Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Undefined

Pages: [1]
1
Modding / [0.8.1a] The Asimov Institute
« on: August 02, 2017, 01:17:15 PM »
The Asimov Institute
v0.1.0
(expect bugs)

[Work In Progress, Feedback Greatly Appreciated]

Requires: Nexerelin, LazyLib
Supports: Version Checker

*** Download Link ***

   

Hi everyone,
I've been working away at this mod for a while now, I put out a simple faction mod as my first attempt a few months back but decided that I really wanted to change direction and focus on adding more long-term gameplay goals, there's already so many amazingly well created faction mods that I'll never match so I wouldn't be playing to my strengths. I've been playing SS for years and years and have really appreciated all the work that people have put into the mods I love playing with, this is basically my hope of giving something back and my first attempt at SS modding as well as using Java so I'm sure I have a long way to go. :)

The Asimov Institute is designed to run alongside Nexerelin in either Corvus or Procedural sectors.
I still have a long way to go before I hit all my goals with this mod, but it's reached a point now where some feedback and people playing with it would really help me out moving forward. Here's a brief overview of what to expect:

When starting a new game your fleet is given the wonderful ability of establishing the Asimov Institute on a planet or station of your choosing. (Provided that planet is owned by your faction of course)
The planet you pick can be important since the Institute will boost that planet's stability as well as provide patrol fleets on top of your usual fleets.
The institute begins as a [massively impressive but] lowly tech level 1 research base. In order to help the institute gain power you will need to provide it with research materials, there are several ways to obtain them so you'll doubtless be finding a bunch in your play through.


  • After every battle you will be able to scrounge up research materials based on the factions involved. High tech factions provide better materials than low tech, but all destruction is good destruction.
  • High value planets with interesting features also tend to come with relics and artefacts that you can find by performing a Science Scan after a survey.
  • Debris fields and floating wrecks often contain a little bit of usable junk, though low value, they're easy to find.
  • Every now and then one of the factions will decide it's time to build their own research institute, the capture and destruction of this will result in a big cache of research data.
  • AI Cores provide a good source of research.

In exchange for your services in assisting the Institute they offer a wide range of advantages ranging from prototype weapons and ships, hull modifications and even genetic enhancement.
Prototype ships and weapons are very powerful but will take commitment to obtain. Hull Modifications begin rather weak but they're all tied into the Institute's tech level so putting the work in to raising the tech level will turn them into very powerful alternatives.
I don't want to list everything available since the discovery is a lot of the fun.
In total there are 14 new Hull Modifications, 16 prototype weapons and 15 prototype ships.
Currently the prototypes are 95% based on Vanilla ships and weapons, later I would like to see more based on other mods also, it's not my intent to add many NEW ships/weapons, although the Institute fleets use their own that you might be able to get your hands on.


Spoiler
   
[close]

I'm cautious about the fact that the mod could be seen to offer overly powerful advantages so I'd really appreciate feedback. My intention is to add fun, highly desirable things, not ruin people's sense of challenge, in fact a future planned addition is intended to make things a LOT harder on the player! :D

Obtaining the best items takes a lot of time and is intended to last your entire playthrough while feeling appropriately rewarding, I imagine most people to not even reach the highest tech level before calling the playthrough done and moving on to another.
All feedback is infinitely valuable as well as any bugs you encounter, I've endeavoured to track them down and run through several games but I'm only one person with limited spare time and there's a whole bunch added already. :)
Apologies in advance if the game crashes because I missed a comma in an obscure def file or caused a null pointer error somewhere that I haven't come across yet.

To give you an idea of planned features, the next part I want to push forward on is the "Rival Institute" functionality, at the minute it's basic and simply serves as a goodie hut for the player as well as encouragement to go war another faction, I plan to expand this to make more dynamic non-player Institutes, Corporations and Organisations that offer tangible benefits to the faction that builds them along with their levelling up and destruction ramifications. After that portion I want to integrate a new starting option that offers a much more difficult way of playing the game.

2
Mods / [0.8a] Arkandian Institute (25/04/17)
« on: April 25, 2017, 07:13:06 AM »

Arkandian Institute
(Ver. 0.1.0)

   *DOWNLOAD LINK*    



The Arkandian Institute is my first attempt at a decent sized Starsector mod, I've been playing the game for years and as a techy-tinkerer have played with various bits and pieces from time to time for my own use but generally have been content to fill my universe with the wonderful creations other people have made. With the 0.8 release I felt that it was a good time to really flesh out and develop a faction of my own to share and give back as well as potentially work on some larger ideas I have for new mechanics. This initial release is the bare bones addition of a new faction, though they're fairly substantial bones. In all the mod introduces 24 new ships, mostly frigates for variety, 11 new weapons and a couple of basic ship systems.
I have a lot more planned to bring something a little more unique but felt it's in a good place to get some feedback on what I have so far and the direction it's taking and I'm sure everyone loves playing with new ships as much as I do when I see a new mod. :)

Next step I have in mind is to flesh out the selection of civilian ships and add a specialised frontier exploration ship given the focus of this recent update, I want this faction to not use anything but its own technology though at the minute it's still using a couple of vanilla systems/hulls, I also want to do a lot of tweaking to current stuff both visually and code-wise. Graphically several ships can look quite flat and dull.

The mod is designed to be fairly well balanced to vanilla, the faction is high-tech, quite reliant on drone systems and has some glaringly large weaknesses to exploit such as weak PD and an absolute lack of any missile capability along with an over-reliance on energy weapons. The Arkan system & faction have been added to the campaign and can be found within the core worlds, they've also established small outposts in a couple of neighbouring systems to get them more involved with sector politics.

Lore is still a WIP as I'm not really a lore guy, but is present in-game in a basic form: The Arkandian Institute was established very recently. Arkandia itself was held, trapped in a temporal stasis field and cloaked from the outside galaxy by advanced technology within its orbiting station, the origin and purpose of this is unknown along with the duration that this field was in effect. When the field fell scientists quickly claimed the station and established a shipyard in order to head out and explore the universe which had been opened to them.
The Institute has developed a fascination with exploration and recovering the lost treasures on the galaxy, many believe this is due to their passion to discovering the answers to exactly why and when their world was locked away from the rest of the universe.

Ship Examples

Spoiler


Bulker Frigate


Logicator Carrier/Freighter


Hawkstorm flagship Cruiser


Stellar Caravan Freighter


Star Lance Destroyer


Barclay Heavy Cruiser


Duelist Cruiser


Melded Prototype Destroyer

Lawmaker Capital Ship

[close]

I hope you enjoy, please do let me know of any issues you have or any feedback on particular aspects.

Pages: [1]