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

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More weapons
- 101 (19.6%)
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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 453059 times)

MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #165 on: April 03, 2016, 01:56:02 AM »

All of the ship sprites are being updated in some manner. Some are massive changes, some are just "pixel poking", or anywhere in between.

I haven't had a lot of modding time as of late, some of the things I thought would go fast ended up taking ages, sprite work, bug fixing, content additions. It all adds up. Bassically, THI 1.1 is the finalization pass where all of the old content gets completed to a state where I no longer wish to go back and mess with I unless it is required for whatever reason. I really have to get back to Exi, the grand plans for it will not enact themselves... I find it really hard to work on Exi when THI is screaming at me "this looks like ***, fix me, this bug is there, fix me, this missing role needs to exist, make me!"

Though I have been working on both mods in some capacity the entire time :)
No rest for the wicked.

Also, don't forget about the JAR fix on page 8 if anyone wants to play THI now. The 1.1 update is not far off, but ultimately it will be done when it is done.

Bastion.Systems

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #166 on: April 03, 2016, 05:28:19 AM »

Take your time and make it the best update ever.
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Sabaton

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #167 on: April 03, 2016, 05:40:38 AM »

Mini mods are just as fine, no need to super size them.
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Ratheden

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #168 on: April 19, 2016, 05:14:29 AM »

Mini mods are just as fine, no need to super size them.
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Octavus

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #169 on: April 28, 2016, 02:04:31 PM »

Hi got a quick question, the current version will not be compatible with the 0.7.2 version of starsector is that correct?
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MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #170 on: April 28, 2016, 02:37:10 PM »

THI 1.0.6 works fine in 0.7.2a, if you use the user created hotfix Jar on page 8.


1.1 update soooooooooon
Spoiler
[close]

Bastion.Systems

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #171 on: April 29, 2016, 08:11:31 AM »


1.1 update soooooooooon
Spoiler
[close]

This looks so good, cant wait no more, gib ships!
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Octavus

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #172 on: April 29, 2016, 04:12:37 PM »

THI 1.0.6 works fine in 0.7.2a, if you use the user created hotfix Jar on page 8.


1.1 update soooooooooon
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Ah ok that's great to know Thank you good sir :)
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MesoTroniK

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #173 on: May 15, 2016, 10:19:06 PM »

"Tiandong update never"

Never is a very very long time... So go ahead and grab the new version from original post and if you have any comments or suggestions please let me know.

The dark green mercs are back and better than ever! Now with...

0.7.2a compatiblity


Jian-class Heavy Fighter Wing
A retrofit of the Gladius that sacrifices much of its direct firepower to gain an array of point-defense weapons.
Weapons: 1x Swarmer SRM Launcher, 1x Light Thumper, 2x Mini Vulcan Cannon

Improved ship sprites
Spoiler
[close]


Superheavy Machine Gun
Large Ballistic
The logical conclusion of the vanilla Machine Gun series of weapons.


Muscle LRM Launcher
Small Missile
A multi-stage long-range missile system that is akin to rocket artillery with a pre-aim, boost, and MIRV phases.

--

And also more polish, balance, bugfixes, some subtle campaign layer changes, and other stuff too. Anyways, feel free to leave feedback, complaints, suggestions, or whatever and don't forget to save your save with Save Transfer!

Changelog
Spoiler
1.1

- Updated for 0.7.2a compliance.
- THI miner fleets in the Shaanxi system now get cargo injections of ores and volatiles while mining (still does not contribute to the economy).
- All markets added by this mod now use two different and context specific interaction images (in random Nexerelin games only Shanghai does).
- Improved faction flag, crest, and intel icons slightly.
- Added Jian-class heavy fighter.
- Improved all ships sprites, some more significantly than others.
- THI ships are now immune to slowdown from the unique nebula variant terrain in the Interstellar Imperium mod just like they are to standard nebula.
- Dingjun supplies/rec and supplies/mo increased to 17 from 16 and its designation changed to Arsenal Ship from Cruiser.
- Tuolu supplies/rec and supplies/mo increased to 8 from 7 and its designation changed to Missile Destroyer from Auxiliary Destroyer.
- Liberty supplies/mo increased to 40 from 30.
- Flux Override ship system (used by the Xu, Qianzi, Hanzhong, and Wujun) initial base dissipation bonus increased to 60% from 50%, diminishing returns penalty for each use reduced to 15% from 20%, and its visuals were adjusted slightly.
- New ship variants added, several old ones adjusted.
- Added Superheavy Machine Gun weapon.
- Added Muscle LRM Launcher weapon.
- The impact stat of most weapons was adjusted for 0.7.2a compliance.
- The scripted push force of many THI weapons now actually works properly against ships that use TwigLib and certain other edge cases.
- Macro Cannon no longer does reduced damage to friendlies (was a bug), and the ejected shell casing visuals / sound effects were improved by adding a slightly randomized rotation, slightly randomizing its velocity, will now sometimes bounce off of objects, and improved the shell casing impact sound.
- Triphammer sprite improved slightly.
- Burst Flak Cannon sprite improved slightly, improved the explosion visuals of its shells / Bulwark Flares slightly, also fixed certain edge cases where they could unintentionally deal double damage.
- Concussion Missile flight time increased to 12 from 10 seconds, projectile hitpoints increased to 200 from 175, 0.5 second arming time was added, and its sprite was improved slightly.
- Apsis LRT missile AI targeting logic improved, also now acquires a new target if the current one phases, and a 0.5 second arming time was added.
- Punisher Torpedos now has a 0.5 second arming time.
- Adjusted the missions Monopoly, A Game of War, and Big Trouble in Little Rocks.
- Removed Knights of Ludd as possible faction choice for the Random Battle missions.
- Improved a few random scripts.
- Probably some things I don't recall.
[close]
« Last Edit: May 15, 2016, 11:07:33 PM by MesoTroniK »
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Midnight Kitsune

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #174 on: May 15, 2016, 10:33:12 PM »

*quickly runs outside looking to see if swine have discovered the secret of flight*
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Kitfox88

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #175 on: May 15, 2016, 11:19:46 PM »

Oh man, I can't wait to load out a Xu with the SHMG. Dakka everywhere.
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Bastion.Systems

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #176 on: May 16, 2016, 10:23:00 AM »

AAAAAAAAAA!
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Abyz

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #177 on: May 16, 2016, 02:07:15 PM »

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adimetro00

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #178 on: May 16, 2016, 04:41:10 PM »

Nice mod! btw i would like to see a space japan faction. maybe even a space yamato
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Blaze

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #179 on: May 16, 2016, 05:33:48 PM »

Nice mod! btw i would like to see a space japan faction. maybe even a space yamato
Interstellar Imperium has a ship based on the Yamato, complete with WMC; though it's a mod-hull so you'll also need the SBB mod and capture or debug it in. Other than that, the only faction that comes to mind is the Bushi, but that hasn't been updated AFAIK.
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