Deactivated the "material maps" for GraphicLib, that had only a minor visual impact but significantly increased VRam usage.

1.52

BUGFIXES/IMPROVEMENTS:
 - Fixed lack of production for Scy's custom industries.
 - Intelligence Command will now notify the player when a pirate base is discovered.
 - Fixed possible crash with the Laser Torpedo and Cluster Torpedo.

1.51

NEW CONTENT:
 - Intelligence Command Center:
   . Generates Intelligence Chips at a very slow rate.
   . Reveal a Pirate and Pather base every few months.
   . Extremely high upkeep cost and resource requirements.
   . Unlocked when reaching a Welcoming relation with Scy.

BUGFIXES/IMPROVEMENTS:
 - Re-implemented Prism's High-end Seller.
 - Intel chips now drop in sane amounts given their value.
 - Fixed missing market flavor texts, added new ones.
 - Added recruitment flavor dialog.

1.50

rc2: removed High End Seller from Prism Freeport due to corrupted saves
rc3:
   . fixed custom engine crash,
   . fixed name collision with proc-gen systems,
   . fixed potential crash with custom muzzle flashes,
   . added proper blueprints,

Barebone 0.9.0 compatibility update

BALANCING:

 - Nemean Lion-class battle-fortress:
   . Ship-system now also reduce damage to the armor modules depending on how many are left.

BUGFIXES/IMPROVEMENTS:

 - Massive code refactoring using MagicLib, improved performances, tweaked effects.

 - Miniguns sound improvements, especially during spin up and down.
[close]



   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 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: August 10, 2019, 04:54:42 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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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.
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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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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...

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