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Author Topic: Starfarer Extended for 0.5a  (Read 62294 times)

dokterschlonz

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Starfarer Extended for 0.5a
« on: February 18, 2012, 09:07:27 PM »

Starfarer Extended is a mod to expand the original game.
- enables dev mode per default for better zooming.
- new ships and variants are spawned in faction fleets.
- tweaked weapon sprites
- works with any running campaign and other ship mods that dont modify the original factions.

to include the TTstation mod with Starfarer Extended look here:
http://fractalsoftworks.com/forum/index.php?topic=161.msg8761#msg8761

new ships:
- aghast Destroyer (tri-tachyon) + strike variant


- centipede lrm support cruiser (hegemony) + mrm variant


- tipi fast carrier, can repair fighters only (mercenary)


- oort fortress (hegemony)


- scarab gunship (pirates)+ 2 variants


- owl cruiser (tri-tachyon) + 2 variants


- dragoon cruiser (pirates) +  variant


- sheperd (pirates) and mynar (tri-tachyon) frigates with 1 variant each


- goose cruiser (hegemony)


- goose mk2 cruiser (goosefleet) + variant


- assel cult of lud missionary vessel (hegemony)


- creeper cruiser (independent/merc)


- gate cruiser (hegemony/independent) with new hellbore mortar and light extended range gauss cannons
- the hellbore mortar should be exclusive to this ship, and not be strippable, but i dont know if thats possible yet.


- fireant destroyer (hegemony) with new hagelsturm close combat weapon


and a sparrow fighter (mercenary)


new weapons:
- pulselaser OC, a shorter range overclocked version of the pulse laser
- hurricane medium mirv, a miniaturized version for medium missile turrets
- hellbore mortar, slower, bigger
- light gauss, less damage, more range
- hagelsturm short range "shotgun"

changelog:
0.1
- initial release

0.11
- changed aghast and medium mirv sprites
- changed aghast hull from 3 medium turrets to 2 medium and 1 small, changed variant loadout

0.15
added variants to campaign faction fleets:
- aghast_strike
- owl_pulse
- owl_strike
- centipede mrm
- scarab autopulse
- scarab storm
- medusa_PD

- changed sprites of 16 weapons

0.18
- added new pirate cruiser to pirate faction
- tweaked ordonance points, loadouts  and hullmods for all variants
- included settings.csv and made dev mode default to "true" to be able to zoom out more.

0.20
- added sheperd frigate + variant
- added mynard frigate + variant
- added goose cruiser
- added goose mk2 cruiser + variant
- added goosefleet to campaign (no restart required)

0.21
- removed all unnecessary files from data/world to avoid conflicts with other mods
- added assel missionary vessel
- some stat and weapon/ship gfx tweaks

0.25
- renamed Oort.png to be lowercase
- fixed assel stats and turret coverage
- ship stats tweaks to scarab, owl, sheperd
- added creeper cruiser
- added gate cruiser
- added fireant destroyer
- added hellbore mortar
- added light ER gauss
- added hagelsturm plate shotgun
- made goosefleet weaker in OP



download:
https://rapidshare.com/files/2294931285/sf_extended_0.25.zip
« Last Edit: March 02, 2012, 02:48:26 PM by dokterschlonz »
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Avan

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Re: Starfarer Extended for 0.5a
« Reply #1 on: February 18, 2012, 09:32:22 PM »

Do you have pictures/screenshots?

dokterschlonz

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Re: Starfarer Extended for 0.5a
« Reply #2 on: February 18, 2012, 09:36:44 PM »

yes sure, had to make an account first to upload.
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hairrorist

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Re: Starfarer Extended for 0.5a
« Reply #3 on: February 18, 2012, 09:53:07 PM »

This is awesome!  I hope you keep adding things.  I really enjoy mods that expand a base game and retain its flavor.  Your sprites fit right in.

If I had to level a criticism, I'd say that the Aghast looks a little odd.  Not bad, mind, just odd.  Like it should be wearing a bra.
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Avan

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Re: Starfarer Extended for 0.5a
« Reply #4 on: February 18, 2012, 10:02:29 PM »

 :D
Yay! Another frankensprite-er! Now I feel less alone. ;D

What program are you using btw? You've achieved a number of merges and effects I haven't dared to try because of how likely to irritate me the workload would have become.

dokterschlonz

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Re: Starfarer Extended for 0.5a
« Reply #5 on: February 18, 2012, 10:50:34 PM »

@aghast looking odd
i agree, it looks odd, needs overhaul

i used photoshop but this would be as possible in any other pixel editor with layers and basic paint/erase/hue/sat/brightness/contrast.
usually the ships are made out of parts from 2-3 same factions ships.
its basically mark region of interest > copy > paste to new layer > delete not needed pixels > optional rotate > optional mirror > adjust colours > fits in? > merge

one of the things that is important to make things fit from different ships is to adjust colour and brightness/contrast, for example the launch bay from the astral carrier would not have fit with the tipi at all without colour adjustments.
« Last Edit: February 18, 2012, 10:55:15 PM by dokterschlonz »
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Avan

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Re: Starfarer Extended for 0.5a
« Reply #6 on: February 18, 2012, 11:59:35 PM »

I'm using paint.net, and it really likes to anti-alias rotated things (which must be sharpened, but that quickly degrades quality), so its something I try to avoid when possible. I also have a tendency to just go right to manually drawing over pixels to merge things, as opposed to trying color channel adjustments.

Baleur

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Re: Starfarer Extended for 0.5a
« Reply #7 on: February 19, 2012, 01:41:05 AM »

I love the tri-tachyon ships! And the LRM ship..... YES! Oh god yes! More missile boats :D
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SgtAlex86

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Re: Starfarer Extended for 0.5a
« Reply #8 on: February 19, 2012, 02:13:23 AM »

So... lets say one has Junkies&TTstation installed does this brake something if thrown on top of that  ;)
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Subject901

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Re: Starfarer Extended for 0.5a
« Reply #9 on: February 19, 2012, 02:50:48 AM »

if you have the tt station i had it says incompatible with any mods which mod tri-tachyon
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SgtAlex86

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Re: Starfarer Extended for 0.5a
« Reply #10 on: February 19, 2012, 03:32:23 AM »

if you have the tt station i had it says incompatible with any mods which mod tri-tachyon
>.< but want everything in game at the same time...  :D
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Heavy Weapons Pony

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Re: Starfarer Extended for 0.5a
« Reply #11 on: February 19, 2012, 10:01:58 PM »

It works with Junkies as far as I've played BUUUT doesn't work with the TTStation (though I could never get it to work with Junkies anyway)

EDIT: OMGWTFBBQ THEY ALL WORK TOGETHER! DISREGARD ABOVE
« Last Edit: February 20, 2012, 12:45:56 AM by Heavy Weapons Pony »
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Foxd1e

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Re: Starfarer Extended for 0.5a
« Reply #12 on: February 19, 2012, 10:34:40 PM »

I second what SGTAlex86 said, I wish the 3 mods could co-exist peacefully. Especially Junk Pirates and TT Station, that brings the total space stations ingame up to 3, and Junkies and S.Extended add some much needed variety.
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mendonca

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Re: Starfarer Extended for 0.5a
« Reply #13 on: February 20, 2012, 12:11:07 AM »

I second what SGTAlex86 said, I wish the 3 mods could co-exist peacefully. Especially Junk Pirates and TT Station, that brings the total space stations ingame up to 3, and Junkies and S.Extended add some much needed variety.

The issue with mine and Paul's mods are that we are using a small workaround to something within the modding implementation that doesn't work 100% as intended. In simple terms, it means we overwrite each others world generation script (in practice, I overwrite Paul's) and with the next release this shouldn't be an issue, as we will be able to do things a litle bit different, and just add stuff in to the system world generation parameters, which can happily coexist with other stuff.

The new ships work happily together anyway, as they don't tend to overwrite each other in terms of referencing etc. I guess this is a bit simpler, and also more tested as new ships have been in the game for a few versions now.

Incidentally Paul has posted in the JP thread about how to get the TT Station in alongside my mod, given that the bug is only temporary I would suggest this course of action is the best one  :)

http://fractalsoftworks.com/forum/index.php?topic=161.msg8761#msg8761

(fourth post down)
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Foxd1e

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Re: Starfarer Extended for 0.5a
« Reply #14 on: February 20, 2012, 12:28:40 AM »

wow thank you for pointing that post out to me! I'm glad Paul created a merger so that we can enjoy all 3 mods together this release  ;D
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