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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Topics - AbeOfArabia

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Modding / [0.95a] StarWars mod by AbeOfArabia v0.2.2
« on: November 13, 2021, 05:25:22 PM »
Star Wars by AbeOfArabia v0.2.2

This mod is currently a ship pack. No factions yet. The ships spawn for all factions based on tech level. Edits coming soon!

ALL IMAGES: SPOILERS!
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DOWNLOAD LINKS:
https://drive.google.com/file/d/1tGwpfz3995QYBN6mJoxUh6tc6D9qB0j_/view?usp=sharing
https://www.nexusmods.com/starsector/mods/64/

Please post your balancing notes, and enjoy blowing up the rebel scum (or joining them!)

Honourable mention: BigBeans for X-wing, A-wing, Y-wing & TIE-Fighter sprites, bananoOfDoom for heavy dual turbo laser, Unit9461 for phase ship system on fighters with shields.

UPDATE LOG:
Spoiler
CHANGELOG StarWars AbeOfArabia version 0.2.2 (2021/11/24)
proton torpedos now fire in pairs for fighters, damage is down to 250 each, cooldown on all proton torpedos up to 5s
changed proton torpedo visual projectile settings
fixed GR75 ion cannon barrel not rendering
corrected missing burn values for YT freighter series and other newer ships
MLT100 cargo and fuel increased from 20/20 to 30/30
ST70 & Preying Mantis cargo/fuel increased from 20/20 to 40/40

CHANGELOG StarWars AbeOfArabia version 0.2.1 (2021/11/23)
added a fighter version of missile weapons which dont render loaded missiles so they remain hidden on fighters
Executor now has more than 1HP! (some stats were previously missing)

CHANGELOG StarWars AbeOfArabia version 0.2.0 (2021/11/23)
added almost 40 ships including YT-series
fixed no damage blaster weapons

CHANGELOG StarWars AbeOfArabia version 0.1.2 (2021/11/17)
all laser sounds dropped to 50%, audio pitch random deviation increased
ammended weapon offset values for all weapons
ammended weapon layer order for all weapons
GR75 ion cannon refit now shoots instantly and has a long cooldown instead of the otherway around for the benefit of the AI
weapons now have spread/shot and spread decay/sec values
all laser weapon projectile sizes increased
Rebel Alliance fighters now use custom mod created proton torpedos and concussion grenades
fixed weapon groups in all fighters
some of the fighters can now fire weapons without worrying about flux, hence the flux pool is strictly for defense only
Implemented a ship system identical to phase mechanic to make tie-fighters and similar fighter craft more 'evasive'. (thanks to Unit9461)
added droid trifighter (sprite by Unit9461)
corellian hammerhead now correctly only has 1 medium mount, 3 built in point defense mounts to limit its offense and 5 small mounts.
all interdictor mounts changed to small as originally intended
arquitens only correctly has 1 medium mount now
arquitens & interdictor 'light cruisers' down to 5500 flux from 7000
removed militarised systems as a default hull mod for imperial ships, minimum crew increased to compensate (and removed unneccesary hullmod spam)
adjusted (increased) deployment and supplies/month stats for imperial ships
Victory 1 'star destroyer' heavy cruiser down 2 medium missile slots to a total of 4 medium missile, 4 medium hybrid.
Victory 2 'star destroyer' slight adjustment to sprite to reflect large weapon hard mounts on wings, also down 2 small weapon mounts.
Gladiator, Kontos and Vigil now classed as destroyer class, with kontos focusing more on cargo space and logistics & Gladiator being a very light carrier
Mon Cal ships have had their mounts drastically reduced:
MC30C from 2/5/8 down to 1/2/8
MC75 from 0/4/14 down to 0/4/7
MC80A from 0/4/13 down to 0/4/10
MC80 Liberty from 6/7/10 down to 0/5/8
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