Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 [2] 3 4

Author Topic: [0.65.1a] Protonian Technologies (Closing)  (Read 13835 times)

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.1)
« Reply #15 on: January 19, 2015, 11:20:56 PM »

With some proper work, this mod could be really good. If you fix the stats, remove most of ships bigger than an onslaught, reduce in size/change weapon mounts and make the lore consistent, I can see a solid faction here.

Don't worry, you should have seen my mod's early versions. I have worked to make it better every since (eoth the help of others, of course). :)
Logged

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.1)
« Reply #16 on: January 19, 2015, 11:44:31 PM »

you should see what MINE used to be, (and to some degrees still is), everything of mine past destroyers have more than average gun mounts, now if thats to much, i think you can imagine the situation for these guys. :)

but thats more or less easily fixed for the smaller and medium sized ships, the big ships are beyond saving im afraid, they are TO big,     
and make's my Vat IV look like a tame kitten. :-\
Logged

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.1)
« Reply #17 on: January 20, 2015, 12:01:58 AM »

Well, my imagination did start out as a crazy nigh-powerful faction bent on destroying the conflict, but assuming that there are other pre-existing factions outside the vanilla universe...

I may have passed the line... twice. :3


Good thing I saved my Photoshop files just in case this happens.
« Last Edit: January 20, 2015, 12:04:31 AM by Protonus »
Logged

The cookies are a weird one, okay.

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.2)
« Reply #18 on: January 20, 2015, 03:52:05 AM »

Patch 0.3.2, some of the ships have been nerfed.
Logged

The cookies are a weird one, okay.

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.2)
« Reply #19 on: January 20, 2015, 06:56:35 AM »

This is a little nitpicky, but having a standard ship system shouldn't be considered a con. It doesn't disadvantage the ship they're by having them.

Also i'm not an authority on balance, but I recommend that you test fighting with and against them.
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #20 on: January 20, 2015, 09:05:05 AM »

A good place to start would be to copy-paste stats from vanilla ships/weapons and then edit them to meet your specifications.  That way, you're at least in the right ballpark to begin with.

What he said.  :)

Welcome to the modding scene, Protonus!
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.2)
« Reply #21 on: January 20, 2015, 01:01:40 PM »

I downloaded them but unfortunately i don't really have the time to try them currently. Still, those are some pretty kitbashes even though there are some redundancy with some parts. I like the bright blue/yellow color-scheme. However you'll have to try to even the colors for each ships as it looks quite weird, especially on some like the Hexon that are over-saturated. If you can get a dark blue like the one on the rear of the Argon series, it would looks very good.

From what i read they are a "little" bit overpowered, which doesn't surprise me given the amount of weapon mounts they have. Something you'll eventually have to do in the future will be to remove some of those mounts as they will make balancing impossible. Valkyrians too are currently doing this (RIGHT, Valk?) to re-balance their faction.

All in all, i really like some of those ships and i'm look forward for the campaign integration (and balancing).
Logged

Ryxsen1421

  • Captain
  • ****
  • Posts: 397
    • View Profile
    • Twitter
Re: [0.65.a1] Protonian Technologies (V. 0.3.2)
« Reply #22 on: January 20, 2015, 07:29:26 PM »

The more dakkas you have, the harder to balance your faction.
Logged

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.2)
« Reply #23 on: January 21, 2015, 03:07:31 AM »

dont push me alright!? im working on it! :-[
Logged

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.2)
« Reply #24 on: January 21, 2015, 04:46:05 AM »

I'm feeling excited with the new Bastion revision I'm working on. It's coming soon.
Logged

The cookies are a weird one, okay.

angrytigerp

  • Commander
  • ***
  • Posts: 171
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.3)
« Reply #25 on: January 23, 2015, 01:25:51 PM »

We're you at all inspired by the New Conglomerate from Planetside 1/2? Because everything (the color scheme, the polygonal construction, and even (to an extent) the focus on weaponry) reminds me very much of them.
Logged

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.3)
« Reply #26 on: January 24, 2015, 12:12:10 AM »

Not really. Quite surprising, that I never actually played neither games that you have mentioned, but I did heard of it somehow.

But I do love the polymetric design and the development of of energy-esqe weapons that simply makes mine somewhat different at least to vanilla ships in this game.


Plus, I worked on the balance records for all respecting ships, including some paint jobs. Next is on the coding of the faction itself and the hullmods...

Problem is, I have no idea how to work on the script correctly, or simply I have no idea how to start with the coding at all. Since I just did copy-pasted the existing vanilla hullmods and tried placing modified ones on the mod, but ended not running the game. Tragic, I am.
Logged

The cookies are a weird one, okay.

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: [0.65.a1] Protonian Technologies (V. 0.3.4)
« Reply #27 on: January 24, 2015, 07:22:12 PM »

New patch is up. :D


PS: The Argon series are next to change.
« Last Edit: January 24, 2015, 10:25:32 PM by Protonus »
Logged

The cookies are a weird one, okay.

Tommy

  • Commander
  • ***
  • Posts: 150
    • View Profile
Re: [0.65.1a] Protonian Technologies (V. 0.3.4)
« Reply #28 on: January 25, 2015, 04:06:36 PM »

I presume there's no campaign integration ? I cannot find the Protonian system :)
Logged

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: [0.65.1a] Protonian Technologies (V. 0.3.4)
« Reply #29 on: January 25, 2015, 04:18:08 PM »

Yeah. That's where the issue is.

I have don't even know where to start the coding for the Campaign integration, even if I managed to create the faction itself, the game just simply wouldn't allow me to make a system of my own... yet. :c


PS: I tried working around the current mods for the faction, but the result doesn't actually make my star system appear for some reason. And also the Faction tutorial posted is outdated.
« Last Edit: January 25, 2015, 04:23:27 PM by Protonus »
Logged

The cookies are a weird one, okay.
Pages: 1 [2] 3 4