Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Bjørn_in_the_Sector on January 13, 2014, 05:33:25 AM

Title: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on January 13, 2014, 05:33:25 AM
Hello! Welcome to Naysmyth armouries and the Casyris system.

(http://i.imgur.com/0os0ByL.jpg?1)                                             (http://i.imgur.com/KEiSt0B.jpg?1)

Any applicants for the Central Design Bureau should send a Personal Message over the ForumNet

Here at Naysmyth, we are dedicated to bringing the best out of what we make. This design philosophy stretches out to all areas of our work, be it weapons manufacturing, shipbuilding or diplomatic relations.


Download v0.1.4 (http://www.mediafire.com/download/m7uu6dyqmacakd8/Naysmyth_Armouries_v0.1.4.zip)


Weapons
Spoiler

Missiles, Rockets and Torpedoes
Spoiler
(http://i.imgur.com/iPTy68B.png?1)
The Zweihänder SRM - An extremely fast missile, designed to deliver its High Explosive Payload to the target area at a critical moment!
The Dölcher  MRM - A slower, more precise missile packed with unstable plasma and radioisotopes, for massive burst Energy damage!
The Keüler MRM - Medium speed and excellent manoeuvrability, coupled with a hardened outer casing, makes this a reliable way to hit hard with Kinetic damage.
All three of these missiles have been designed to be completely compatible with the more commonly used missile racks in the sector.
(http://i.imgur.com/gZ4QPcu.png?1)
The Armbrüst MRM - slow, but accurate with high Energy damage
The Flïnte MRM - very basic guidance systems and medium speed, but it makes up for that with higher than expected High Explosive damage
The Spiëß SRM - good manoeuvrability and fast speed, great AoE Energy damage.
The Schleüder LRM - poor guidance and speed, but high AoE High Explosive damage
The Bölzen SRM - Targeting system designed to circle target and engage PD systems, before hitting shields with great Kinetic damage
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Guns and Cannons
Spoiler
"The Überschaller" Dual .50 cal PD machine gun - A brave foray into the PD market, this easy to install, reliable and accurate PD system delivers higher damage at a constant rate, but loses a bit of reload speed between individual shots. Naysmyth engineers have got around this by de-synchronising the barrels using a direct ammo feeder. Fragmenting rounds are our ammunition of choice for this gun, but KE, HE and ENG magazines are available - if you're willing to forgo the direct ammo feed in favour of autoloading magazines.
(http://i.imgur.com/TqjbCR0.png?1)
"The Verlässigster" KwK 90 mm QF L90 cannon - an ancient design, dating back millennia, but extremely easy to install, maintain and use to pump cannon shells into the hull of the enemy. Originally used on Old Earth as a ground combat weapon, mounted on armoured vehicles, Naysmyth has breathed new life and new purpose into this old warhorse of a gun. Re-designed for space combat, and progressively upgraded through years of trials, the 90mm secures its niche as a high rate of fire support weapon, surprisingly accurate and with more punch than other Kinetic ammo based weapons on the market, it performs best when part of a battery of similar guns, providing unending fire support at close to medium ranges. Alternative ammo types are available upon request.
(http://i.imgur.com/3K8FerX.png?1)
"The Größer Mann" Triple mounted Kwk 30mm ABL L120 turret - a new take on a well-known and well-used gun, Naysmyth's version of the triple auto cannon utilises heavier, longer barrels with advanced rifling, giving unparalleled accuracy at incredibly long ranges. Like all Naysmyth upgrades, this one is designed to be easy to install and maintain, while bringing punishing firepower to the field of combat. We pre-load this gun with HE rounds, and our engineers have integrated a sophisticated Firing Solution Acquisition System, so that the turret itself does many of the calculations necessary to compensate for recoil, target lead and even quantum gravitational drop. As with many of our other weapons systems, additional ammo load outs are supplied upon request.
(http://i.imgur.com/mR2YWti.png?1)
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Ships
Spoiler

Alpharuski Republic
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Frigates:
Spoiler

Alfa Class Heavy Combat Frigate
(http://i.imgur.com/BqKrMeK.png?1)
This design was one of the first to come out of the Alpharuski Republic's Design Bureau, and was the first of their designs to be accepted by the Naysmyth Board of Directors. As such, it is given more praise than it probably deserves. It is rather heavily gunned for a frigate, and is punishingly slow to manoeuvre because of that. However, it is an incredibly reliable firing platform, and can be adapted to numerous fleet combat roles due to the simplicity of the hardpoint layout. Its great speed in a straight line and heavy armour makes it the perfect escort for cruisers or heavy destroyers, and many captains outfit a couple of them as point-defence boats with long range missile launchers, a role which the Alfa Class excels in.

Pchela Class Frigate
(http://i.imgur.com/ryBdoDD.png)
A well respected design in the Alpharuski fleets, this little workhorse is a true jack of all trades. The spacious cargo bay makes it a good logistical investment that can ably protect itself in a small fleet, and the diversity of weapon mounts can transform it from a dedicated escort to a fighter mauler to a hunter-killer. Most AR Commanders outfit the medium mount to deal the most damage, with support and PD weapons filling the other spots, but a steadily growing faction within the ranks of Pchela enthusiasts have been mounting a large PD weapon centrally, and leaving the other slots for offensive weapons. Both variants are provided for when you purchase it from any licensed retailer outside the Casyris System, and naturally, from any space station inside CIRC borders.
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United Peoples of Beta
Spoiler
Error 404
Sorry, we are unable to find the requested information at this time. Please try again later, or contact an administrator
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Gamma Delta Union
Spoiler
Error 404
Sorry, we are unable to find the requested information at this time. Please try again later, or contact an administrator
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Konglomerate of Outer Giants
Spoiler
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Sorry, we are unable to find the requested information at this time. Please try again later, or contact an administrator
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Background
This is pretty much a lore dump. Be warned of huge text wall!
Spoiler

I had planned on making them into a faction based around a largely populated system called Casyris - several habitable planets and moons, each with their own micro-government, all unified under a single banner and providing raw materials, labour and land to a single military company - Naysmyth Armories. They build ships for the four dominant powers in the system, each ship with its own quirks and characteristics due to the requirement and specifications put down by the different governments. I'm trying to make it feel stolen from inspired by Okim's Ironclads mod, but more of a singular faction rather than a whole TC mod in as of itself, with each micro faction's ships available from a Shipyard Station orbiting their major manufacturing world (moon or planet), and ALL the ships available in a single, isolated Station owned exclusively by Naysmyth. The factions are as follows:

Alparuski Republic, Casyris I
Spoiler
Yeah, you already know where this is going. Soviet/Stalinist faction, blah de blah. Casyris I is a HUGE rocky planet; atmosphere long burned away, with a slow rotational cycle. It is far too close to Casyris itself to natively produce life, and the peculair orbital pattern means that the entire planet is evenly roasted by its parent star. This made it an ideal candidate for the maufacturing powerhouse that it became. The vast heat that the ground produces was harnessed by the first colonists to reach Casyris, and over time the entire surface has been converted to a continuous smelting complex. Occasional shafts pockmark the surface, where reinforced ore trains shielded Passenger shuttles, designed to weather the lethal surface conditions of "Alpha", ferry workers and raw materials to the factories on the surface and the extremely low-orbital foundries, where the products of the smelters are forged into shape. The entire population live in relative discomfort in the bowels of the planet - hemmed in by the neverending heat, both from the surface and the core, and living behind shielded doors. AR's ships are hugely armoured, and also have extremely heavy shielding. This means, however, that they are the slowest ships, and are also have the least weapons. They require loads of crew, but are very efficient supplies-wise. None of their mounts are universal, but they still have a good mix of ballistic and energy. The ships systems are generally focussed DPS output, often requiring the ship to take the brunt of an enemy attack on its armour, to guarantee a kill. AR make superlative use of large, heavy frigates, covered in oversized guns. They distinguish their ships with a pair of parralel red stripes, running diagonally across the ship, Port to Bow, with a squared ancient greek "alpha" letter.
View of Casyris from low orbit around Alpha, heavy filtering used.
(http://i.imgur.com/kKCeBn8.jpg)
AR Flag
(http://i.imgur.com/zXh9Uwt.png?1)
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United Peoples of Beta, Casyris II
Spoiler
A fairly typical US of A type faction, living on an idyllic planet. Casyris II is a larger rocky planet, situated in the near side of the Habitable Zone of Casyris, and is mostly covered in water. It enjoys all the benefits that the constantly sunny and warm climate brings them. It is an almost perfect democracy (if you believe the propaganda) and was the original point of settlement for the Colonists, who quickly killed off the larger predatory creatures on land and sea (interestingly enough, they were incredibly slow-witted, not needing to evolve higher brain functions in the lazy tropical waters) They see themselves as an elightened and blessed people, and the coterie of hot, rocky moons that orbit the planet; the larger Ferrix, Carbis, and Coprik (originally thought as dwarf planets) housing the entirety of the UPB's manufacturing facilities - all manned by drones. Argis and Diaman (huge moons) have atmospheres and water of their own, and are mostly used as "cold resorts", where the citizens of the planet below go to marvel in the wonders of sub-zero temperatures at the poles and on the highlands. The other, more classically sized moons are used as communications relays and office space, and are relatively untouched, due to their primary task of keeping "Beta's" magnificent ring system in line. APB's ships are much higher tech than any other, and all are incredibly fast and well shielded. They actually have less energy mounts than may be expected, as most of their power is pumped to the shields and the engines, and compensate with a heavy reliance on drones for a myriad of purposes. These drones often replace weapons, and ships of all classes have flight decks for drone-controlled fighters. APB ships require a miniscule amount of crew, but take a lot of supplies. They are generally considered some of the better designs, as they can simply overwhelm most enemies with a screen of cheap, replacable fighters and drones bristling with weapons, and run down any foes attempting to flee. Beta specialises in Cruisers, often designed and captained by the richest families. APB ships are designated by a massive, ocean-blue, stylised Aquila on the hull of their ships, overlain with a stylised golden greek "beta".
View of Beta from orbit around Ferris
(http://i.imgur.com/LknT6hs.jpg)
UPB flag
(http://i.imgur.com/R5LSi6k.png?1)
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GD(Gamma, Delta) Union, Casyris III and IV
Spoiler
Seriously, kudos go to Okim for the idea of an EU style faction. I, however, am putting a little spin on it. Gamma, the most earth-like planet of the system, was the second to be colonised. It is a medium-sized planet and has a pair of polar ice caps and is covered by a range of mostly temperate forests. The settlers found the local fauna extremely evolved and contact was hesitantly made. The natives were friendly enough until a slave trade started mid-way through Gamma's history. An uprising, supported by wholly a third of the planet created a tri-partite civil war that rocked the planet for several decades. Now, the natives are a part of society, and are equal citizens. A constitutionally defunct monarch, elected after the death of the last, now presides over the dark blue and green planet, as well as its three moons and an invisibly thin asteroid ring. Rex is the largest of the three, an equal, if not larger than Ferrix of neighboring Beta and has been terraformed to support more living space for the populace. Regent is a military outpost, bristling with sensors and shielding. Reina is a jewel untouched, strangely for a moon, but because of its composition. Its smooth, pale, pearl-like outer appearance belies its dual purpose use of power generation and strategic asset. It has a ferromagnetic core that spins inside the molten mantle of the moon, constantly renewing both the insanely powerful magnetic field, and the lethal radioactive crust Theta has always used it as a source of unending electrical power generation, and ship survivability testing. The Kaspiarn belt, named after the last king with power on Gamma, is used for raw materials and ship construction, a particular pride of Theta's populace. Delta, larger and further out than Theta, was the third to be colonized, and has much larger ice caps, with a temperate band around the equator. The native fauna there were less evolved, but more hostile, and Delta's history is one of frontiersman against massive saber-toothed lizard-like mammalian beasts and packs of cunning feathered reptiles. Even now the world is divided between the taiga forests where the descendants of those creatures hunt, and the deforested plains of the human walled cities. The two moons, Canis (large) and Felis (medium), are where the majority of Delta's population lives and works. Atmosphered, green and well divided between urban and rural zones, they are ruled by governors reporting to a central government on Delta itself. The diplomatic and political union of Gamma and Delta was a pracctical one. Delta had resources, but little workforce, Gamma had manpower, but few resources. The practical and hardy nature of the two people meant that, aside from good-natured steryotypes, the two states aligned themselves under a single flag and the preside from the largest city on Delta, Pracitix. The Ships designed by the DGU are meant to endure long, hostile, exploratory or combat missions in carefully structured fleets. They do not require many crew, but can hold a lot if necessary. They are efficient with supplies, but nevertheless have large cargo bays. This is consistent throughout the classes, barring carriers. They are incredibly focused ships, with hardly any PD or weapons of their own. They rely entirely on escorts for defense, and their shields are weaker than other GDU ships. They have better armour, though, and are faster, and many a bold admiral uses them as spears to deliver a horde of fighter wings, corvettes, and bombers to the heart of an enemy attack fleet. Gamma and Delta both make the best destroyers in the system, each ship capable of a number of roles, and able to hold its own against a number of larger ships. GDU designate their designs with two overlapping grey circles, the middle being deep blue with a bright green "gamma" and a white "delta".
View of Gamma from high orbit
(http://i.imgur.com/fuqKoTR.jpg)
view of sunrise over Delta
(http://i.imgur.com/Xucvo7G.png)
DGU Flag
(http://i.imgur.com/NeegOHZ.png)
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Konglomerate of Outer Giants, Casyris V, VI, VII and VII
Spoiler
Hooray, finally something original! :P The KOG is, differing from many systems in this respect, very much a contender in the political games of the System. They have by far the most resources and manufacturing capability of any political group, having 4 whole gas giants and all of their moons to rule, and occupy the largest territory - more or less everywhere outside the habitable zone. Epsilon, a good match in size for Sol's Jupiter, is often considered by the inhabitants of GDU to be too close for comfort. Visible with the naked eye as a bright green star from Gamma, and as a large green pearl from Delta, it dominates the skyscapes of its 12 inhabited moons. It is comprised mostly of Methane and Hydrogen, with decent amounts of noble gases such as Argon. Its moons were the first to be fully colonised through HabShield tech, the prototypes being developed on Alpha, and are luxurious by comparison. The moons themselves are named after origins of the 12 months of the terran year - Janus, Februa, Mars, Aphrodite, Maia, Juno, Julius, Augustus, Septa, Octa, Nona, Deca. The inhabitants of these all work on the orbital refinery platforms skimming the highest reaches of Epsilon's atmosphere and the multiple dense asteroid rings on the equatorial plane. The hundreds of smaller moons were originally delegated to food prouction for Epsilon's workers alone, and this was a pattern repeated on each planet consecutively colonised. Epsilon is more or less a manufactorum for the KOG, and as such has very little representation in the Senate, the main ruling body of the power. It does hold democratic elections for the title of Representrative nevertheless, and being chosen as one amongst billions is an honour not unrecognised within Epsilon's territory. The next giant along, Zeta, is a Red, angry one, plentiful in liquid Infernium and Neon, and is largly uninhabited. The moons that it had were plentiful and large, many had atmospheres and native life. It quickly became the powerhouse of the outer planets, and as such, gained significant political power over them. It was always a powder keg of the area, with far too many natural resources and manpower in comparison to its neighbours. The First Interworld War was brutal, and Zeta utterly routed the forces of Epsilon, Eta and Theta. The four planets were aligned under the black flag of Zeta and were only halted by the combined efforts of the three inner worlds at a decisive fleet action above Reina, in which the entirety of the combined Gamman and Alphan fleet - regarded since as one of the most heavily armoured and shielded was sacrificed. A second fleet of mainly Betan capital ships engaged the remaining forces, while a Deltan vanguard destroyed the reserves of the Zetan conquest fleet. Soon after, however, A Second Interworld War broke out, and the full horror of the Zetan Dictatorial regime was unmasked. They had been killing the native species to the largest Zetan moons, Sturm and Drang - each moon the equivalent of Beta or Delta - by forcing them to create weapons of mass destruction. countless smaller moons, ranging from mere kilometers long, to some nearing the size of Gamma, were hollowed out and filled with active nuclear material. The insane warlord of Zeta had planned to crash these into the four allied inner planets and end the war once and for all, with any survivors forced to live under his regime. Needless to say, he failed as spectacularly as the last Zetan "Emperor", but the quickly fragmenting Alliance of the Inner Planets chose a more permanent end to Zetan warmongering. The combined capital ships of each fleet bombarded every single rocky body in Zetan orbit, and pounded them into dust. To this day, an entire cloud layer of particles ranging from microscopic dust to fist-sized rocks, blankets the upper atmosphere of Zeta, and is patrolled by KOG ore ships, sifting through the massive cloud for particles of raw materials to be added to the ever-hungry forges of KOGs manufactories. Eta is the next planet along, almost a twin to Zeta in size, but where Zeta is red and angry, Eta is blue and calm. An atmosphere of nearly pure methane, it houses vast refineries in the upper atmosphere, but its moons are what distinguish it from its neighbours. One solitary body dominates the family of satellites - a moon the size of Alpha, and a planet by any other name, it is Atlas. After being extensively HabShielded, it became a forest moon, with an evolved native population of herbivores and a temperate climate due to the heavy atmosphere and its orbiting harem of hot, volcanically active moons - Electra, Maia, Taygete, Alcyone, Merope, Celaeno, and Sterope, acting as a sort of shield from the lethal radiation of Zeta and Eta. The current capital of KOG is stationed there, in the shining city of Kronos. Eta's history has always been peaceful, opting for neutrality over conflict, lest Atlas be besieged. It is not undefended, however, as the innumerable minor moons that form far reaching orbits have each been a self contained military installation, fully stocked at all times, for the vast majority of Etan history. Other important moons, Gaia - a shielded farm moon the size of Gamma, Hyperion - the industrial moon, almost as large, and Prometheus - a furnace on which raw materials from the ever expanding defence network of hollowed-out moons is melted down, skirt around Eta in Atlas's shadow. The Final Giant, Theta, is deeply purple, but large concentrations of Argon, Xenon, and other noble gases, makes it the prime candidate for the research and production of KOG's incredibly powerful lasers. The only major moons are Firefly, a forge moon used for manufacturing, Serenity - a frozen world where the constant subzero temperatures make for excellent natural cooling for the foundries, and the soot-stained snow is visible from high orbit; and Miranda - the Scientists' home, where the latest model HabShields were tested and put to use. Both are small in comparison to Atlas, Janus and destroyed Sturm, but high ranking officials still often live on Miranda, both to keep an eye on any personal projects, and for the more luxurious accommodations that the HabShields provide. The many smaller moons that orbit the main planet and her two moons are used as platforms for testing, shipbuilding, ore mining and refining the raw matter of Theta. KOG ships are always large for their class, and have the peculiarity of slow speeds, but lacklustre armour. They prefer a well rounded and advanced form of combat, fought over extreme range with plenty of beam weapons, missiles and far flung screens of superiority interceptors. The KOG specialise in commerce and building, and you will not find more survivable cargo and fuel haulers anywhere else. Due to the vast amounts of resources that KOG have at their disposal, all of their ships can be bought for much lower rates, if you are willing to part with their patented LRLB YPen, affectionately named the Golden Lancer by the captains of the now defunct KOG navy. The KOG use a deep blue stripe across the bow of their ships to mark them as their own, with white-outlined symbols for each planet in order: a green "epsilon", a red "zeta", a light blue "eta", and a purple "theta".
View of Epsilon from Janus
(http://i.imgur.com/bkBdE0k.jpg)
View of sunrise over Zeta
(http://i.imgur.com/mvGOvn6.jpg)
View of Eta and Atlas
(http://i.imgur.com/Sp7jt6y.jpg)
Firefly, Serenity and Theta
(http://i.imgur.com/S3sUY0b.jpg)
KOG Flag
(http://i.imgur.com/1TBLMAu.png)
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Massive props go to CrazyDave and ORMtnMan, without whom this mod would not have gotten off the ground.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on January 19, 2014, 01:53:14 PM
Hate to double post, but I sort of wanted to get this thing off the ground. I'm looking for anyone who would be willing to contribute their time and effort to this project. I'm very open to ideas, and will be doing a lot of spiriting myself. I have experience with weapons sprites, but can't really get the hang of ships. Any comments or criticism will be gladly accepted.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: InfinitySquared on January 21, 2014, 06:32:34 AM
I don't really have much to add, since I mostly lurk around nowadays, but perhaps you could try separating your text walls up into paragraphs to make it easier on the eyes? Presentation is key after all! But it's good to see new faces and new projects around.

Best of luck to you!
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Tecrys on January 21, 2014, 06:41:16 AM
I can't really help with your mod but I could give you some advice on those translations.
Is that supposed to be German? There's a few too many "Umlaute".
For example "Größer Mann" should be "Großer Mann" which means big guy basically.
"Keüler" should be "Keuler" and so on.
Those names are hilarious btw.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: FloW on January 21, 2014, 06:49:56 AM
I can't really help with your mod but I could give you some advice on those translations.
Is that supposed to be German? There's a few too many "Umlaute".
For example "Größer Mann" should be "Großer Mann" which means big guy basically.
"Keüler" should be "Keuler" and so on.
Those names are hilarious btw.

Pretty sure that those names are meant to be metal. And nothing says metal like a few more umlauts than are necessary (See: Blue Öyster Cult, Mötley Crüe,...).
There's even a page on Wikipedia about it: http://en.wikipedia.org/wiki/Metal_umlaut
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Tecrys on January 21, 2014, 06:51:43 AM
Ok, if it's meant in that way I totally approve!
Yeah, Heavy Metal!
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on January 21, 2014, 08:38:05 AM
You're both right! XD I'm using actual german words, but I put the extra umlauts in for stylistic purposes. Maybe the mysterious Executives of Naysmyth Armouries speak a corrupted version of German? Maybe they all listen to Heavy Metal in their free time? Who really thinks that I've got most of this stuff planned out already? The questions are endless. :P
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Trylobot on January 27, 2014, 09:45:53 AM
Using deeply-nested spoilers makes me not want to read about it; try to keep it to just one "tier" of spoiler tags. But I like your sprites so far. Let me know when you have a download available, and I can move your thread over.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on January 27, 2014, 11:00:34 AM
Righto, I've been meaning to clean up the lore for a bit now. An actual download?Tthat'll probably be quite a ways off... I may even keep it to merely a weapons pack for now, and I still need to learn how to code all this stuff :P
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 19, 2014, 08:33:34 AM
(inb4 necro)
After an extended Hiatus, I am back! Plans for more weapons, better layout, and some actual bloody SHIPS are in the works! :D
more news to follow!
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on August 21, 2014, 02:08:30 AM
if you still need some help with spriting some ships im willing to help out. I'm fairly new to spriting but what i lack in experience i make up for in awesomeness (or at least i like to think so :3). Even if you dont like my work, which i wouldnt blame you for, what's the harm in giving me a go? ;)
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 21, 2014, 04:10:49 AM
well, you certainly sound eager enough! I'm not fantastic at it, to be honest - it's the greebling that I find hard. If you send me an example of your work - something quick, like a gun or a missile, then I'll give you a shot.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on August 21, 2014, 08:01:40 PM
im at school right now but when i get home ill wip something up. Any style or theme you want particularly? if you dont reply before i get back, ill try to match the weapon style. :)
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 21, 2014, 08:22:14 PM
I'd like some sort of missile system, all I have are those missile sprites with no launchers. Guns would also work, I prefer ballistics for now. Thanks again, by the way! (If you want to look at how crap I am at ships, I've put one up in the spriter's judgement thread)
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Okim on August 22, 2014, 12:25:00 AM
I`ve got two unused sprites that I have no purpose for and eager to share for free. Both have .pdf and .png files with all the layers marked for the ease of use/modification/etc.

Here are they:
(http://www.lordsofthestars.com/other/Sector/showcase.jpg)


Interested?
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on August 22, 2014, 12:51:56 AM
just a heads up, ive been doodling and forming ideas for the launchers all while at school today (yeah WAY more important than year 12 lol) but im heading off to see guardians of the galaxy right now so i probably wont be able to post anything tonight. tomorrow's the weekend though so ill have plenty of time then :)
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: HELMUT on August 22, 2014, 02:52:13 AM
I`ve got two unused sprites that I have no purpose for and eager to share for free. Both have .pdf and .png files with all the layers marked for the ease of use/modification/etc.

It's an Hyperion!

Honestly Okim, you should directly post those on the Spiral Arms thread or else people might forget them. Unused work is very handy for those that search inspiration or kitbashing parts.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on August 22, 2014, 05:38:54 AM
Okay okay, ive been home about an hour and i thought i'd jump on a see what i could smash out.

here are some of my... prototypes shall i say. these are for the Armbrüst MRM missiles/rockets (the blue ones from the second image in the main description).

note: i ONLY have a pink background on these images because parts of the missile rack are clear/see-through. This was just to make it easier to see where i did it (i thought white would blend in too much). I'm not sure if this would look good ingame so it might need to be revised...

(http://i1368.photobucket.com/albums/ag177/CrazyDave_55/ArmbruumlstMRMv2withmissiles_zps82676785.png) -> (http://i1368.photobucket.com/albums/ag177/CrazyDave_55/ArmbruumlstMRMv2withmissile_zps6ffb75e2.png) -> (http://i1368.photobucket.com/albums/ag177/CrazyDave_55/ArmbruumlstMRMv2_zpsd7de6f32.png)
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 22, 2014, 05:48:09 AM
To Okim: Wow! that's really generous! thank you! This will be really useful - it's the perfect shape for some of the Battleships and Capitals that I've been thinking of making.

To Crazy Dave: That looks really good! My only concern is how it'll look in regard to the rest of the weapons. I'm trying to go for a very boringconsistent colour scheme - mostly white and grey. then again, It could look great! I'll pop it on the frigate I've done, then we'll see.

Speaking of that frigate, I should probably put the frigate in the original mod post...
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Erick Doe on August 22, 2014, 05:59:51 AM
To Okim: Wow! that's really generous! thank you! This will be really useful - it's the perfect shape for some of the Battleships and Capitals that I've been thinking of making.

To Crazy Dave: That looks really good! My only concern is how it'll look in regard to the rest of the weapons. I'm trying to go for a very boringconsistent colour scheme - mostly white and grey. then again, It could look great! I'll pop it on the frigate I've done, then we'll see.

Speaking of that frigate, I should probably put the frigate in the original mod post...

Be careful in using other people's artwork. It can break consistency in style.

Also, what do you mean boring colour scheme?!  >:( ;)


I like your work so far, Bjørn. I like the style, the ideas, the weapons. Unfortunately it all looks a little unpolished. Most likely due to you only working in paint (which can yield amazing results, mind!) but not refining it in a more advanced program, such as Photoshop, Coral Draw or Gimp.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: HELMUT on August 22, 2014, 06:01:28 AM
I cleaned the pink background and yeah, looks interesting, apparently not Bjorn's style but still pretty good. Kinda have an Exigency feels to it.

(http://i.imgur.com/AEv6Iih.png)

Why the pink background though? You can have transparency with a PNG file.

By the way Bjorn, while you may now have two ships gifted by Okim, you still need to sprite the rest yourself and it's not sure you'll retain the same style. Using those as inspiration is fine but picking ships here and there will end up screwing you if you can't replicate the same style.

Also to quote Mesotronik's reaction on Skype for your recent submission on the spriter judgement thread:

(http://i.imgur.com/6oC7Wjb.gif)

NO.MS.PAINT.EVER. This should be a bannable offense! Use Gimp!

Edit: Ninja'd!
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Erick Doe on August 22, 2014, 06:03:44 AM
Why the pink background though? You can have transparency with a PNG file.

Pink as a background colour is a sound choice, actually. Since it is not often used in the main artwork and yet can create a distinct background, especially if you want to see lighter (white-ish) or darker (black) contours. I imagine he used it as he was working on the weapons and hasn't gotten around to setting it transparent yet.

[edit]
Nothing wrong with using MS Paint for groundwork.  :D  In fact, it can be a very effective tool in minute pixel work.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 22, 2014, 06:06:25 AM
:( but I like paint :( It's so simple and intuitive! Fine... :P

As I said on the judgement thread, I've tried to use gimp in the past, but I've never had any success with it. I simply can't figure out the whole layer business. :(

EDIT: thanks erick :P
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on August 22, 2014, 06:10:30 AM
I cleaned the pink background and yeah, looks interesting, apparently not Bjorn's style but still pretty good. Kinda have an Exigency feels to it.

(http://i.imgur.com/AEv6Iih.png)

Why the pink background though? You can have transparency with a PNG file.


yup just facepalmed. im such a dummy
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on August 22, 2014, 06:11:58 AM
To Okim: Wow! that's really generous! thank you! This will be really useful - it's the perfect shape for some of the Battleships and Capitals that I've been thinking of making.

To Crazy Dave: That looks really good! My only concern is how it'll look in regard to the rest of the weapons. I'm trying to go for a very boringconsistent colour scheme - mostly white and grey. then again, It could look great! I'll pop it on the frigate I've done, then we'll see.

Speaking of that frigate, I should probably put the frigate in the original mod post...

well the white + grey colour scheme would have been nice to have known before hand lol. next time ill do something that way!
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 22, 2014, 07:29:34 AM
no problem - I forgot that you can't see inside my head and know the colour scheme before you started :P
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Debido on August 22, 2014, 03:40:33 PM

[edit]
Nothing wrong with using MS Paint for groundwork.  :D  In fact, it can be a very effective tool in minute pixel work.

Respectfully that answer is untrue. 'Very effective' infers that it 'Very effective' like GIMP or PhotoShop, MS Paint is comparatively 'ineffective and time wasting'. No person should be using mspaint creating ground work or even pixel work for any reasonable reason.

The only time people use MSPaint for spriting is when they lack the training and experience to use the proper tools. Making any recommendation or suggestion to continue using mspaint is validating an incorrect view that is stymieing the development time and quality of the end result. Why would anyone recommend to another fellow spriter a tool set that will waste their time and prevent them from creating the best sprite they can within their abilities? Really? Why? That's just cruelty.


Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Tartiflette on August 22, 2014, 03:57:01 PM
...stuff about how MS paint is bad...
Seconded, spriting with MS paint is like building a modern house with nothing more than stone age tools. It's kinda possible, maybe, with a lot of time?
Anyway, it's harder to get a decent result with it than with any other program. So by not learning to use a more complex software, you are in fact increasing the difficulty... Kinda counter-productive when put that way right?
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 22, 2014, 04:28:21 PM
...stuff about how MS paint is bad...
agreement

look guys, I respect your opinions and all, but my thread isn't really the place for this discussion. I'm only using paint as a stopgap measure. I plan on using GIMP when I understand it, but since it's been a while since I've done anything, I thought that it'd be a good stepping stone. any constructive comments on the art style or the background will be more than appreciated.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: The Soldier on August 22, 2014, 06:02:42 PM
As a side note, Paint.NET is a really nice step up from MS Paint - I still use it for things other than Sprite work.

Regardless, your sprite has a rather nice Exigency feel to it.  That's personally one of my favorite sprite styles, behind Erik Doe's Batavia. :) A bit of black, blue, and a healthy amount of purple and violet.  I think the racks themselves could use some smoothing, make it look a bit curved (if that's your design goal) as if it were cradling the missile.

(be wary though, I'm red-green colorblind, which is especially prevalent on a computer where that's 2 out of the 3 colors used to make all the colors.  I'm probably more colorblind than that, something which I don't think will make me feel any better)
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Erick Doe on August 22, 2014, 06:26:43 PM

[edit]
Nothing wrong with using MS Paint for groundwork.  :D  In fact, it can be a very effective tool in minute pixel work.

Respectfully that answer is untrue. 'Very effective' infers that it 'Very effective' like GIMP or PhotoShop, MS Paint is comparatively 'ineffective and time wasting'. No person should be using mspaint creating ground work or even pixel work for any reasonable reason.

The only time people use MSPaint for spriting is when they lack the training and experience to use the proper tools. Making any recommendation or suggestion to continue using mspaint is validating an incorrect view that is stymieing the development time and quality of the end result. Why would anyone recommend to another fellow spriter a tool set that will waste their time and prevent them from creating the best sprite they can within their abilities? Really? Why? That's just cruelty.

Yes, very effective in minute pixel work. As in working individual pixels and thus adding or changing details. It is of course comparatively ineffective when going for a lot of the more advanced work, such as shading, recolouring, blurring, anti-aliasing, working with layers, etc. In which case I recommend the programs I listed above (such as Gimp, Photoshop and Corel Draw). And it looks like that's just what Bjørn's planning on doing.  :)  I disagree in that MS Paint should be circumvented in its entirety as it can be a powerful tool in the hands of someone who is talented in its usage. But I suppose we can agree to disagree on that. Though I will agree that one should not stick with MS Paint and should definitely learn to use other tools, which can allow you to make the same quality (or even better) work with considerably less work and time.

I also agree in that it makes a good stepping stone. I haven't tried Paint.NET myself, so I can't recommend it. But if it is anything like Gimp I'd go for it.


...stuff about how MS paint is bad...
Seconded, spriting with MS paint is like building a modern house with nothing more than stone age tools. It's kinda possible, maybe, with a lot of time?
Anyway, it's harder to get a decent result with it than with any other program. So by not learning to use a more complex software, you are in fact increasing the difficulty... Kinda counter-productive when put that way right?

I'm honestly rather surprised. I actually thought you layed some groundwork with MS Paint for your sprites in Scy.  :o Perhaps I came to that conclusion subconsciously because of the angular and sharp look of your designs.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: MesoTroniK on August 22, 2014, 06:36:15 PM
Erick the one thing about saying that MS Paint is effective for "minute pixel work" is... Every good art program is equal to (or greater) in capabilities in that respect and then so much more. And if your workflow is based on using multiple programs then you lose layer and history data as you work while alternating between them.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Erick Doe on August 22, 2014, 06:43:34 PM
Erick the one thing about saying that MS Paint is effective for "minute pixel work" is... Every good art program is equal to (or greater) in capabilities in that respect and then so much more. And if your workflow is based on using multiple programs then you lose layer and history data as you work while alternating between them.

No argument there. That's 100% true. What I am saying is that MS Paint can effectively be used for basic groundwork (and minute pixel work). Yes, most art programs (good ones at least) can also do this. But if someone like Bjørn is comfortable using MS Paint for now, there's no need to step up to a different program, until he is ready and willing to learn how to utilise them. So for now he could stick to MS Paint.

Good point on losing layers though.

Anyway, I think we've hijacked this thread long enough on this topic. Seems Bjørn has been informed plenty on the alternatives.  :)
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on August 26, 2014, 03:32:22 AM
bjorn if you would like me to continue spriting stuff im going to need a few details about what you want done lol.

edit: actually come to think of it, it would probably be better to communicate via PM. send me one!
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 26, 2014, 04:00:38 AM
good idea! :P I completely forgot about that until now XD We'll talk there.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: ORMtnMan on August 29, 2014, 11:58:14 AM
Bjorn,

Your background info sets a high bar! I hope you keep up the work, this would be a rich addition to the sector.

One minor (nitpicky)  note, on the triple KWK cannon, it weirds me out that there is a hard black line on the base, but the barrels have softer edges... something to think about.

If you still need any help, I can do some minor art and can figure out some coding... Let me know.

Edit:
Also, your .50 Cal MGs are tiny! 1 pixel wide barrels. Looking at the SS wiki, the light machine guns are 2 pixels (4 if you include the outline (I think... it is hard to see that minute detail on my work comp...)) and they are listed as 12.7x50... .50 Cal, if you are going by the BMG style is 12.7x99, something else to keep in mind.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 29, 2014, 01:05:49 PM
Yeah, there's a bit of outdated info here. I'm working with CrazyDave to get this mod functional, so at some point this will all get polished! :D
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on August 31, 2014, 12:53:52 PM
Alright! Update time! New front post layout, and FINALLY some ships!
(http://i.imgur.com/BqKrMeK.png?1) Alfa Class Heavy Frigate. The bear of the AR frigate fleet.

(http://i.imgur.com/ryBdoDD.png) Pchela Class Frigate. A real workhorse.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on September 23, 2014, 01:46:51 AM
Update incoming! I've sent Bjørn the upload link to update the main post, but I've got it right here for you all to mess around with: Download v0.1.4 (http://www.mediafire.com/download/m7uu6dyqmacakd8/Naysmyth_Armouries_v0.1.4.zip)

It's just a mission for now in an untidy jumble of all the 'finished' ships from all the sub-factions. Only a couple of Codex entries right now, and most of the current sprites will be updated and tweaked over time as they aren't perfect. Balancing is still to occur, but at least it's not totally game-breaking right now. More in the works so stay tuned!

Just a note, the Fighter Drone 1s (name's not decided yet) are kinda OP right now, i lowered the armour a bit to try to 'fix' them, but you may wish play without them for balance reasons.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Bjørn_in_the_Sector on September 23, 2014, 06:59:51 AM
New look for the front post and a download link! FINALLY!
Thanks go to CrazyDave for his commitment and skill!
In other news, here at Naysmyth, we're officially celebrating the induction of another talented sprite artist - ORMtnMan. Can't wait to show off his skill in the front post.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Toxcity on September 23, 2014, 02:28:08 PM
Nice to see this coming along. One thing I noticed though is that the Verlassigster seems 100% better than the Dual AC. I'm just going by the stats in the refit menu, but it has better range, DPS, flux/second, and costs less OP.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on March 06, 2015, 09:54:14 PM
hey, I've got a new version of this mod ready to go (yeah this mod isnt dead yet believe it or not) but bjorn is apparently hiding in a hole somewhere and hasnt been seen for months. I was wondering if it was possible for me to be 'given' this thread from bjorn by an admin (im not sure if that can be done though) or if not i may have to start up a new thread for myself and probably have this one deleted or something. anyway, ill continue working on the mod while i wait for an answer. cheers!
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: HELMUT on March 07, 2015, 05:01:46 AM
I don't think that's possible to "take over" the original thread, you'll have to create another one. Normally you need the authorization from Bjorn to do something like this. If he haven't answered anything in a while, it's better to see with a moderator what can be done.

On the other hand, it's better to let the thread in its current state until you can release a near complete release, with all (or most) of the intended features. I don't think most people would be interested in a mod with only a few frigates or destroyers.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: CrazyDave on March 07, 2015, 08:04:10 PM
I don't think that's possible to "take over" the original thread, you'll have to create another one. Normally you need the authorization from Bjorn to do something like this. If he haven't answered anything in a while, it's better to see with a moderator what can be done.

On the other hand, it's better to let the thread in its current state until you can release a near complete release, with all (or most) of the intended features. I don't think most people would be interested in a mod with only a few frigates or destroyers.

okee dokee then, ill start up a new thread. I probably wont repost all of the lore and such but just keep it updated with the new sprites/screenshots etc.
Title: Re: Mod: Naysmyth Armouries and the Council of Independent Republics of Casyris(WIP)
Post by: Erick Doe on March 08, 2015, 01:49:25 PM
With questions like these you're better off PMing the moderator team before just jumping the gun.

Has Bjørn given you permission to release new versions of the Naysmyth Armories mod? If he has, then go right ahead. If not, you should ask Bjørn for permission and shouldn't post anything till then.

Who's IP is this? From what I can tell it is Bjørn_in_the_Sector's intellectual property (both faction lore and most of the sprites). That means you'll need his permission to release anything new relating to the Naysmyth Armories and the Council of Independent Republics of Casyris mod.

Please contact Bjørn first, before releasing anything new.

[edit]
Other thread unlocked.