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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Topics - Jay2Jay

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Discussions / Robot Hitler
« on: October 18, 2017, 06:25:57 AM »
A WW2 reenactment using robots goes wrong, and now Robot Hitler is on the loose!

Concept Art for a mod that has WW2 themed factions controlled by robots. Oddly enough it's sort of lore friendly...

Edit: took out the swastika and made it look more like the Terminator

General Discussion / Ship Art Contest
« on: May 27, 2017, 03:31:41 PM »
So I was thinking it could be fun to set up an art contest of sorts. A theme would be chosen and everyone would have lets say, a week or so to enter their design and at the end of that week a poll could be set up and people could vote on the winner.


Theme: Art Deco
Ship Size: Capital
Weapon Mounts: Yes
Vanilla Balanced (Could 'fit in' with the vanilla game in art style and size): Yes

Final Submission Date (Date after which submissions are no longer accepted): June 4th, 2017
Poll Open date: June 5th, 2017
Poll Close date: June 12th, 2017

More rules and regulations could be created if the contest required it, but I really think it would be properly fun!

I suppose it could also be a monthly thing, and the winner could get a special banner to put in their sig, that could be neat.

Anyway, tell me what you guys think.

After some time to myself, dealing with the deaths of three close members of my family, I have decided to return to the community. Of course I decided to start my own mod, but since I am new to the concept entirely, I will need some help.

The idea behind the IMF is that after the collapse many independent factions would get together to create state-funded militia forces, and this mod is here to provide generic military ships for that purpose.

The premise behind the mod itself is simple, add ships that are designed to be as generic as possible inspired by rebellion and Galactic Republic ships from Star Wars. (Light Grey with Red Highlights). Most ships should be multipurpose and should be in the middle in performance with no exceptional qualities, but no glaring weaknesses.

Ship Classes (size/role) should be as follows:


Fighter (Adjectives- Escort, Intercepter, Superiority)
Fighter/Bomber (No Adjectives)
Bomber (Adjectives- Light, Heavy)
Gunship (No Adjectives)


Corvette (No Adjectives)
Frigate (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth)


Frigate (Adjective- Super)
Destroyer (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth)


Destroyer (Adjectives- Super)
Cruiser (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth. Super)

Capital Ships:

Battlecruiser: (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth, Super)
Battleship: (Adjectives- Modified, Advanced, Custom, Stealth, Super, Dreadnought)
Flagship: (No Adjectives)

I suppose an explanation for how I wish to designate ship classes is in order.

There is a base classification that the game uses to determine what bonuses particular ships get, so each ship class is put into each category depending on how I want the bonuses to line up.

Next there is the base class for each ship (Corvette, Frigate, Destroyer) this denotes size and gives you a general idea of the role. It also designates the maximum amount of weapon mounts and weapon sizes (small, medium, large).

Each modifier or adjective means something different;
A 'Light' ship has less armor plating, is slightly smaller than other ships of its class, is faster, has less weapon mounts, and is cheaper to purchase and maintain, while 'heavy' ships are the exact opposite.

A 'Super' ship has slightly more armor plating, the same or better speed, better weapon mounts, and is the same size as other ships of its class, beyond that it is also much rarer and more expensive to purchase and maintain.

A 'Stealth' ship has a much smaller sensor profile and is much more costly to maintain and purchase.

A 'Modified' ship is a slightly unique ship with slight variations in stats (they should balance out) it also stacks with other modifiers.

A 'Custom' ship is unique entirely, there will only be a few of these in the entire game and they will be in specified fleets.

An 'Advanced' ship has high flux dissipation, efficient shields, and better weapon mounts, while being more costly to purchase and maintain (though none of these are to the degree of a 'super' ship).

This will be how I classify my ships for all my mods.

Now on to the help. I have a sketch (this time I made it in paint) of a cruiser that I wish to create and I need help finishing it, so I will be using this thread to update my progress and listen to advice along the way.

Later I'm probably going to screw up implementing it somehow so I'll do that here too.

[attachment deleted by admin]

Modding / Is It Possible to Get Rid of Some of the New Features?
« on: December 22, 2015, 02:14:23 PM »
I don't like the sensor system, I really freaking hate it. So far it has made my game play miserable as I spend so much of my time looking for fleets I can take on while being ambushed by fleets that absolutely own me. I also hate the commission system, as it requires me to join another faction in order to access their military supplies, and it limits my options severely.

Though I do like the joining fleets mid battle and combat officers features.

I do think the sensor system could be changed to my liking, if I could simply make everything more visible, as it seems that huge fleets of ships seemingly disappear off my radar too easily.

Modding / Revamping Older Mods
« on: February 19, 2015, 07:40:05 AM »
So Query: Is it okay for me to go around updating older mods to new versions? (Aka mods like Project Caelus)

Reasons: Great mods that have fallen into disrepair are so sad  :'( plus it would be great practice for me to get with the system here!

Modding / Daedalus Project
« on: February 07, 2015, 07:22:36 AM »
Original Post:-"Well, it seems like this forum is the exact opposite of the ones I'm used to. Instead of everyone being a coder and almost no one making images, everyone is making images but almost no one is coding. Since i need the practice I'll be converting unused sprites into factions. If you guys want me to do something specific with that faction or want me to do certain ships I'll be happy to oblige.

First I intend on adding ships that fit in with vanilla themes so I don't have to make a new faction, but after that I will be adding in stuff that doesn't seem so vanilla-ish into actual factions. I have so much work ahead of me that it's not even funny, but at least it puts me on The Road to Damascus. (subtle hint, subtle hint)."

Now on to why I changed the name of this thread. After careful deliberation and several sleepless nights of Uomoz's Sector, I decided that such mechanics should be brought to curgent version. So with the ships I'm adding from all over these forums (plus a few of my own), I'll  be making a brand new Total Converversion mod.

In the final release this mod will include hundreds of new ships and quite a bit of new items and weapons. There will be buildable ships from blueprints, intricate faction relations, mining, salvaging, planet exploring, station conquering, etc.

Of course at first it won't be much to look at, just a few ships and systems. However over time this shall become hands down the largest single mod Starsector will ever see. So if anyone wants to help me, now's the time to step, as I have absolutely no idea what I am doing.

What I want to do:

New Ship Capture Mechanics:
     When trying to capture ships you will need engineers to repair the ships systems and crew to actually fly the thing. On the upside if you have tugs you can drag wrecks along with you, but on the downside repairing ships will be harder.

Ships are  now made of modules/systems which, if destroyed must be replaced. (They are only ever damaged if the ship is disabled). Also these systems can be upgraded so yay.

New crew Types:
     Engineers get things working again, crew will operate ships, officers give ships certain bonuses, and salvage specialists are required to actually take components from ships.

A More Lively Universe:
     Bars, Hubs, marketplaces, and cities are all full of interesting characters.

Customizable Weapons:
     Made from parts from other weapons and dynamically generated (Or maybe Imma have to do a LOT of work).

Planet Fights!

Massive array of New Systems for you to explore
     Prob gonna start out with ~20 or so systems but will expand as new content is finished.

     You just have to have mining lasers on your ship to mine, as only mining lasers can damage asteroids.

     Some sort of cool minigame I dunno, I'm still tired.

     Just kidding :p


Check back in a few days I'll have some ships up. Until then enjoy your youth while it lasts.

Modding / Want to Make a Ship From my Sketch
« on: February 06, 2015, 09:06:46 PM »
So I've been wanting to make a mod for quite some time now, and have just now decided to actually attempt it. Being a decent artist with pencil and paper, I took to sketching basic line work for ships and decided to try making those sketches into a ship image using gimp. It seems like it should be so simple, but I just cannot do it, so I was wondering if you guys would like to take a crack at it or to help me with this (I have become very frustrated, been trying for hours).

Just follow the lines. If I have success with this, I will post more photos and hopefully get a dev thread for Damascus going. Hehehe you guys'll love Damascus.

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