Fractal Softworks Forum

Starsector => Mods => Topic started by: dmaiski on October 02, 2013, 09:14:35 PM

Title: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: dmaiski on October 02, 2013, 09:14:35 PM
(http://i.imgur.com/taXxFag.png?1)

Spoiler
(http://i.imgur.com/Dh5lWQu.png?1)
[close]
so far I have built 11 ships for this mod, including the C1 Attack Cruiser(top) and the D1 Command Carrier

also contains new weapons including the LEEr3 plasma tentacle projector(best suited for doing NSFW things to destroyers, proper name "LargeEnergyEruptor, class 3"), the MMD3 Drone Missiles and SKBr lightningstorm rounds
Spoiler
(http://i.imgur.com/HLaQeiF.png?1)
[close]

just putting this out here for some feedback, pull the ships up in dev mode and try them out

this is the general design strategy i have been flowing while making these, although at this moment the ships themselves are not perfectly balanced with vanilla (they will quite happily rip low Tech ships to tiny little pieces) the weapons are balanced (with flux as counterweights)
Spoiler
pros:
high burn speeds even for capital class ships, BISO ships do not use burn drives, they use repeat teleportation across large distances
heavy weapons, per slot BISO weapons pack more punch then all others
large alpha, many BISO weapons only shoot once in a blue moon but when they do, you can expect things are going to get broken
heavily armoured ships, self explanatory
HET-D Phaseporter, although all BISO ships are equoped with a long range teleportation drive, the HET-D is a military grade version designed to be used in combat. it boast a teleportation range of over 9000
MHV missiles, hypervelocity missiles capable or reaching ungodly speeds, designed for long range support fire
massive flux capacity, due to liberal application of teleportation technology

cons:
venting flux in combat is impractical for BISO ships, it will render them useless for a minimum of 60 seconds
high flux/second weaponry, although BISO weapons are generally superior, they use disproportionately high amounts of flux while in operation
no shields, shielding interferes with the teleportaiton dives operation
poor primary engines, due to the heavy reliance on teleportation in their society
ships are long and thin, making them vulnerable to damage along the sides of their hull and very large targets in general
high fuel and supply costs, quality dose not come cheap
[close]

download 0.7 (https://www.dropbox.com/s/dakvb96bmqjvszt/Biso0.7.7z)

LazLib addon utility mod (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
now needed to run BISO (but in exchange you get shiny new weapons)

how2dev mode
1. open /starsector directory folder
2. open /starsector-core folder
3. open /data folder
4. open /config folder
5. open settings.json
6. change ""devMode":flase," to ""devMode":true," on the 10th line
now you can use the dev mode by clicking "Edit Variants" on the starsectore title page. this will let you play around with all curent BISO ships and weapons for free
(once the game has loaded, at the bottom of the menue below quit)
remember to have the BISO mod enabled


changelog
Spoiler
v0.4
tweaks to turrets
improved plasma tentacles
3 new weapons (lasers, cause you can never have enough lasers)
torpedo destroyer (acording to codex stats it is actualy perfectly balanced to vanila!!)
some minor tweaks
ToDo: make faction playable ingame
add missiles to graphics/.proj files

0.5
RB1 new ship/subrace (i was bored and decided to give the hull a paint job, new weapon and design logic)(vanila balanced)(needs more buffs to some stats (probably its weapons)...)
Spoiler
(http://i.imgur.com/WjmMfeY.png?1)
[close]
3 new weapons(not yet done in any form)
more minor tweaks
halp its broken post below ^.^
have not had much time to do more stuff

0.6
added proper retained ships(more in line with starsector graphics)
still cant get it to gen ships for sale in the station, can someone see what i have done wrong?

0.61
A1 Mine layer frigate
MMM2 mine launcher
minor fixes to CNM4 so ai can use it beter

0.62
fixed gen files (i forgot to put it in modinfo so it didnt load silly me...)
you can now buy BISO and Retainer ship at the tri-tech station for obsurd premiums (but they are worth it)

.65
new ship the B2 Drone carrier (light carrier/missile ship)
new missiles: the MMD3 type 3 medium missile drone: a self contained BISO energy reactor, strapped to a heavy missile engine and a modified SESPd1 cannon
Spoiler
(http://i.imgur.com/DrkkuLv.png?1?6286)
[close]

.66
rebalances to pretymuch evrything
new ships, Retainer fighters, armed cargo transport, 2 combat ships

.67
BISO Telegate ingame
BISO fleets spawns with ships that you can fight (read "die to")
removed crazy missile script
BISO is now a seperate faction
Anomaly-6 Research Station now orbits the BISO Telegate
removed jar
added sim opponents.csv

.675
rebalance of Retainer
Temp fix for BISO pd missiles(till proper pd missile AI)
added missions: Ahab and the whale

.677
rebalance BISO armor/speed on A and B class ships
SKBr now fires Lightningstorm rounds
Spoiler
(http://i.imgur.com/BxKgfuh.png?1)(http://i.imgur.com/nKdtNPi.png?1)
[close]

.677b
modify lightningstorm (may revert to old behaviour, or merge both together (cause its awsome))

.677c
final version of lightningstorm

.688
new weapons:
MBRC biso answer to the machinegun
MBLr4 artillery cannon
new fighters
BX1 Artillery Fighter (MBRC autocannon)
BX2 Interceptor  (MBLr4 Long range sniper artillery)
fixes:
fixed bis random fleet code, properly spawning a range of ships/size for most levels
Missions:now use only BISO ships on BISO side

.69
lots of sexy scripts(for sexy weapons):
MissileAI:
MINE: makes intelligent, self dispersing, mines (they keep a 400m clearance between themselves)
(used by the MMM2 mine launcher on the A1)
MIRV: a total rewrite, started fresh and made a script that can do all the things MIRV can do and much more
(used by the new SMFg3-1 small missile silo on the new C3)
DRONE: missile behaviour script, missiles will orbit around a target ship and shoot MIRV projectiles at it until killed or de-spawn
(used by the MMD3 medium missile drone launcher on the B2)

the MBRC2, its a dummy weapon for MIRV detonation scripts)

new ships:
Cruisers:
C2: large scale freighter/carrier, unarmed by BISO standards
C3: Heavy Missile Cruiser, Long range specialized, weak to any form of close range combat

rebalance of armour, weapons, fighter stats (happens every time...)


.699
SESPd now runs the orbiter PD ai system:
missiles will orbit launching ship if they have no targets to kill, if a target comes in range they will turn to face and kill it

SEB1 is now faster at turning

D1 weapon rebalance

.7
COST REBALANCE, Evrythin is Cheaper Now
new weapons:
SMBB9-1: fires 9 tiny missiles with verry poor guidance and low damage
MMD, MMM and MFg weapons are now lower damage (not much but they wont instakill you anymore)

new variants added for A2 and C3

more ships available in the tritachy station to buy

BISO fleets no longer spawn with no supplier
BISO fleets are now more or less posible to defeat with a good fleet (hint: use tritachy ships, they are much beter for this)
[close]
Title: Re: BISO (wip) v0.3
Post by: xenoargh on October 02, 2013, 09:23:11 PM
If you'd like detailed feedback on the ships, post them in the Spriter's thread.  At first glance, they're feeling pretty flat atm but I like the style otherwise :)
Title: Re: BISO (wip) v0.3
Post by: dmaiski on October 02, 2013, 09:33:00 PM
I have not gotten around to shading and de-flattening them, ill probably do it later once I actually have enough ships, and weapons done. as it is they are just place holders.
Title: Re: BISO (wip) v0.3
Post by: xenoargh on October 02, 2013, 09:36:48 PM
Great; if those are just the placeholders, the final product's going to be great :)
Title: Re: BISO (wip) v0.3
Post by: dmaiski on October 03, 2013, 11:45:37 AM
updated,

im still not happy with the tentacles, probably going to raise its flux/second even more, a paragon can mount 4 of them without overloading... although they are not particularly efficient in a paragon v paragon fight

next task is adding in actual missile sprites, and making this mod as a faction ingame
Title: Re: BISO (wip) v0.5
Post by: dmaiski on October 04, 2013, 07:06:10 PM
halp its broken!!!
https://www.dropbox.com/s/tdc7jzbx80aqlju/Biso%20broken.7z
I think...  ???

I cant get my mothballed ships to show up in the corvus Corporate HQ, so hmmm

based it off vayra's tutorial for the halcyon
Title: Re: BISO (wip) v0.5
Post by: Doogie on October 04, 2013, 07:58:22 PM
Did you make those in BSF using....stock sprites?
Title: Re: BISO (wip) v0.5
Post by: dmaiski on October 04, 2013, 08:14:30 PM
yea, i used battleships forever sptite pack (http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764&sid=6e114496df3117bdcf0ec2b801a7af27) as a base, parts were re-drawn, and with the RB1 i added colours, shading, ect... i plan to redraw, colour, shade, the rest later but not atm (i just needed to do something diffrent for a change in the RB1 case)
Title: Re: BISO (wip) v0.5
Post by: Doogie on October 05, 2013, 09:32:33 AM
Yea it just took me by surprise that someone would use arcade--styled sections for this.
Title: Re: BISO (wip) v0.5
Post by: dmaiski on October 05, 2013, 12:55:01 PM
arcade styled sections are sexy

they look like a race completly seperate from the standard ships in the game, wich was what i was going for

but anyways, have any ideas why my mothballed ships dont show up on the sell list ingame at the corporate HQ?
Title: Re: BISO (wip) v0.5
Post by: etherealblade on October 06, 2013, 11:18:47 PM
I have an idea. Try to keep the original resolution of the sprite. when taking screenshots, zoom out until ship lines look crisp and not blurry. Another Idea is that Keep to the white clear like sprites that you had in the first ship. I think it'd be a unique style, and you could write up a lore to a special race as to why their ships look holographic sections.
Title: Re: BISO (wip) v0.5
Post by: dmaiski on October 06, 2013, 11:39:47 PM
:P done and done already XD

http://fractalsoftworks.com/forum/index.php?topic=7114.msg116251#new
Title: Re: BISO (wip) v0.5
Post by: etherealblade on October 07, 2013, 01:44:14 AM
(http://i191.photobucket.com/albums/z294/atherealprime/WjmMfeY.png) (http://s191.photobucket.com/user/atherealprime/media/WjmMfeY.png.html)
Did a fast shading method like i did on my other ships. What do you think? Well actually I can see even more I could do...I just did this one fast. Check out my ships as a reference.
I can do it for all of your ships.

Also I was wondering if you want to be one of the set allies of my faction...Lore-wise. The Altari are supposed to have several surviving allies from long ago.
http://fractalsoftworks.com/forum/index.php?topic=6923.0
Title: Re: BISO (wip) v0.5
Post by: Erick Doe on October 07, 2013, 05:15:43 AM
I'd get rid of the 'line' that pretty much runs down the middle on most of the ship's hull. It makes it look like a cut and paste symmetry job. Which it probably is (which is fine), but in my opinion the ship will look nicer if that clear line is gone from most of the hull.
Title: Re: BISO (wip) v0.5
Post by: Trylobot on October 07, 2013, 08:10:10 AM
If you shrink it down to about 50%, it looks really legit. And you might want to lighten up some of the interior lines (make them a color other than straight black) and instead use the natural body color to separate areas with some spot layering/shading.
Title: Re: BISO (wip) v0.6
Post by: dmaiski on October 07, 2013, 02:14:49 PM
0.6
added proper retained ships(more in line with starsector graphics)
still cant get it to gen ships for sale in the station, can someone see what i have done wrong?
0.61
A1 Mine layer frigate
MMM2 mine launcher
minor fixes to CNM4 so ai can use it beter

ill be taking a short brake from this due to personal stuff, i hope to start working on it again next week

Title: Re: BISO (wip) v0.62
Post by: dmaiski on October 08, 2013, 09:23:41 AM
0.62
fixed gen files (i forgot to put it in modinfo so it didnt load silly me...)
you can now buy BISO and Retainer ship at the tri-tech station for obsurd premiums (but they are worth it)

deluxe guide at how to fail at Mod_Info files:
Spoiler
old code
Code
{
  "id":"BISO", # internal id
"name":"BISO", # displayed to the player
"version":"0.6",
"description":"The BISO",
"gameVersion":"0.61a",
}
new code
Code
{
  "id":"BISO", # internal id
"name":"BISO", # displayed to the player
"version":"0.6",
"description":"The BISO",
"gameVersion":"0.61a",
"modPlugin":"data.scripts.BISOModPlugin", #fail is fixd!
}
[close]
Title: Re: BISO (wip) v0.62
Post by: dmaiski on October 09, 2013, 03:32:29 PM
.65
new ship the B2 Drone carrier (light carrier/missile ship)
new missiles: the MMD3 type 3 medium missile drone: a self contained BISO energy reactor, strapped to a heavy missile engine and a modified SESPd1 cannon
Spoiler
(http://i.imgur.com/DrkkuLv.png?1?6286)
[close]

now here is a mystery, wen will i get around to adding all the graphics i need for this mod, i have most of them drawn to some degree, but havens attached them to the apropriate weapons yet...

dl 0.65 (https://www.dropbox.com/s/kj1zhcdycmpfuq8/Biso0.65.7z)
Title: Re: BISO (wip) v0.65
Post by: dmaiski on October 14, 2013, 09:35:07 AM
Quote
Congratulations! This topic has been promoted to Mods.

http://fractalsoftworks.com/forum/index.php?topic=7041.0
(http://i.imgur.com/TS0CLj4.jpg?1)
now i need to hurry up and get .7 out (maybe by the 16th)
well anyways, nice to meet you all in the mods subforum.

.66 changelog
rebalances to pretymuch evrything
new ships, Retainer fighters, armed cargo transport, 2 combat ships
0.66 (https://www.dropbox.com/s/jmettsw9lhaoce8/Biso0.66.7z)
sidenote, i dont think i removed my experiment with jar files from there, harpoons will now fly in circles when fired

planned for .7
the BISO telegate (and its acompanying Retainer reaserch base)
spawn code for BISO/Retainer fleets
move BISO and Retainers into their own individual factions
Spoiler
(http://imgur.com/Nd7ab91)first BISO fleet, invading hemogeny space and enroute to crush all that live
[close]


till then, enjoy playing around with them in dev mode :P


Title: Re: BISO (wip) v0.66
Post by: dmaiski on October 14, 2013, 05:27:19 PM
0.67 (https://www.dropbox.com/s/6sqe1ku0fr62h5b/Biso0.67.7z)
fixed file

.67
BISO Telegate ingame
BISO fleets spawns with ships that you can fight (read "die to")
removed crazy missile script
BISO is now a seperate faction
Anomaly-6 Research Station now orbits the BISO Telegate
removed jar
added sim opponents.csv

wanted to get this up before i went to sleep, i had parts of this stuff half done, but needed to finish it, test it, and bughunt/improve

I made the BISO fleets spawn a bunch at a time so you are never short of BISO ships to get killed by  :P

hint: VS BISO, missile defence is mandatory
Title: Re: BISO (wip) v0.67
Post by: dmaiski on October 15, 2013, 02:13:59 AM
0.675
.675 (https://www.dropbox.com/s/nvi8g4dgbjia00t/Biso0.675.7z)

changelog:
rebalance of Retainer
Temp fix for BISO pd missiles(till proper pd missile AI)
added missions: Ahab and the whale (balanced, both sides can win)


you can now play as Ahab, and hunt for the fell beas that ate your leg! (missions!)

Title: Re: BISO (wip) v0.675
Post by: xeranes on October 15, 2013, 12:46:32 PM
Is this compatible with Exerelin?
Title: Re: BISO (wip) v0.675
Post by: dmaiski on October 15, 2013, 01:17:17 PM
ill check on that.
Is this compatible with Exerelin?
in light of the horible grinding noises, no this is not yet compatible with exerelin, i will probably get around to adding compatibility for v0.8 or so
Title: Re: BISO (wip) v0.677
Post by: dmaiski on October 17, 2013, 07:51:05 AM
download 0.677 (https://www.dropbox.com/s/ibe2c9agrxfd7vw/Biso0.677.7z)

.677
rebalance BISO armor/speed on A and B class ships
SKBr now fires Lightningstorm rounds
(http://i.imgur.com/BxKgfuh.png?1)(http://i.imgur.com/nKdtNPi.png?1)
Title: Re: BISO (wip) v0.677b
Post by: dmaiski on October 17, 2013, 08:58:14 AM
download 0.677b (https://www.dropbox.com/s/b81o4s3w9gls49v/Biso0.677b.7z)

.677b
modify lightningstorm (may revert to old behaviour, or merge both together (cause its awsome))
Title: Re: BISO (wip) v0.677b
Post by: dmaiski on October 17, 2013, 09:46:37 AM
download 0.677c (https://www.dropbox.com/s/obrdlxzhwhhk6q5/Biso0.677c.7z)

.677c
final version of lightningstorm
Title: Re: BISO (wip) v0.677c
Post by: ValkyriaL on October 17, 2013, 10:47:19 AM
Tentacle things to destroyers?? =I heh...well... i'll have to give that a try. ::)
Title: Re: BISO (wip) v0.677
Post by: Trylobot on October 17, 2013, 10:51:00 AM
SKBr now fires Lightningstorm rounds

Holy crap that looks amaaaazing~
Title: Re: BISO (wip) v0.677c
Post by: HELMUT on October 17, 2013, 05:38:09 PM
The mine launcher is hilarious, if a bit random.

I tried a bit your mod, however i am surprised at how godawfully expensive BISO ships are. I mean, they aren't even that good yet they cost hundreds of thousands. Same for their weapons.

Also, is it normal that they can't vent? Well, they can but they'll end dying from old age before the venting is complete.
Title: Re: BISO (wip) v0.677c
Post by: dmaiski on October 17, 2013, 10:51:38 PM
yea they are made so you dont vent with their hulls, if you dont wach it they overheat quite easily

the biso are not really the "main" faction of this, the Retainers have that role (they will have reasonable prices).Yoy are really meant to go hunting the BISO instead of buying the weapons/ships that will (ocasinaly) find their way to the market

i guess i should rewrite the OP post, its verry sparse on design goals

to summ up:

BISO:
their ships can not be obtained through means other then capture (and rare sale by retainers that have captured one)
-BISO ships do not vent in combat, they lack the practical ability to do so by design
--they are also verry slow
--heavily armed (even before you count the BISO weapons they carry)
--and heavily armored
-biso weapons are
--high alpha(1 shot, 1 kill policy)
--and high flux cost (to the point where some cant be mounted by anything smaller then a cruiser)
--long range
--have unique behaviours(still wip, curently working on scripts for missiles, mines, and mirv/canister type behaviours)
-biso systems
--are still a WIP
--HET-D teleportation can bring a ship to any point on the battlefield in under 2 seconds (1 minute reload)
-BISO behaviour
--will spawn in hyperspace, then seek and destroy any and all ships that are nearby untill killed off


retainers
-behaviour
--primarily hunt down, capture, and sell off BISO tech to the highest bidder
-ships
--verry good shields
--almost no armor/hull
--fairly fast and manuverable
--great flux disipation
--good forward facing armerments

btc
Title: Re: BISO (wip) v0.678
Post by: dmaiski on October 20, 2013, 03:16:38 PM
download 0.678 (https://www.dropbox.com/s/nea2eus4v9i1je9/Bisos0.678.7z)

.688
new weapons:
MBRC biso answer to the machinegun
MBLr4 artillery cannon
new fighters
BX1 Artillery Fighter
BX2 Interceptor
fixes:
fixed bis random fleet code, properly spawning a range of ships/size for most levels
Missions:now use only BISO ships on BISO side
Title: Re: BISO (wip) v0.678
Post by: FasterThanSleepyfish on October 20, 2013, 09:53:47 PM
There are so many weapons, many similar names and not enough descriptions!  ???

 Besides that, really cool mod!
Title: Re: BISO (wip) v0.69 (extra sexy tech)
Post by: dmaiski on October 22, 2013, 06:12:10 PM
download 0.69 (https://www.dropbox.com/s/kl5ssqqxwwiw64g/Biso0.69.7z)

.69
lots of sexy scripts(for sexy weapons):
MissileAI:
MINE: makes intelligent, self dispersing, mines (they keep a 400m clearance between themselves)
(used by the MMM2 mine launcher on the A1)
MIRV: a total rewrite, started fresh and made a script that can do all the things MIRV can do and much more
(used by the new SMFg3-1 small missile silo on the new C3)
DRONE: missile behaviour script, missiles will orbit around a target ship and shoot MIRV projectiles at it until killed or de-spawn
(used by the MMD3 medium missile drone launcher on the B2)

the MBRC2, its a dummy weapon for MIRV detonation scripts)

new ships:
Cruisers:
C2: large scale freighter/carrier, unarmed by BISO standards
C3: Heavy Missile Cruiser, Long range specialized, weak to any form of close range combat

rebalance of armour, weapons, fighter stats (happens every time...)

(http://i.imgur.com/KTd1jW9.png?1)(http://i.imgur.com/GJoe4Li.png?1)(http://i.imgur.com/ouqCALX.png?1)

size comparison, C3, C2, conquest(for size comparison)

(http://i.imgur.com/GM3q9mX.png?1)
minefields
Title: Re: BISO (wip) v0.69 (extra sexy tech)
Post by: HELMUT on October 23, 2013, 11:17:16 AM
I will sound rough to you and i apologize in advance but... You mod is not fun.

I tried several times to play and i can't have fun with it. There are a lot of big problems with it, i'll try to to enumerate them.

1: Your ships and weapons are impossibly expensive. I know BISO are supposed to be played against rather than with but even the Retainers cost far, far too much. In every scenarios, you never have the time to grind to get stuffs from your mod.

2: As Foxer said it before. Names are very counter intuitive and there is absolutely no descriptions. The player have absolutely no idea what your stuffs are. Of course you can test them (in dev mod due to the price) but then, you can't remember what weapon do what. Was that the MM2 or the MMD2? Also, no idea if they are PD, long range gun and so on.

There was a mod with the same problem, Ascendancy or Caelus i don't remember... The weapons name were atrocious and impossible to remember and as such, barely playable.

3: Some weapons are incredibly inefficient (can't remember which one, duh!) and that's really annoying to grind hundreds of thousands for a gun that barely work.

4: Other are overpowered as hell. Like the mine launcher, that thing can make everything on the screen explode. Also, the mines are almost invisible to the eye.

5: The high alpha strike and the long reload time is no fun. No matter how i look at it, this is annoying. You shoot once and for half a minute you absolutely do nothing, you just have to wait. That's probably the biggest problem. For example the medium gun with insane range, you shot once, bam, tanked with the shield, ok no problems. Half a minute later, you can shoot again and you miss... It can't get any more frustrating than this. Having one super-weapon with gigantic reload time is ok, but when most of them are like this is unbearable.

5: BISO fleets always lack enough supplies to fight. 9/10 BISO fleets have 0% CR and can't do anything. By farming their convoys, you can get several millions credits in a very short time.

6: I don't like the sprites, at all. That's a very subjective opinion though. But if you want, i can lend some help for some spriting.



So yeah, sorry to say it like that but your mod have a lot of fatal flaws. It is a shame, really, because i love the crazy ideas behind some weapons. But for now it is not playable at all.

I really hope you'll do some balancing and improvements with your mod. I'll look forward for your next update.
Title: Re: BISO (wip) v0.69 (extra sexy tech)
Post by: Wunder on October 23, 2013, 11:34:47 AM
HELMUT, I think that is your opinion, I think it is great, Smashing onslaughts and paragons (A little bit harder) To shreds, also since a few updates I moved computer, and I cannot open your mod, it keeps saying I dont have the right application :'( Help?
I Really wanna come back.
Title: Re: BISO (wip) v0.69 (extra sexy tech)
Post by: dmaiski on October 23, 2013, 04:39:33 PM
HELMUT, I think that is your opinion, I think it is great, Smashing onslaughts and paragons (A little bit harder) To shreds, also since a few updates I moved computer, and I cannot open your mod, it keeps saying I dont have the right application :'( Help?
I Really wanna come back.
ahh you need lazylib to run BISO now, sorry should have put it into the intro
LazLib addon utility mod (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
now needed to run BISO (but in exchange you get shiny new weapons)
curent version should be a working build
if it still dose not work, go to /starsector/starsector-core and copy/paste the starsector.log file
(i would sugest first deleting it, then trying again (to cause crash) and then copying the file, the log file can get verry big if you dont clean it out)


@HELMUT
as it is (especialy the curent version) should really be played in dev mode (to test out evrything, and really just play around), i have not yet had time to write descriptions for weapons, and the costs are really... something i should fix

the curent version 0.69 is a tech demo for all the new scripts i have written for the BISO to use, and AI fixes for missiles
(ill be putting another batch of these out tomorow) and by no means balanced, admitedly i did not even try to fight against the new mines, they are scarry (and now nerfed a lot to make them less op) after 0.695 i will get to work finaly writing all the miscelenious stuff like weapon descriptions, putting the BISO and Retainer factions into the game fully (curent fleets are just proof of concept and dont actualy do anything), making exterlin compatable, and balancing things out.

dont give up on me yet, its still only about 70% done and a work in progress

also i have made mines glow now, are you talking about the old mines?



how2dev mode
Spoiler
1. open /starsector directory folder
2. open /starsector-core folder
3. open /data folder
4. open /config folder
5. open settings.json
6. change ""devMode":flase," to ""devMode":true," on the 10th line
now you can use the dev mode by clicking "Edit Variants" on the starsectore title page. this will let you play around with all curent BISO ships and weapons for free
(once the game has loaded, at the bottom of the menue below quit)
remember to have the BISO mod enabled
[close]
Title: Re: BISO (wip) v0.699 (extra sexy tech)
Post by: dmaiski on October 24, 2013, 08:26:02 PM
(http://i.imgur.com/kvGWpow.png?1)
download 0.69 (https://www.dropbox.com/s/qnxn8elckgads1y/Bisos0.699.7z)

.699
SESPd now runs the orbiter PD ai system:
missiles will orbit launching ship if they have no targets to kill, if a target comes in range they will turn to face and kill it

SEB1 is now faster at turning

D1 weapon rebalance
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: dmaiski on October 27, 2013, 06:23:32 AM
download 0.7 (https://www.dropbox.com/s/dakvb96bmqjvszt/Biso0.7.7z)

0.7
COST REBALANCE, Evrythin is Cheaper Now
new weapons:
SMBB9-1: fires 9 tiny missiles with verry poor guidance and low damage
MMD, MMM and MFg weapons are now lower damage (not much but they wont instakill you anymore)

new variants added for A2 and C3

more ships available in the tritachy station to buy

BISO fleets no longer spawn with no supplier
BISO fleets are now more or less posible to defeat with a good fleet (hint: use tritachy ships, they are much beter for this)
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: HELMUT on October 27, 2013, 06:45:57 AM
Sooo... Do you plan asking Magician for reworking your sprites? His help would do wonders for your mod.

Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: dmaiski on October 27, 2013, 06:55:56 AM
:P if he has the time I would love that, im fairly terible at sprites, much beter at coding and hammering stuff together so it works...
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: Cosmitz on October 27, 2013, 07:04:32 AM
To be fair, you could loan yourself out as a code-consultant. I know a lot of mods here that could use some more unique weapons or shipsystems instead of relying on vanilla just to make them 'pop' a bit more. Sure it won't be 'your own mod' but BISO in the current state is exactly what you mentioned, a tech demo, and all the hard work behind it is mostly getting wasted.
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: Wunder on October 27, 2013, 08:09:32 AM
Sorry I havent replied, but I ment how to DOWNLOAD it, not to work it, apperently I dont have the software to open it, Is it not supported for Windows?
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: dmaiski on October 27, 2013, 08:34:34 AM
http://www.7-zip.org/
7zip is your friend

if that is what you mean... it should work on windows as far as i know

im using dropbox as the filehoster for the dl, so that should not be your problem, but if it is, poke me an ill put up an alternative link

Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: HELMUT on November 04, 2013, 09:25:40 AM
Are you still working on it? Magician finished your sprites, would be a good idea to update the mod.

Reply #2552
http://fractalsoftworks.com/forum/index.php?topic=4264.2550

Also, a mod presentation template, coz' your OP is pretty confusing you know?

http://fractalsoftworks.com/forum/index.php?topic=7156.0
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: dmaiski on November 04, 2013, 10:39:42 AM
yeah i was too busy to do much till now, you can tell when i am busy by if i am posting scrips on the code dump or not :P

ill get those in soon enough
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: Kazzthal on April 16, 2014, 07:00:15 PM
Hey man ! Your work looks so good !!

I'm waiting for it :D
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: dmaiski on April 17, 2014, 09:34:34 AM
 ;D this is still alive  ;D

i need to get back to work on this it was fun experimenting with what could be done in SS
:P had lots of work from uni and stuff causing the haitus
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: Kazzthal on April 17, 2014, 05:08:23 PM
First things first mate ;)

I'm sure you'll do a great mod, I mean it is great by now, just a bit of sprites and you are done :)

Cheers!
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: c0nr4d1c4l on December 31, 2015, 06:05:19 PM
Hello? Is anybody here?
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: MesoTroniK on December 31, 2015, 06:06:45 PM
Name:  dmaiski
Posts:  422 (0.506 per day)
Position:  Captain
Date Registered:  September 18, 2013, 03:18:33 PM
Last Active:  November 24, 2014, 03:58:52 PM
Title: Re: BISO (wip) v0.7 (still extra sexy tech, but geting around to balance now)
Post by: hunters1 on December 31, 2015, 06:32:54 PM
Captain's Log
Stardate: 12312015.7
We have lost another comrade to the cruel entity known as time and along with him all of his contributions to our great armada.