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Starsector 0.98a is out! (03/27/25)

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Modding / [0.96a-RC10] Yoshgramm-wen Yards v1.0.2b
« on: July 03, 2023, 08:06:59 PM »
Get the latest release of the mod by clicking on the banner!
REMINDER: This mod requires LazyLib and MagicLib to function. Please download these dependencies and enable them alongside the mod.


"For the people that take up arms to defend what they love, for the brave few that dare to step into the unexplored abyss, for the troops that keep the peace in face of ever present evil.

That is what we assure quality to.

Yoshgramm-wen Yards, quality assured."

- Pre-Collapse advertisement, sourced from Yoshgramm-wen Yards media archives.


A lightweight ship pack with designs inspired by ships seen from Japanese sci-fi media. Also includes Metal Storm-themed weapons, an abundance of MIRV missiles, and a selection of strikecraft inspired by sci-fi and real life aircraft.




Kudos to whoever can correctly guess the influences.




Changelog

v1.0.2b - latest
Balance patch, hopefully fixes the grievances people have with the Wuyissendor drone bombers and their gimmick; major thanks to Weebus_Christ from the USC Discord server for doing the balancing!

- Wuyissendor wing behavior adjusted so they should drop their bombs right before the target and not ontop or on the rear. Should avoid the problem of bombs bypassing shields.
- Wuyissendor built-in given some adjustments like increased launch speed and lifetime in accordance with the new wing behavior. Also dropped the bomb health to make things more fair and increased the weapon range too.

v1.0.2a
Minor update, misc stuff in summary.

- Lower fuel consumption for most ships, so they should have more range.
- Gave some more turn rate to the missiles of the Pickaxe and Pine Needle.
- Restored custom shipsystem AI for the Lohen-li.

v1.0.2
Implemented new ships and new weapons. Major changes across the board for other ships and weapons, alongside fixes and changes to other aspects of the mod.

 - NEW > The mod's first batch of frigates: the Guoseihen-class and a secret experimental frigate.
 - NEW > Alongside the new ships, new weapons are added in: two new built-ins exclusive to the new ships, a new small ballistic PD with proximity shells, and two experimental phase-themed missile launchers that remain to be found.
 - Nerfed the Wuyissendor's speed, increased the bomb bay's range, and reduced bombs' lifetime.
 - Lots of weapon changes. See the Github release for details.
 - Major overhauls of distribution values to avoid flooding markets in both lightly and heavily modded games.
 - NEW > Major rework of the Wuhauser's ECM aura so its less painful to look at. Hopefully. Please provide feedback on that aspect the update.
 - See Github release page for more details I may have forgotten to list here.

v1.0.1e
Fixed a persistent NPE with the Seheryuan AWACS hullmods, plus a NPE with the Flux Shunt Jets. Additionally, minor XPDCG stat adjustments and changed the ship rarity values.

 - NPE occurrence with the fighter buffing hullmod script of the Seheryuan AWACS finally fixed.
 - NPE occurrence with the Flux Shunt Jets ship system dealt with.
 - Patched up several oversights in the code of some scripts.
 - Adjusted the XPDCG's refire rate and its projectile's split range.
 - Adjusted ship rarity value to compensate for the switch to .faction distribution and for players with mod heavy games.

v1.0.1d
Revamp of the distribution of the ships and weapons of the mod, doing away most of the tags and using the .faction files instead. Also more rebalancing of some weapons.

 - Removed most of the faction tags from the ships and weapons, instead using the .faction files to distribute the ships and weapons. Done primarily so the different .skin versions of the Luohoff would show up properly.
 - Stat readjustment of the modular Metal Storms and BMSAC. Will be the last time they receive a treatment, for now.
 - Updated mod_info.json

v1.0.1c
Another bug patch update.

 - Hopefully patched a NPE error associated with the Seheryuan AWACS/EWAR Craft.
 - Updated mod_info.json

v1.0.1b
Quickfix update.
 
 - Corrected misnamed variant names in the newly added CSVs.
 - Updated mod_info.json.

v1.0.1a
Minor update, here's the specifics.

 - Added title_screen_variants.csv so the ships now show up on the main menu.
 - Added sim_opponents.csv so you can battle the ships in Sim.
 - Updated the mod_info.json.

v1.0.1

Balance patch. Lots of changes plus one addition. See the Git Repo release page for specifics. Summary of changes below.

 - Rebalanced the stats of the Metal Storm weapons to fix their broke OPness
 - Similar rebalance given to the Energy Storm weapons of the Vonlubu and Xuoffen fighters.
 - [NEW] Pirate/Pather version of the MSDCA.
 - Restatted the BMSAC so its also balanced.
 - Buffed the range of the SRSMB and SRASMB.
 - The GKKRL now fires missiles individually instead of a fixed burst.
 - The Lichming-nahuo strategic drone bomber wing now costs 25 OP.
 - Some ships received some adjustments to their DP, FP, and supply/month to account for their apparent strengths.
 - Updated package imports for scripts that use MagicLib stuff.
 - Hopefully fixed an NPE related to the Seheryuan's hullmod scripts.

Release v1.0.0b
Initial release version.

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Roadmap
> Implement a drone frigate and a regular frigate. May derive from the Imperial ships from LotGH and the GP03 Dendrobium MA. DONE!
> Implement a cruiser-size capital-size drone logistics ship with wings of funnel drones to protect it. Will be based on the ARMD carriers of SDF Macross. Second capital will likely be a mecha, as silly as it sounds; will draw primarily from the Neo-Zeong seen in Gundam Unicorn.
> XIV versions.
> Remnant versions.
> Rebalance and tweak initial release weapons. Forever in-progress.
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Credits

Fractal Softworks (aka Alex and David) - For developing this wonderful indie game and for supporting a healthy modding community.
StarSector Unofficial Discord (specifically Quacken, Gman, Kirbo, ruddy, and uh other people whose names I've forgotten) - For helping me out with art and script assets of this mod, especially for some scripts that I had trouble with.
Also from the USC Discord: Toaster, Weebus_Christ - For providing direct feedback and balancing help with the mod, as well as bringing up certain issues with the mod so that I could address them.

Some of the scripts in this mod may be direct copies and modifications from other mods, as such I think it'd be fitting to credit them at least. This includes:
Astarat - For the shell casing script used for the Stolas autocannons, which I copied and modified for a few weapons in my mod.
shoi (aka gettag), Sundog, Dark.Revenant, Harupea - For the some of the fancy scripts used to make Arma Armature functional, which I myself used a few for a ship system in my mod.
Tartiflette - For the weapon swap script seen in Diable Avionics, which have been used in Arma Armature and now in my mod too.

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If you liked what you see, feel free to drop some support via Ko-fi!

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Modding / [0.95.1a-RC6][WIP] UNSC Strikecraft - a UNSC minimod
« on: October 27, 2022, 12:56:29 PM »
UNSC Strikecraft - a minimod companion for the UNSC mod
Get the mod here!
Requires AppleMarineXX's UNSC mod
Requires shoi's Arma Armature mod (for now)

My first mod to Starsector, and its basically a minimod companion to an already existing mod. But we all start somewhere, eh?

Anyway, this minimod adds two strikecraft to AppleMarineXX's UNSC mod to round out the roster - the venerable Pelican dropship and the ponderous Vulture gunship. Do note that, much like AppleMarineXX, I'm not really skilled at spriting in general so these sprites are basic edits to rendered images of the 3D source models. So they might look a bit crappy but they serve their purpose.

The dropship and gunship duo
Two chunky bois they are.

D-77 Tactical Aerospace Lifter "Pelican" (lower left)
A venerable workhorse of the UNSC's logistical network, its ability to carry munitions on the wings make it a somewhat viable strikecraft in a pinch.

AC-220 Gunship "Vulture" (upper right)
A intimidating brick castle of titanium, guns, and missiles the Vulture was designed to support ground forces, particularly in sieges and combat against heavy armor elements. Given the circumstance of the UNSC, however, the Vulture now find itself providing considerable firepower for the UNSC's logistical and patrol fleets.
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In addition to the Pelican and the Vulture, they come with their own built-in weapons which includes missiles (custom sprites for those as well).

The built-in weapons (no sprites)
M370 Autocannon
The Pelican's mounted nose gun. Comes with an impressive 120-degree angle of fire.

ANVIL-II Missiles
The Pelican's integrated air to ground missiles that are perfectly capable of shearing armor off space ships.

GAU-24 Rotary Autocannons
High-explosive with a frightening rate of fire, the Vulture mounts two of these tri-barrelled autocannons in two underside turrets.

A-74 Sylver Vertical Missile Launch System
A defining characteristic of the Vulture, the A-74 Sylver VML system fires bursts of four ANVIL-IV missiles, the more potent but slower brother of the ANVIL-II.

Argent V Missile Turret
Also called the ASGM-2, the Argent V missiles are the UNSC's premiere anti-aircraft and general-purpose guided missiles. Used for everything.
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The missile sprites
From left to right: the ANVIL-II, the ASGM-10, ANVIL-IV, and the ASGM-2
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These two also can provide ground support via StarSector's native ground support hullmods, though I may replace those with less effective versions if they prove too effective.

I've also made pilotable versions of the Pelican and Vulture, in addition to SpaceMarineXX's Longsword and Sabre strikecraft. So if you ever wanted to pilot these things yourself, you have the choice to do so! Will make a non-Arma Armature version at some point.

Preview GIFs
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Credits
  • SpaceMarineXX for making the awesome UNSC mod.
  • shoi for his Arma Armature mod, which inspired me to make this thing.
  • Fractal Softworks for developing this gem of an indie title and making it easy to mod.
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