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Author Topic: [0.9.1a] Star Conquest (WIP)  (Read 20231 times)

Mongreal

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[0.9.1a] Star Conquest (WIP)
« on: October 22, 2015, 01:27:50 PM »

Hi everyone, I made some sprites (actually, ~40 ships, ~40 weapons, all of them are kitbash only) for a WIP four factions mod.
You will certainly recognize most of the ships, taken from S.P.A.Z.

I'm open to all comments, keep in mind that the ship balance is still WIP (but with same armor and hullpoint than ships of their size/strenght, they are actually quitte similar, considering they flux/movement/CR balancing).
I haven't been updating this thread since a very long time but I was busy IRL, and just comeback to Starsector modding a few weeks ago.

Some of the ships names are already taken in Starsector vanilla or in other mods : I'll change those names later of if good suggestion come out ; I don't have any estimated time until a good playable release (the four factions doesn't have fleet or sector and don't spawn ingame). You can still send me a message if you want a name used by your mod to be removed from this post.

If someone want to help or participate in anyway, I'll gladly accept any help from people that can script complex weapons or systems. If you want to use/modify some of my sprite, mp me and we'll talk about it.

Actually, the four factions are :
The Northern Throne : A large military fleet, seeking for a new home in the sector. They lost their home colony, and don't have any other place to go (they won't have many civilian stations, and no planet). They're nice but if someone mess with them, they won't leave them as long as they breath. They use a lot of ballistic weapons, and most of their ships are very maneuverable. I will add a built-in hullmod which give them increased damage with ballistic weapons and increased maneuverability and speed. Even if their movement is their best defense, they also use moderately strong shields and armors. I'm trying to make a "skin shield", that will not be a sphere, by using the phase_cloak, but that's not working at the moment.

The Great Solar Empire : The second biggest faction of the mod, they live for a cult based on the power of the stars, loving everything that's glow and burn. Since they are interested in stars, their armors are thick, to reach closer to their divinity. Also, they want to be powerfull, unleashing lots of strong missiles and rockets on their foes. Most of their ships are slow, with multiples missiles hardpoints, but they're weaker in long engagement since their ammunitions cap is more limited (almost every of their missile weapon use a small fabricator to slowly reload their ammunitions over time). Their energy and ballistic weapons are old and out-dated, but still deliver some punch. Their built-in hull mode will improve missile damage and armor strenght.

The Lunar Corporation : Scientific and nerds faction. They're in the sector to scavenge and steal others factions tech, but they don't like to fight. That's the reason why they're using high-tech shields, and a lot of beam/EMP weapons. Even if they are easy to kill, some of their techs allow them to turn the fight to their advantage. Most of the time, they will focus on defense, and they will rarely assault a fleet, except if they want a high-tech device in their cargo hold. All the LNC ships will have a built-in hull mode that increase the damage of all energy weapons, and the efficiency of the shields/other defensive system.

The Dark Star Syndicate : An old renegate nation, the DSS are even worse than pirates. Seeking the annihilation of everything else, they often use a faction against an other, joining each fight to strike their ennemies when they're the weaker. They don't really sell or buy anything, except if that can cause trouble to someone. They're ships use average shield, armor, and movement, and all weapon type, making them balanced, but not stronger in any area. They will certainly use some phase cloak more than the other factions.
The built-in hullmod of the DSS will be a bonus to all weapon damages.

Most of the names are already used in the game or in other mods, I just don't have any idea at the moment, that will come later. I already have an idea of which name are currently used in other mods.

Ship list and description :
Spoiler
The Northern Throne Fleet :
Capital ships, Battleships, Battlecruisers, Dreadnoughts, Super Carriers :


Hammerhead Battleship : A large capital ship using only ballistic weapons. The four main guns can't fire at the same target (except large ships, and while using long-range weapons). Good flux dissipation, lowered maximum flux, and average armor, it's main combat caracteristic is it's maneuverability.
For now, the large ballistic are built-in, 12 rounds burst weapons that deals lower damage/flux than their counterpart. S.P.A.Z. inspired.

Cruisers, Heavy Cruisers, Carriers :
New sprite :
Gungnir Assault/Strike Cruiser : A fast cruiser with an unusual number of missile weapons for a Northern Throne design. Mainly used to harass and intercept other cruisers or capital ships.
The new sprite make it a bit more fitting for it's role, as this light cruiser shouldn't compete against ship as strong as Dominators or Eagles. Mainly used for long-range fire support or short-range skirmisher against lighter ships.

New sprite :
Union Support Carrier : A standard cruiser with two fighter decks. I can't script anything, but I would love to give him a "Liquid Metal Rounds" system, allowing him to repair allies hull by firing on them. But that's them really hard to do (because they will activate their shield to prevent the heal, so, that's need a specific IA I guess).
Also designed to support the fleet from longer range. I'm getting better at scripting but haven't managed to create the system for this ship yet.

New Sprite :
Prey Nest Drone Carrier : A surprisingly fragile cruiser, using a universal large hardpoint as it's main weapon, and four drones bay. I actually like the bay, but dislike everything else on this one.
Since the new fighter system exist, I left the drone each in it's own seperate slot so that each one of them can roam freely. The sprite may need a few more aesthetic passes and a better weapon placement. Didn't find any good system to equip this cruiser either.

New Sprite :
Gemini Escort Cruiser : Used to be an escort cruiser filled with flak weaponnery and built-in heavy flak turrets, but I'm gonna give him less weapon and make a siege cruiser. Maybe a bit too dark on the front end ?
Edit : Going to remove one of the large turret slots, and make two fixed variants with different built-in large fragmentation weapon. This way, the other weapon slots will not be too powerfull or too flux consuming.
Now with two built-in large flak weapons. No system designed for this ship either atm.

New Sprite :
Crusader Combat Cruiser : No large weapon on this one too, but two composite medium hardpoint, and four medium ballistic turrets. I think this one can be my better "large" ship (destroyer/cruiser/capital).
Now with 50% more medium turrets, with the new ones also being composites, allowing for some extra broadside rocket-fun.


New ship - Aegis Siege Cruiser : An heavy cruiser used to fire from it's maximum weapon range, better when fitted with long-range weaponry. The ship system for this one will certainly be a range and firerate modifier, but still not implemented.

Destroyers, Heavy Destroyers, Light Carriers:

New Sprite :
PelicanCarnwennan Artillery Destroyer : The other Northern Throne ship using a lot of missiles. Love the shape but not it's texture. Will certainly use a "target designator" system, when I will learn to script. S.P.A.Z. inspired.
Northren Throne designs are mostly symetrical, which is the reason why this sprite is wildly different from the original one.

//
Mule Heavy Freigter / Heavy Tanker /Logistical Destroyer : A fast and fragile destroyer with very limited flux capacity and dissipation. The engines are a bit odd. S.P.A.Z. inspired.
The logistical variant can deploy a static defensive turret designed to fight against fighters and missiles of light frigates. Still need some scripting so that deploying a new turret destroy the last one.

New sprite :
Turtle Heavy Gunship : A tought destroyer with a large ballistic hardpoint. Not very strong actually, but still fun to pilot. A bit too uniform.
The actual system is Accelerated Ammo Feeder, but I may change it when I get the ship systems done.

New sprite :
Pridwen Siege Destroyer : Strong but slow destroyer with a limited flux capacity. Pretty strong sh*tty, depending of the opponent range in 1vs1 with any destroyer and cruiser.
As in the Aegis, the ship system for this one will certainly be a range and firerate modifier, but still not implemented.


New ship - Avalon Light Carrier : a light destroyer-sized carrier with one fighter bay and decent weapons slots. The low flux capacity and dissipation doesn't really allow any real 1v1 against combat-designed ships. As in the Union, may use Liquid Round ship system, when I manage to script it.


New ship - Prey Drone Carrier : The Nest little-brother, fitted with only one Bird of Prey drone. May end-up quitte weak in fight.

I may invert the Avalon and Prey sprite to give the Prey a bit more punch with two drone bays and more medium-weapons.

Frigates, Heavy Frigates :

New sprite :
Hound Escort Frigate : A frigate with two medium ballistic turrets, great with PD weapon (low flux dissipation, you don't want to use offensive weapons on this one).
Now with built-in high firerate flaks, making it the Northern Throne equivalent of the Monitor. Doesn't have a ship system yet.

New sprite :
Striker Light Gunship : A strong and agile frigate. Basically the Northern Throne vanilla's Brawler equivalent.
Still use the Accelerated Ammo Feeder that the Brawler used to have.


New ship - Shell Logistical Frigate : The smallest logisitcal ship from the Northern Throne. Fitted with two small turrets and two small hardpoints.


New ship - Kryss Light Frigate : A light and agile frigate, with moslty the same weapon slot as the Lasher, making it the Nothern Throne variant of this ship. Doesn't have any ship system at the moment.

Corvettes, Heavy Bombers, Heavy Fighters, Heavy Corvettes :


Wolf Heavy Interceptor : A corvette with two guns and two missiles pods. In my mod, fighters won't have shields or large angle turrets, corvettes are the lighter crafts that can use them.


Manta Heavy Bomber : A heavy bomber (can't even destroy a tiny fighter or a missile with it's main gun), with a efficient shield and MOAAAR bombs.


Bear Escort Corvette : A corvette with two turrets and two guns, using a mix of flak and machine guns to deal with ennemy fighters and missiles.

Interceptors, Bombers, Fighters :


Lion Interceptor : In wings of four craft, with light machine guns or small flak cannons.


Lynx Fighter : Three fighter per wings, it's the main fighter of the faction, using anti-fighter missile pod, or small fragmentation bombs with it's main machine gun.


Warthog Assault Fighter : A space A10 Thunderbolt, using a gatling gun and different missiles/rockets/bombs loadouts.


Rhino Bomber : A classic bomber or torpedo bomber, using two smaller bomb bays/torpedo tubes.


The Great Solar Empire Fleet :
Capital ships, Battleships, Battlecruisers, Dreadnoughts, Super Carriers :

New sprite :
Overseer Super-Carrier : An heavy capital ship with multiple fighter decks, and two long missile racks (6x small missile hardpoints and 4x medium missile hardpoints). Maybe some of them will be replaced by built-in racks. This ship seems way too "square colored". S.P.A.Z. inspired.
Edit : I'm going to make built-in racks that will be available on differents variants I think. And, the ship hull and decks will be severly modified, to give it a more "open" aspect.
Glad that I managed to finish the new sprite for this ship, making it look way more "Starsector-esque". Also doubled the amount of medium turrets, but reduced the missile hardpoints to a configuration much more balanced than the previous one with one large and two medium ones.

Cruisers, Heavy Cruisers, Carriers :

/
Big Brother Logistic / Combat Carrier : Heavy and slow carrier with multiple ballistic slots for optimal defence. The combat version use a large and two medium missile hardpoints. S.P.A.Z. inspired.

New sprite :
Thorn Assault Cruiser : An advanced cruiser with a large and two missile hardpoints and a strong armor. I did a better job on this one than the other "large" Great Solar Empire ships.
May end-up using built-in missiles instead of the four medium hardpoint, since it's an older GSE design. The front section of the ship is also more balanced with only one large weapon.


New Ship - Starcruiser : An old, pre-domain cruiser with the GSE equivalent of Thermal Pulse weapon system built-in on the front hardpoints. Slow but tought, with lowtech defence system and flux management.


New Ship - Crusher Mining Hauler : a heavy mining hauler. Cruiser sized, The large turret slot will carry a built-in Heavy Laser Drill (strong energy beam). Not really well armored or weaponized, but you can see a large cargo hold under the turret support.

Destroyers, Heavy Destroyers, Light Carriers:

New sprite :
Grinder Asteroid Breaker : A modified civilian ship, using a built-in large "Laser Drill", mining asteroid or destroying unarmored ships with ease (I'm using a weapon slot sprite to make it easier for me when placing the weapon on it). S.P.A.Z. inspired.
May end-up with a "Anti-Debris Shield" system that pushes projectiles around the front section of the ship, more efficient on slow, non propelled projectiles.

New Sprite :
Reaper Missile Destroyer : An advanced destroyer with two medium and two small missile hardpoints, and two small missile turrets.

/
New Ship - Mammoth Light Carrier / Combat Carrier : A civilian/militarized destroyer with two/one fighter bay. The militarized version boast multiple missile hardpoints which grant great fire-support.

Frigates, Heavy Frigates :

/     
Boar Light Freigther / Light Tanker : A small utility ship with a light weaponnery and an average armor. Maybe a tug variant some days. The third image is a WIP tug variant, if needed. S.P.A.Z. inspired.


Volley Missile Frigate : An heavy frigate with four small missile hardpoints (and actually a fast missile loader). S.P.A.Z. inspired.


New Ship - Butcher Light Frigate : Fast, agile and fragile frigate with two universal and two hybrid harpoints, allowing great loadout customisation.

Corvettes, Heavy Bombers, Heavy Fighters, Heavy Corvettes :

Interceptors, Bombers, Fighters :

The Lunar Corporation Fleet :
Capital ships, Battleships, Battlecruisers, Dreadnoughts, Super Carriers :
WIP

Cruisers, Heavy Cruisers, Carriers :


Arbiter Research Vessel : A scientific ship used for technology tests and deep-space exploration. It's "ring" could be used for a shipsystem I wanted to code, a Flux Transfer thing, that disable weapon, shield, and engine, quiclky adding flux to the vessel, and, at max flux, it will release a shockwave that "charge" nearby allies and enemies ships with soft flux, while instantaneously setting it's own flux to 0.
Edit : I will remove some of the medium turrets (at least two, maybe by swaping the small and medium turrets on the ring).

Destroyers, Heavy Destroyers, Light Carriers:

New sprite :
Big-Bus Crew Transport : A destroyer with litterally A LOT of space for crew. Could be great to have some "Crew Nacelle" system that will allow it to restore a few seconds to the peak performance of a targeted ally, but that may not be possible in the game. S.P.A.Z. inspired.

Frigates, Heavy Frigates :

New sprite :
Yatch Strike Frigate : A fast, high-tech strike frigate with two small energy and two small missile hardpoints (a small energy turret for PD weapons). It's actually the better sprite of the Lunar Corporation. S.P.A.Z. inspired.

New sprite :
Saucer Defense Frigate : Strong frigate with a very effective shield and an high turn rate. Not really good looking at the moment, but kinda fun to play. S.P.A.Z. inspired.

Corvettes, Heavy Bombers, Heavy Fighters, Heavy Corvettes :

Interceptors, Bombers, Fighters :

The Dark Star Syndicate Fleet : (Entire faction is WIP, some ships are designed but not finisheds).
Capital ships, Battleships, Battlecruisers, Dreadnoughts, Super Carriers :

Cruisers, Heavy Cruisers, Carriers :


No-Dachi Blade CruiserI'll like to make a "Phase Blade" system that will disable some weapon slots (the hardpoints on the "blade thingy"), while activating a small damaging phase anomaly that will both deal contact energy damage (at ~20 to ~50 pixels from the hull's blade edge), some short range EMP damages (100 to 200su), and annihilate any projectile that come in contact with it, while generating tremendous amount of hard flux for the ship.

Destroyers, Heavy Destroyers, Light Carriers:

Frigates, Heavy Frigates :


Tachi Blade FrigateSame ship system as the No-Dachi, when I'll manage to script it.

Corvettes, Heavy Bombers, Heavy Fighters, Heavy Corvettes :

Interceptors, Bombers, Fighters :
 
[close]

That's my first post on the forum (registered since a few weeks or months), but I was here since the start of Starsector/Starfarer, and I already played a lot. This mod is actually only to get better at spriting and to have some fun, of course.
« Last Edit: January 04, 2020, 10:13:52 AM by Mongreal »
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CrashToDesktop

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #1 on: October 22, 2015, 01:39:40 PM »

From just looks, I rather enjoy the design of the ships.  They're unique enough to make them stand out from the normal vanilla ships, yet at the same time there's this kitbashed feel to it - both are especially prevelent in the Great Solar Empire's cruisers.
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HELMUT

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #2 on: October 22, 2015, 02:32:09 PM »

Personally, i'll advise against a total conversion. Massive amount of work and not compatible with the other big mods. Perhaps also focusing on making one faction at time, i'd personally rather have one very good than 4 average.

If you need graphic feedback on your ships, then yes, the spriter judgement thread would be a good start, with full sized sprites.

Otherwise, i'll recommend you this thread for avoiding confusion with names in mods.

http://fractalsoftworks.com/forum/index.php?topic=9550.0


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Toxcity

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #3 on: October 22, 2015, 02:39:03 PM »

Yea, unfortunately only one or two Total Conversions have really got off the ground (to my knowledge). One good thing about them though is that they're able to have a better feel for ships and factions.

Aside from that the ships look pretty good, and I hope to we'll get to try them out soon.
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Mongreal

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #4 on: October 23, 2015, 03:44:37 AM »

Thanks for all your comments, I'm glad to have good review :D

@The Soldier : I'm happy that's you're enjoying them :3 I was afraid that the colored kitbashed parts may feel out of place, since all my ships are made this way. The second GSE cruiser is one of my favorite (and the front section is currently one of my best kitbash.

@Helmut : I already know that total conversion is an hard way. If I thinked about it, it's because my fighter may be faster than the vanilla ones (to give them a better "fighter" feeling. They shouldn't be outrunned by ligth frigate without flux-0 boost in my opinion)
Is it okay to make a single post with all the sprites in the spriter judgement thread ?
Yup, I already taked a look at it. The actual names are those taken from S.P.A.Z. for most of the S.P.A.Z. inspired ships, and the others ones are just quiclky named to be able to test them. Thanks for your advice :D
edit : Oh, and, I'm actually working on the Northern Throne (as you can see x) ), in fact, I'm only drawning other faction's sprites when I'm stuck with the NRT. That allows me to still do a little step forward. The most recent ships are the Gungnir and Pridwen, they're the two newest that I made after a balance and weapon testing stage (4 new large NRT weapons). I also rework the actually-named-Hammerhead large turrets weapon arcs multiples times a month, to find a good compromise between firepower and non overlapping left/right weaponnery.

@Toxcity : Yeah, that's the Eve mod and the Iron Clad mod ? I have both of them. Really like Iron Clad for the four faction thing and the way that's ships parts seems to be shared between ships of the same faction. I didn't played any Eve game, so for me the Eve mod is an excellent mod, but I can't get the references xD
Thanks :) I'm happy that my first work doesn't look like crap x)
I can always try to upload a test version, but to get the ships and weapons, you will need a way to add them to your fleet/inventory.
« Last Edit: October 23, 2015, 03:51:16 AM by Mongreal »
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Mongreal

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #5 on: October 31, 2015, 08:03:33 AM »

I'm actually working on the (actually named in my mind only) Gemini and the (actually named in my mind only) Hound.
I designed them with an escort role in mind, with a lot of fragmentation weapons if not fragmentation weapons only. But when refited, the large turrets slots (gemini) or the medium (hound) can be outfitted with anything, turning those escort ships in powerfull weapon platforms.

The (act[...]ly) Gemini will certainly lose one of it's large turrets, and I will certainly make it a built-in in two variants : first one with a large sweeper (high RoF flak with small AoE, smaller than a vanilla flak in fact), second one with a large shredder (basically the opposite of the sweeper : low RoF with an AoE frigate sized, but a medium-flak-sized fuze range).
Spoiler
         
 Two large turret slots  =>   One large turret slot
[close]
And the weapons arc will be like this (I was also thinking about missiles hardpoints, but I'm not sure it will fit the ship sprite and role very well) :
Spoiler
[close]

Adjusting the flux dissipation and capacity will help too (low flux dissipation and small capacity will make the player choose flux-efficients weapons, most of the time fragmentation ones), specialy on the (act[...]ly) Hound (to conserve the two medium turrets without making two variants with built-in weapons, that will allow the player to refit it with any PD weapons he likes).
Is there a way to filter the weapons that can be mounted on a ship by damage type ? A plugin or something like that ?

I also made a new (actually named in my mind only) Boar variant : Tug
Spoiler

I removed the missiles hardpoints on this one because a tug don't really need any weapon. The two ballistic turrets are almost too much already !
[close]

Only a few more ships to do for the Northern Throne (plus all the shipsystems and hullmods and weapons scripts that are needed, but I can't do anything for that at the moment) :
 - Two light frigate (the actual ones are heavy because of the two medium turrets on the escort frigate, and the two medium hardpoints plus the good armor rating and mobility for the gunship), probably a small drone carrier and a interception frigate.
- A standard, an heavy, and a super destroyer, the heavy one will be a carrier, don't actually know what will be the other two role (but the super destroyer will use at one large turret or hardpoint for sure).
- The last cruiser : A siege super cruiser (multiple turrets with narrow arc, and a range and accuracy improvement system).
- Some capital ships. Certainly an heavy carrier, a new battleship/battlecruiser... I don't have precise plans for the capital ships.

Edit : That's my first attempt at kitbashing stations parts into a GSE outpost :
Spoiler
[close]
« Last Edit: October 31, 2015, 12:15:52 PM by Mongreal »
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Toxcity

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #6 on: October 31, 2015, 08:19:31 AM »

Those new ships look good. Looking forward to trying them out eventually.

In regards to filtering weapons that can be mounted by Damagetype, its not possible to my knowledge. The folks in the Misc modding questions thread can probably provide a better answer/solution though.
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Mongreal

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #7 on: October 31, 2015, 10:13:06 AM »

@Toxcity : I'm packing an older but stable version (the actual "in development" version is filled with small random duct-tapped fixes...), let's call it "demo".

By the way, the actual names are only thoses used in S.P.A.Z. and will be changed when all the ships and weapons will be done. Also, most of the ships aren't balanced in this backup (too high hullpoints, armor rating, flux capacity or dissipation, and OP), and same thing goes for weapons, so, expect overpowered things. But anything that you can notice will help me for the balancing ;)
Some ships don't have any shield because I need to make a special defensive system for them.
Aaand, there isn't any station or fleet at the moment (I didn't make any variants, since I just finished some Northern Throne weapons and I'm still lacking some ships), so, the Console Commands mod is the only actual way to get StarConquest's ships and guns (here is the link : http://fractalsoftworks.com/forum/index.php?topic=4106.0). The easiest way being adding all ships and weapons to a storage.

Edit : Oh, and the descriptions aren't done neither ! x)

I can make a list of the ships, wings, and weapons ID if you need it ^^

Edit : Here is the unbalanced demo : StarConquest v0.01 (WIP)
« Last Edit: October 31, 2015, 10:27:44 AM by Mongreal »
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sirboomalot

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #8 on: October 31, 2015, 09:56:28 PM »

I personally love both the ship designs and the color schemes of these, and hope that there will be a non total conversion version of these fleets so that I can play both as and against them with the other mods, once everything is in working order.


Oh, and you might be able to get help from Dark.Revenant on the Northern Throne's skin shields; he did something similar for the Knights Templar faction.
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Mongreal

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #9 on: November 01, 2015, 06:29:40 AM »

@sirboomalot : Thanks :) Actually the mod isn't a total conversion, it's just a possible "fix" if I can't balanceeee it properly :) you can already test the existing ships with the unbalanced demo and the Console Commands mod if you want ;)

Yep, I know that faction and I liked it (I have a lots of mods actually, mods and modding are things that I really like, most of my favorite games are moddable). I'm going to ask for his help, but I really can't code anything beside easy things, and I don't wan't to bother him ^^"

Here are the NRT weapons :
Spoiler
High-Explosive weapons :

Gatlings : high fire-rate, but lower accuracy and damage per shot than others weapons. The small one in actually a fragmentation weapon. The two different large sprite are for the turret (dual gatlings) and hardpoint slots.
HE autogun, autocannon, heavy autocannon : slightly better accuracy and damage with a lower firerate and short mags, but faster reloading.
Revolvers : strong revolver (with rotating cylinder), with high damage but short mags (6 & 8 rounds maximum salvo).
Assault gun, cannon, twin cannon : Good range and medium firerate, very accurate, it's the balanced weapon between autocannon and artillery.
Howitzers : Really high damage per shot, but slow travelling projectile, useless against fighters, corvettes, frigates, and fast destroyers. Firerate and magazine capacity are very low too.
Artillery cannons : Longer range and high damage for the NRT high-explosives weapons. They can store three shot only, and have a small charge time before firing.

Kinetic weapons :

Volley gun & cannon : They're not shotgun, but old-style volley gun, with 18 or 24 barrels firing at the highest firerate, but followed by a long charging time. You can fire when at least 3 shots are loaded, but the burst damage drop significally.
GPMG & HMG : Medium burst accurate machine gun, firing 5 or 10 rounds with low flux generation.
Light gun,  anti-armor gun, anti-armor battery : The kinetic equivalent of the autocannons, with a bit less damage but a bit more range.
Sniper gun, cannon, twin cannon : Same thing as the assault ones, but with kinetic damages. Again, less damage but slightly increased range.
Accelerator gun, cannon, artillery : Hybrid gun with a traditionnal firing mecanism and a magnetic accelerator, firing strong kinetic rounds at good range and with a faster speed.
Sabot cannon : actually kinetic, I wanted to make an high-explosive projectile which can discard at a fixed range, shoting a fast kinetic dart. But I can't make any plugin work, so it's actually a kinetic gun (probably energy in the stable version uploaded).
Railgun cannons : Strong long range artillery, firing kinetics rounds at an incredible speed.

Fragmentation weapons :

SMG & LMG : high firerate, low accuracy, excellent against missiles barrages or torpedoes. The lack of range and magazine capacity of the smg can be lethal when fighting against missile boats.
Sweepers : High firerate flak cannons, using a smaller caliber than traditionnal ones, quickly saturating areas with small explosions. Actually better against fighters than against payloads.
Microgun : The smallest point-defence weapon of the Northern Throne fleet. Fire by burst of three rounds with a great accuracy, and building less flux than the SMG.
Light-flak : A simple flak cannon with a very low firerate, but strong enough to destroy some missiles with only one round.
Shredders : Exact opposite of the sweepers, the shredders fire slow but devastating high caliber flak shells. Extremely usefull against rockets barrages and slow moving fighters.

Concussion (energy) weapons :

Concussion cannons : Special ballistic weapon, firing powerfull concussion rounds at good range. I want to add a small guidance system to those rounds, but that's WIP.

Missiles, rockets, and torpedoes :

Torpedoes : Three launchers sizes (tube, rack, pod), with different ammunition capacity, and a low grade fabricator that make the Great Solar Empire laugh.
The first torpedo (Dagger) is the Northern Throne Atropos equivalent, faster and with a better guidance system.
The second one (Sword) is the reaper equivalent. Less powerfull, but with a better maximal speed.
MIRVs : Used only in the medium sized rack and the large sized pod.
The first MIRV (Arrow) is a medium range MIRV (only available on the medium rack), with 7 warhead with an improved guidance, but less explosive power (125 damage per head, against 500 for the vanilla mirv, with the same number of submunitions).
The second one (Bolt) is a long range variant with a two staged head (only available on the large pod), firing 7 warhead and decoupling the second stage when trigged, and then the second stage can launch 6 other identical warheads. Same guidance and payload as the Arrow MIRV, but with almost twice the submunitions count.
Missiles and rockets : They're all using medium class fabricator, allowing them to be slowly reloaded in battle.
Anti-fighter SRM (Wasp) : Small range fragmentation missile, actually not really usefull since the missile is not agile enough. Fire by burst of 4 (small pod) or 3 (medium pod, with less delay between bursts).
Concussion rockets (Hydra) : Fast but weak rockets with concussion tipped warhead, dealing light energy damage. While not efficient against anything, they're good at harassing a shielded ship or used as an anti-torpedo barrage.
Concussion LRM (Rapier) : Slow long range missile, more agile than the vanilla one, but with less damage, almost balanced by the concussion charge and the energy damage dealt.
HE & Kinetic SRM (Hammer & Spear) : Agile and fast missile. While having a shorter range than most SRM, they're improved payload/penetrator deals increased damages. They're a bit more fragile too.
HE & Kinetic MRM (Warhammer & Javelin) : The big-brothers of the Hammer and Spear missile. Their range and maneuvrability allows them to be used as fire support or more lethal SRM against destroyers and higher sized ships.
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Mongreal

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #10 on: November 11, 2015, 07:48:24 AM »

Hi there, I'm trying some adjustements (both graphical and weaponry) on the Northern Throne's cruisers, and I'm not sure about what should I keep or erase, so here they are :

Spoiler

Old Union => New Union
The new version get the open deck and the two small bays of the Crusader (since the Crusader can't carry any fighter, that wasn't really usefull), the front small ballistic turrets became small missile hardpoints, and two others small ballistic turrets are moved on the edge of the hull.


Old Crusader => New Crusader
The open deck and small fighters bays are deleted, and two small ballistic turrets are added. The prow dual medium universal hardpoints are replaced by an unique large universal hardpoint (remember that Northern Throne don't use energy weapons, that will only be used by large artillery and large torpedoes and missiles pods.


Old Prey => New Prey
The hull is almost completely made of Union, Crusader, and Turtle parts. It's not a turret stick anymore, and he lose the large universal hardpoint to get two medium universal hardpoint (basically swaping it's prow weapon with the Crusader, which is a combat cruiser, not like the Prey). It's now equivalent to the Union (as he should be, both of them are support/carrier standard cruisers with medium armor and weak weaponry).
It's easily the most modified of the ships, since it's almost a complete new sprite, only keeping the four Bird of Prey drones bays.


Old Gemini => New Gemini
Being an heavy cruiser, the Gemini will only use one large weapon (Based on my spreadsheet ship classes and sub classes, standard cruisers won't have any large turrets and up to one large hardpoint for the stronger ones ; heavy cruisers will have one large turret or two large hardpoint at best, and super cruisers can carry two large turrets or three large hardpoints).


Old Logistical Mule => New Logistical Mule
Balanced version with one less medium ballistic turret. The back small turret is moved to replace it, and the missiles hardpoints are now inclined to make the players use guided payloads (no rocket/torpedoes)
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SpaceRiceBowl

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #11 on: November 11, 2015, 02:20:09 PM »

This seems like a pretty gigantic job for one guy to do. I'm sure there are plenty of people on this forum that will be glad to help you with coding.
As for spriting I'm probably not the best guy to ask, but I think they're an improvement over the previous variants. Perhaps you should post them in the Spriting thread on this forum for critique and help?
Good luck with completing it and I look forward to playing this mod.
« Last Edit: November 11, 2015, 02:23:07 PM by SpaceRiceBowl »
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I really don't know what I'm doing...

Mongreal

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #12 on: November 12, 2015, 09:30:35 AM »

@SpaceRiceBowl thanks :) Yup, that's a lot of work going on, and most of the time I try to improve the oldest stuff when I can find some time, or when the inspiration is lacking ;)
I don't really want to bother codders and scripters with my project since I'm a bit hard to please, maybe even perfectionist, but I will try :)
I now that Dark.Revenant is good with complexe codes, but where could I make a more general demand to see who is interested in Star Conquest ?
Just wondering how many sprites I can post in the judgement thread ^^" maybe that posting every ships will be a bit too much ?
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StarSchulz

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #13 on: November 21, 2015, 08:15:05 PM »

I'm loving the Spaz inspired ships!

Toxcity

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Re: [0.65.2a] Star Conquest (WIP)
« Reply #14 on: November 21, 2015, 08:29:20 PM »

Any plans now that the new version is out?
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