(http://i.imgur.com/6GkUDXt.png) We are far from the sacred places of our grandfathers and from the bones of our people. But perhaps there is one powerful being who will embrace this good crew and give them what they seek. - Trader Cnut Bognar | (http://i.imgur.com/BBDxqYH.png) War is the father of us all, Mother of us all. Some it makes gods, some it makes men, some it makes slaves, some free. - Asgarda Grima | (http://i.imgur.com/c8v3lNm.png) To desire nothing beyond what you have is surely happiness. Only aboard a ship, it is frequently possible to achieve just that. - Stygg Ottar |
(http://i.imgur.com/DuyDvh6.png) | MY BROTHERS. WE WERE FORGED IN VICTORY. A VICTORY THAT ENDED THE GREAT WAR AND BROUGHT FORTH THE REIGN OF THULE. BORN FROM THE DEPTH OF THE CHILLING GROUNDS. ROOTED IN THE FROZEN RIVERS OF OUR HOMELAND, OUR CITIES EMERGED OUT OF THE CHAOS. AS THEY GREW, SO TOO DID THE MIGHT OF OUR HIGH COMMAND. WE CREATED A WORLD OF PROGRESS, A WORLD OF PROSPERITY. A WORLD THAT LIVES IN THE LIGHT AND MIGHT OF OUR LEGACY. A LEGACY THAT HAS COME TO BE THE ABSOLUTE MEASURE OF STRENGTH AND POWER. NOW, ON THIS DAY, THAT POWER IS TO BE TESTED. THE HEGEMONY SEEKS TO DESTROY ALL THAT WE HAVE WROUGHT. WE WILL STAND TOGETHER. WE WILL WIPE OUT THIS PLAGUE! THULE LEGACY WILL PREVAIL! | (http://i.imgur.com/DuyDvh6.png) |
Wilkommen to our forums, kamerad. ;) What an intriguing mod you've begun.
In order to avoid trouble later, please understand that no Nazi imagery of any kind is allowed on this forum. This includes items such as picures of their leaders, swastikas, "SS" lightning-bolt rune logos, and so forth. Send me a Private Message if there's something you'd like to use, but are not 100% sure about. Thanks.
The Balkenkreuz you've used as hull insignia on your ships is okay.
I like the retro styling of the stainless-steel flying saucer hulls. And the Donar-class is a strong exception to the round-hull trend; very mysterious. Everything looks very evocative of "yesterday's future," you know? Would you like to tell us what hull sizes each individual class is meant to be?
I know i'm gonna get mullered but why can they not use these symbols, especially the swastika , before the Nazis stole it it was a symbol of peace and many of old symbols are used now e.g. the roman eagle, the romans were the first dictatorship but "thats ok" I am by no means a pro nazi in fact a lot of my family died fighting them so I at least should be allowed a answer instead of the bog standard "this is not allowed because its the rules" answer.Same thing as always, most people are quick to jump to conclusions and if they see swastikas on Alex's forum > it must mean that Alex is a nazi. It's just bad PR.
But anyway the mod looks awesome and i will periodically look in on it, it reminds me of a steampunk/iron sky style... also why don't you look at the Das 4. Riech mod they might help you...
As a matter of public law, the post-war German law codes prohibit the display of a swastika in any form or fashion, even if used satirically or as part of an anti-Nazi political statement.
Also, leave the nazi debates to The Escapist forums or 4chan.
I wanna see nice mods, not walls of text.
Thule dare to challenge IDF? Challenge Accepted. I actually always wanted somebody to make good opposite side to IDF. And we already have ISA and RSF.;)
Thanks for all the compliments for the ships, i tried my best ;)
As to state this clear, i WILL NOT promote Nazism or any other kind of real fascistic worldviews.
This Mod, the ship designs, the lore, in fact all of it is to be considered fictional, and fictional only. I would kindly ask anyone to avoid political discussions in this thread of any kind. Thank you kind Sirs and Ladys.
My goal is to create a faction with a grim, gritty and militaristic look and feel.
I used all inspiration i could find.
To name a few:
- Jin Roh
- Hell Boy
- Sky Captain and the World of Tomorrow
- Wolfenstein
- Captain America, the first Avenger
- German military History
- Hardkor 44
- Haunebu
- IRON SKY
BTW, i made a small update in the OP
Or the Death Korps of KriegThanks for all the compliments for the ships, i tried my best ;)
As to state this clear, i WILL NOT promote Nazism or any other kind of real fascistic worldviews.
This Mod, the ship designs, the lore, in fact all of it is to be considered fictional, and fictional only. I would kindly ask anyone to avoid political discussions in this thread of any kind. Thank you kind Sirs and Ladys.
My goal is to create a faction with a grim, gritty and militaristic look and feel.
I used all inspiration i could find.
To name a few:
- Jin Roh
- Hell Boy
- Sky Captain and the World of Tomorrow
- Wolfenstein
- Captain America, the first Avenger
- German military History
- Hardkor 44
- Haunebu
- IRON SKY
BTW, i made a small update in the OP
You forgot Killzone, because those portraits look dang close to the helghast in killzone.
Or the Death Korps of KriegThanks for all the compliments for the ships, i tried my best ;)
As to state this clear, i WILL NOT promote Nazism or any other kind of real fascistic worldviews.
This Mod, the ship designs, the lore, in fact all of it is to be considered fictional, and fictional only. I would kindly ask anyone to avoid political discussions in this thread of any kind. Thank you kind Sirs and Ladys.
My goal is to create a faction with a grim, gritty and militaristic look and feel.
I used all inspiration i could find.
To name a few:
- Jin Roh
- Hell Boy
- Sky Captain and the World of Tomorrow
- Wolfenstein
- Captain America, the first Avenger
- German military History
- Hardkor 44
- Haunebu
- IRON SKY
BTW, i made a small update in the OP
You forgot Killzone, because those portraits look dang close to the helghast in killzone.
http://www.forgeworld.co.uk/Warhammer-40000/Imperial_Guard/Death-Korps-of-Krieg?filter_reset=1
http://starfarer.thegamewiki.com/wiki/Misc_.csv_File_Overview#wing_data.csv
That page should help you with wing data.
I absolutely love the look of those ships. Even though i'm a bit biased towards my own mod, i can safely say that those ships look GOOD
The Monark... oh my.
That is certainly one of the best looking ships I've seen for a while
YOU STOLE MY NAMEGo back to yer Dreadnought
Okay Guys,
finally a first working prototype is ready for testing. It's only one mission for testing
and balance feedback from you (i hope ;) ).
Of course i balanced the including ships myself beforehand, but suggestions
are very welcome.
Included Ships are:(http://i.imgur.com/X6nXb.png) (http://www.mediafire.com/?7izo76qy816c0pi)
- Frigate Viking Mk I
- Frigate Viking Mk II
- Destroyer Berserker
- Battle Fortress Herzog
I gave it a shot. The ships look and feel nice, though I have to say they would benefit immensely from a custom set of weapons. The vanilla weapons just don't feel quite violent or loud enough on them.
One thing I didn't like much though was the total lack of engine effects. I might suggest having circular engine glows with no flare like in this ship: http://www.youtube.com/watch?v=S45-lXhiO5A
Even two or three small glowing balls would be enough to give the ships the extra visual flair they need.
{
"angle": 180.0,
"contrailSize": 0.0,
"length": 0.0,
"location": [
-52.5,
91.5
],
"style": "LOW_TECH",
"width": 28.0
},
Wow these sprites are really nice!!
it would be awsome if you could make a guide of how you made them!
atleast if it is not a secret....
^ ^
i guess spriter could learn something from it.
i wonder if they have a carrier :)
Queen-Class | Duke-Class | |
(http://i.imgur.com/BGrZz.png) | (http://i.imgur.com/nc5Ws.png) |
Still stuck on the fighters, i got creative. Heavy influenced by the existing
Factions "Junk Pirates" (http://fractalsoftworks.com/forum/index.php?topic=161.0) from mendoca and "The Scrappers" (http://fractalsoftworks.com/forum/index.php?topic=1344.0) from Verrius i gave it a try.(http://i.imgur.com/zaXTl.png)
" *deleted* the Sector"
ShipsSpoiler
Queen-Class Duke-Class(http://i.imgur.com/iX5PY.png) (http://i.imgur.com/nc5Ws.png) [close]
No particular Lore at the moment, just kitbashing around.
Another point is with the lore is my lack of good expression in the english
language, it would be a pain to read ;)=
If you pm me what you write I could look it over and edit it
If you pm me what you write I could look it over and edit it
I look into this, then i have to write at last ;)
Here's another one.
Earl-Class
(http://i.imgur.com/fzQzC.png)
it's right next to the disclaimer where you forfeit all rights to your soul in exchange for puppies.
well, all I have to say is...puppiesit's right next to the disclaimer where you forfeit all rights to your soul in exchange for puppies.
You have signed to some weird contracts, medikohl :)
I have mercy signed on to that, though.
The Murculus class looks amazing, a design suggestion I would make is to have the tentacle like side protrusions appear beneath the plane of the rest of the ship, and cut the bounds short close to the hard points on the wings. Reasoning being that ships and projectiles can pass over the protruding spines, because that look aesthetically great, but would otherwise act as huge bullet magnets, without any supporting firepower, giving any side approaching craft a very significant range advantage when attempting to damage the craft.
I just tried the Thule Mission and: "Fatal: invalid strike target nemesis" appeared shortly after mission begin. Not up to date with the new Version?
Still stuck on the fighters, i got creative. Heavy influenced by the existingI'd like to mention, your spriting abilities are vastly superior to mine :p. Keep up the good work!
Factions "Junk Pirates" (http://fractalsoftworks.com/forum/index.php?topic=161.0) from mendoca and "The Scrappers" (http://fractalsoftworks.com/forum/index.php?topic=1344.0) from Verrius i gave it a try.
This is looking very nice Thule! the Borealis has a faint ring of Hyperion to it.
and I just noticed, the main body of the cerebrum looks a bit like the face of some kind of alien monkey :D
The graphic design for your mod is incredible and one of the best I've seen and would love to have it in my game and this leads me to a question. Do you have a release date or is this it come out when it comes out?
Arent the 2 subfactions balanced tho?
Ok, i thought the new Sub Factions had the same OP with new shipsystems and variant while only the Thule Legacy had 20% more OP
ShipAPI ship = (ShipAPI) stats.getEntity();
a new downloadlink ...yeay ^^
... will come up soon (tomorrow i think).oww :(
Could you possibly archive it as .zip or 7zip? I can't open rars on my macbook...
i only played a campain mode & i was eable to buy the capital ship "herzog" & interceptor flying wing
after joining thule's only ship's appear in buy menu but weapons not & ther's no thule fleets spawning as well
PS: thx 4 early upload I feel "guilty" but pleased 8)
The mod looks great but I'm assuming the biological ships aren't fully implemented yet? I only found some hulls in the mod folder
Oh my god the asteroid missile.
I seriously did a f*cking double take. It smashed into an enemy Dominator after mysteriously flying across the entire map and then one-shotted it.
Standing applause.
Hi Thule! Can incorporate (with credits) some of your content in next U'sC release?
The third :D.
I just tested the mod on a fresh installation of Starfa...sector.
Works all as intended. If you fly up to the upper right corner, you can see the Thule Station on the campaignmap.
Once arrived there you can purchase the War medal, leave the station for a short period of time and you should get informed that you sucessfully joined THule Legacy, Then you can buy most of the ships.
Not all ships are there, but most of them, and yes, just the hulls by now. it's still a WIP. Like a Placeholder
Glad you "enjoy" the little there is ;)
eheheh....for the meteor carrier class...it has no flight decks...you forgot flight decks for it lol....some of these ships say carrier and have no flight decks...so why call them carrier...like the missle ship is called the missile carrier instead if the long range supporter or cruiser..
but every single other mod including the vanillas use the word carrier for crafts that refit fighters....because of that it can be a bit disorientating for players to see the word carrier but it is not a fightercraft carrier
@The sony, thanks for the indepth feedback, and yes. i pretty much know all this.
I beg for some patience though, as the mod is still a heavy Work in progress. In the meantime keep doing your abomination stuff, MOAR abomination ;) (Looks really awesome)
no...except the other more evil freezer which is the medal activating and it happens after 2 minutes....no...not really...it just happens over and over..i save often and when i go back its fine for another 50 secs..uomoz mentioned something about different file names...is that it?
As i switched to PS (Photoshop) completly i can of course only go into some detail concerning this piece of software. Are you working with PS?
That's all it does then? No movement boost, damage reduction, etc? If so, then yeah, it really needs some more time in the oven.
An short term armor boost and a tiny bit or armor repair might round it out. Armor repair probably would make it OP actually, andlet people run away and let their Rune charge and completely recover their armor before heading back to a fight. So maybe an active defense armor boost coupled with the system repair would be the best option.
Made two portrait kitbashs for the Republic of Erk.
(http://i.imgur.com/WTyoRlE.png) (http://i.imgur.com/gr1uJsM.png)
Some bio-weapons for the bio-faction called "Mendelian Propagation"
Not sure if completly statified with this first set, but wanted to show you guys what i am working right now.
(http://i.imgur.com/hLgUIif.png)
Sounds for the weapons i am working on.
work title shrieker (https://soundcloud.com/invaderoz/shrieker2)
work title spitter (https://soundcloud.com/invaderoz/spitter)
The RUNE-system provides an almost instant repairboost on engines and weponmounts. Due to the lack of any shield technology the TL solely depends on armor and PD as defense mechanism.
R.U.N.E itself is an abbreviation for Reinforced Ulterior Nanoalloy Exoskelet.
Overall it's a bad desined shipsystem and is subject to change.
(http://i.imgur.com/DuyDvh6.png) | MY BROTHERS. WE WERE FORGED IN VICTORY. A VICTORY THAT ENDED THE GREAT WAR AND BROUGHT FORTH THE REIGN OF THULE. BORN FROM THE DEPTH OF THE CHILLING GROUNDS. ROOTED IN THE FROZEN RIVERS OF OUR HOMELAND, OUR CITIES EMERGED OUT OF THE CHAOS. AS THEY GREW, SO TOO DID THE MIGHT OF OUR HIGH COMMAND. WE CREATED A WORLD OF PROGRESS, A WORLD OF PROSPERITY. A WORLD THAT LIVES IN THE LIGHT AND MIGHT OF OUR LEGACY. A LEGACY THAT HAS COME TO BE THE ABSOLUTE MEASURE OF STRENGTH AND POWER. NOW, ON THIS DAY, THAT POWER IS TO BE TESTED. THE HEGEMONY SEEKS TO DESTROY ALL THAT WE HAVE WROUGHT. WE WILL STAND TOGETHER. WE WILL WIPE OUT THIS PLAGUE! THULE LEGACY WILL PREVAIL! | (http://i.imgur.com/DuyDvh6.png) |
thanks for the report Phyrex.
I just tested it myself and you are absolutly right. It's charging up and switches to the next weapon in the group repeating the process without ever shooting.
To be honest i have no idea what could cause that kind of behavior.
thanks for the report Phyrex.
I just tested it myself and you are absolutly right. It's charging up and switches to the next weapon in the group repeating the process without ever shooting.
To be honest i have no idea what could cause that kind of behavior.
add:
"autocharge":true,
to the barbarossa wpn file and let me know if it's fixed ;).
Added the autocharge to the weapon file. Fixed. Thanks.
@Phyrex
HVPC stands for High Velocity Pulse Cannon.
i changed the weapon sounds to mono and i think i reduced volumes overall.
The reason behind the volume change was the weapon sounds were overlapping ui sounds, and it got pretty fast pretty loud and mushy (<-- if this is a word).
The change to mono was due to Cycerins hint in his thread where he did the same.
The ingame sound engine would sometimes overload when to much stereo was going on at the same time. Combined i think thats what is responsible for the lesser "BOOM" the weapons used to have ;)
Two concepts for the Herzog class.
Want to get rid of one of the weapon slots and was thinking about it covering it up with a decorative.
Not very convinced myself though ;)
(http://i.imgur.com/ObZ5Eon.gif) (http://i.imgur.com/DXgB2cU.gif)
The Herzog is an interesting beast... but easily decoyed; I'd actually suggest making some of its weapon arcs not full 360 turrets. Right now, if I cruise up to one with a "tank" type ship, every gun on the Herzog will focus on the tank - and its normal variants simply don't have the kinetic firepower to threaten that tank. Which leaves it totally open to being attacked by, well, anything and everything else I can field.
Narrower arcs for, say, the small & some of the medium guns would prevent it from focusing everything on one target, and make it much more capable of fending off multiple simultaneous attacks. It would also reduce the amount of firepower it was capable of throwing in any one direction, which might - depending on your reasoning - negate the need to remove a weapon slot.
The Herzog is an interesting beast... but easily decoyed; I'd actually suggest making some of its weapon arcs not full 360 turrets. Right now, if I cruise up to one with a "tank" type ship, every gun on the Herzog will focus on the tank - and its normal variants simply don't have the kinetic firepower to threaten that tank. Which leaves it totally open to being attacked by, well, anything and everything else I can field.
Narrower arcs for, say, the small & some of the medium guns would prevent it from focusing everything on one target, and make it much more capable of fending off multiple simultaneous attacks. It would also reduce the amount of firepower it was capable of throwing in any one direction, which might - depending on your reasoning - negate the need to remove a weapon slot.
The weapon arcs will get more narrow as this is already on my to do list, but thanks for pointing that out.
The reasoning why i would like to remove one weapon slot in favor of a decorative element would be to nerf the herzog a bit overall as i feel it's still a bit to op, but little by little i will get there.
After all i think 3 large weaponslots are good enough.
Here's the latest concept for deco. a round blinking sensorthingy (actually an old recycled sprite).
(http://i.imgur.com/EoNKmG1.gif)
11174 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.TLGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.TLGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/TLGen.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/TLSpawnPoint.java, Line 10, Column 7: Imported class "org.lazywizard.lazylib.CollectionUtils" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.findClassByName(UnitCompiler.java:6333)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4834)
at org.codehaus.janino.UnitCompiler.access$108(UnitCompiler.java:4764)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4704)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2026)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1680)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2310)
at org.codehaus.janino.UnitCompiler.access$37(UnitCompiler.java:2302)
at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2225)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1767)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2228)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2189)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2039)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
... 5 more
whats the ship system do tho ? was it the weird purple "shockwave" at the end ?Yep :P
3443 [Thread-6] INFO com.fs.profiler.Profiler - --------------------------------
3444 [Thread-6] ERROR com.fs.starfarer.combat.D - org.json.JSONException: Expected a ',' or '}' at 7931 [character 7932 line 1]
org.json.JSONException: Expected a ',' or '}' at 7931 [character 7932 line 1]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:227)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.H.super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
3459 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.BattleObjectivesFleetPointsPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
3459 [Thread-9] INFO com.fs.starfarer.loading.scripts.B - Loading class: data.scripts.plugins.BattleObjectivesFogOfWarPluginImpl
Thule, i was wondering: will you, for your next update implement the Monarch in the campaign? I tried it as a starter ship and it is perhaps one of the craziest capital ship of the entire modding community. While i'm against putting it in the hands of the player due to it's overpowered-ness, it would be a superb boss event.
Throwing your entire fleet against a single monster that can destroy a capital ship in one volley, that would be pretty fun, and challenging.
I like the turbines on those two ships. You should make some of theses for each ships, it really make them more like some "diesel-punk space clockworks".
For the Heimdal Generator, while it look cool, i'm not sure to understand how it work. I tried it against an Onslaught and literally wrecked it, while it barely scratched wings and frigates. So how it is supposed to work?
Also, i want to ask you about the United Integrated Technology. Did you gave up on them? I hope not. Starsector is still lacking a real Bio-mechanical faction to play with and yours look incredible.
I like the turbines on those two ships. You should make some of theses for each ships, it really make them more like some "diesel-punk space clockworks".
For the Heimdal Generator, while it look cool, i'm not sure to understand how it work. I tried it against an Onslaught and literally wrecked it, while it barely scratched wings and frigates. So how it is supposed to work?
Also, i want to ask you about the United Integrated Technology. Did you gave up on them? I hope not. Starsector is still lacking a real Bio-mechanical faction to play with and yours look incredible.
(http://i.imgur.com/APsizkY.jpg)
(http://i.imgur.com/us1QB3m.png) | Bulwark Industries is a Megacorporation in the Thule Legacy sovereign territory , and belongs to the Faction's KIN power bloc. The largest of the Thule Legacy corporations, BULLI, as it is commonly known as, is one of the largest weapon manufacturers in the known Sector. The company manufactures a full range of weaponry, from small arms to battleships. Typically of the Thule Legacy. They are manufacturers, distributors, retailers and researchers, as well as being a formidable voice in Thule Legacy politics. Their great rivals in both business and politics is the Thulium Resources Corporation. |
(http://i.imgur.com/oegVlTi.png) | Thulium Resources traces its history back to the Thule Fratricidal War, to a special force unit within the Thule Navy that rigged asteroids with explosives and used them as booby traps. After the war the personnel in the unit created Thulium Resources and used their special knowledge (Thulium Alloy), to gain prominence within the mining industry. Through shrewd business deals and solid mining income Thulium Resources has slowly grown to join the ranks of the big boys in the sector's corporate politics. |
I like those little piece of lore. I especially like the logos.
Is the TL lore is (or will) be linked with the actual Starsector lore? I would be curious to know where does stand the Thule legacy about the Hegemony and the Try Tachyons.
I just noticed Thule, but your premade Monarch variant does not have any weapons :I
I revamped the Forsser again. This time pretty much.
Made it overall much more dominator-ish, concerning the weapon arcs and overall apperance.
(http://i.imgur.com/DwMipeV.png)(http://i.imgur.com/SRWp1k0.png)
I did'nt want to ditch the old forsser but the ai could'nt handle it at ALL, and by at all i mean showing the wrong side to the enemy again and again.
I fiddled around with the mount setting, changed almost everything to hardpoint and a very narrow weaponarc of 5°. Nothing did the trick.
In playerhand it was quite fun thou, the komet drive enabling you to swoop in broadside the enemy and win distance one again and again ;)
I pretty sue the old forsser will return. Thanx for the input.
Yeah the AI often have problems with broadsides, have you tried rotating the sprite 45 to 60 degrees from the centre though?
In trylobot's ship maker you can determine which direction the ship faces and forward thrust is applied. I suggest seeing if you set the forward direction 45 to 60 degrees off centre. Like the front of the medusa being from the centre to one of its left energy slot.
Won't fly straight, and will look like it's continuously strafing, but since the ship is tilted, the AI would be able to utilize its broadsides more easily.
As far as I remember, the broadside logic required nice, wide open turret angles with an obvious focus of the firepower in the direction of the broadside. Shallow hardpoints are harder to bring to bear than the easy-to-aim weaponry on the other side. The Conquest is the only broadside ship, so you'll have to look at it's mounts to see how your own should be laid out.
Imo it would be cool if you could find a way to add 360 shields to all ships that could only be briefly but instantly summoned and then with a cooldown period based on the damage taken, or something. Doubt it's currently doable, though.
Right now it's tank and spank. Or is this defining and a good thing?
Imo it would be cool if you could find a way to add 360 shields to all ships that could only be briefly but instantly summoned and then with a cooldown period based on the damage taken, or something. Doubt it's currently doable, though.
I'd vote for not giving them shields.
Shields on ships with low flux capacity/venting OR with ridiculous amounts of firepower will never get used anyway.
Not having shields is definitely a core thing for your ships - you might as well make the RUNE-System a built-in hullmod that prevents shield generators from being installed and passively grants some it's current bonuses (not as high as the current ones, though, since armor got significantly buffed already).
I really enjoy the way Thule ships work right now, with ridiculous armor, RUNE, and no shields. IMO adding shields and removing RUNE would rob them of their faction identity almost entirely, and you should explore alternate defensive options if you really feel like you need to add any.
E: a good compromise might be changing RUNE to not make weapons repair instantly, but still make them much harder to destroy in the first place? (I think it does this, unless I'm crazy) Or it could make them repair only twice as fast, rather than instantly, etc?
Also... You might not want to spell the word "Clan" that way.
Between that and the big Balkenkreuz on the front of the ships/etc you've got kind of a
(http://i.imgur.com/1Amvztss.jpg)
vibe going. Which probably isn't what you're going for. :v
You could use a similar drone system to the Neutrino Colossus for that style of shielding I suspect. You'd just need to adjust the total capacity and flux usage to determine how long the shield is maintained.
That system lends itself to micromanaging the defensive flux of the drone and the offensive flux of the ship separately which is... interesting. You'd have to be careful balance wise going that route however.
About your idea for the new system. It's sound good but will the AI be able to handle it? And i'm not sure about the slow down effect. Will it just slow objects like missiles or ships a bit like the Kurmaraja ship system or will it push them away like your Heimdal generator? In the second case, it could be a handicap for the TL, as they are already very slow, if they push enemies away as they approach it's kinda counter-productive. And TLS in general are better in close range combat.
Also, isn't hardlfux generated by taking hits on the shield? And softflux is flux raised by firing weapons right? I'm not sure. Anyway, i like your idea. Weird tricks like those are what make modded faction fun to play.
hmmm. The idea of hard flux in the absence of shields is very intriguing. What if right click repaired hull and armor but built hard flux in the process? If you at once free up the "defensive" function of a ship from being a shield to being something else, gameplay can take weird new directions. Phase ships are basically one very well executed thing to be done with this sort of liberty.
I almost forgot about this ship and how I wanted to play Thule exclusive campaign. Will have to play more v.0.54 while waiting for mods to update for v.0.6.
Working on the System animation of the Bifrost Class. Not quite statisfied with it.
The Bifrost system will allow players to mass teleport all deployed ships to the location of the bifrost once a battle.
edit edit: Actually the ringengines do "stutter" a bit... Not when starting them up, but sometimes I see a brief frame of them "on" when either holding "C" to stop or when sitting idle at the beginning of a simulation battle.
hmmm. The idea of hard flux in the absence of shields is very intriguing. What if right click repaired hull and armor but built hard flux in the process? If you at once free up the "defensive" function of a ship from being a shield to being something else, gameplay can take weird new directions. Phase ships are basically one very well executed thing to be done with this sort of liberty.
Hmm. I always considered repairing armor and hull in combat to be a holy grail. I think this would be insanly difficult to balance out right. an apllied slowdown aoe and speedbuff is the more "playful" option imo.
To be really sure i would have to test both methods ingame. We'll see ;)
You don't need to create artificial mountain of penalties and complications just to balance "Thule Armor Repair Module".
What it doesnt change is the inevitability of taking damage and blowing up as a result of it. Any mechanic which would allow to repair in combat would take that away. Even if you would cap it to a certain percantage it would always feel quite forced imo.
But would'nt it change a constant (hull/armor) to a variable (flux getting vented/ flux dissipation)?
Imo this is the crux of it.
Even if the system would generate flux and prevent you from putting these resouces into offensive measures the outcome would still be different.
The only means of defeating someone with a repair ability would be overpowering their capabilities to regenerate.
To make this balanced you would have to remove flux at all.
I have to further think about it.
I guess the reason why i am opposed to the idea of having the ability to repair armor/hull is, its a bit "boring"
There's a more up-to-date version of CombatUtils in LazyLib. The data/scripts/plugins version is LL's extremely outdated predecessor (and LazyLib becoming a separate mod was purely to avoid situations like this). Since all three of those mods have LazyLib as a requirement, it would be better if those mods deleted CombatUtils and switched the imports to LazyLib's version (org.lazywizard.lazylib.combat.CombatUtils, although getDistance() and getDistanceSquared() are now in org.lazywizard.lazylib.MathUtils).
I think it may look better if that small center ring actually had a solid hull connecting the beams. It would make it look less noisy, while still keeping its industrial look.
I think it may look better if that small center ring actually had a solid hull connecting the beams. It would make it look less noisy, while still keeping its industrial look.
Like this, or did i misunderstand you?
Stage 3
(http://i.imgur.com/dlNSg6Q.png)
Thulian Trader Portrait Concept:
(http://i.imgur.com/C79dtVO.png)
Portraits are cool and all (especially yours) but i have a question. Are people actually choosing their portrait when they start a new campaign? I know i don't even bother with the character look and just mash my keyboard for the name, just my way to say "screw this! Let me kill stuffs!" to the game.
Not a critic directed to Thule because of the lack of 0.61 update (well, just a lil' bit) but i'm curious if i'm alone or not about this?
Portraits are cool and all (especially yours) but i have a question. Are people actually choosing their portrait when they start a new campaign? I know i don't even bother with the character look and just mash my keyboard for the name, just my way to say "screw this! Let me kill stuffs!" to the game.
Not a critic directed to Thule because of the lack of 0.61 update (well, just a lil' bit) but i'm curious if i'm alone or not about this?
Although it bothers me how they are all based on the same portraits, the "direction" is rather interesting and you've managed to differentiate them well. Cyberpunk vikings! You should get your whip and head over and "convince" mshadowy to spin up a Thulian, then we could have a side by side between his SHI and BRDY drawings.
I might sound like an idiot for bumping a 5-year-old thread here, but I was wondering if you could update this??You forgot to write "Klaatu Barada Nikto"
I might sound like an idiot for bumping a 5-year-old thread here, but I was wondering if you could update this??You forgot to write "Klaatu Barada Nikto"::)