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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - ssthehunter

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1
*Snip*

For too many years, humanity was on the backfoot. Reacting to threats, rather then preventing them.
The rest of the galaxy was bigger then us.  Stronger then us.
We were mice, hiding in the shadows.  Hoping that the giants would not see us.
No more! Humanity is no longer on the defense!
We are the giants now!
- Thomas Lasky


Oh boy, oh boy!
Its the ship that several people have been waiting for!
THE UNSC INFINITY!
Or, well, atleast a starsector variant of it.
Thank you StargazerRJL for providing that lovely sprite for me to bring to life.  And thank you AppleMarineXX for giving me permission to make this UNOFFICIAL update!

so without further ado, here you go ladies and gents, the infinity!

Downloads (Only download one):
High Explosive MACs Version
Kinetic MACs Version


Dwarfing both the paragon and onslaught, the Infinity is the pride of the UNSC fleet.  With 300(!) base OPs to work with and 8 hanger bays, this supercarrier will live up to its name.
There is a catch though, it costs 200 DP to field, and its got a pretty high upkeep costs. (It is a supercarrier after all.)

Currently there are only 2 ways (as far as I know) to get one.
1. Get the BP and spend 10million credits.  Yea, its a lot, but it IS a supercarrier.
2. Cheat it in.  the hull is called UNSC_Capital_Infinity

Hopefully after I brush up on my programming, I'll be able to make a questline where you find a heavily damaged infinity drifting around somewhere and then you'll have to repair it.  But that's probably not going to happen for a couple weeks at the minimum.

Also did some balancing for everything.

Also I have two versions of the mod available.  One where the MACs are HE, one where they're KE.  I recommend the KE one for Realistic Combat, and the HE for vanilla combat.
But its up to you really.  The original mod by Apple has KE for MACs.
Reasoning
So during the Covenant war, humanity didn't have trouble killing the armor and hull of the ships.  For a most part, a single round from a MAC would absolutely annihilate an unshielded Covenant ship.  The problem was the shields.  Those took several shots to take out (at best).

So I decided to modify the MACs.  In vanilla combat Starsector, KE does 200% shield damage and 50% armor.  So I swapped it to HE for that 50% shield damage and 200% armor damage.  Mid and High tech ships are now a significantly higher threat, but low tech ships will get hit harder now.  I mean it is a several ton slug traveling at a non-insignificant speed.

In the Realistic Combat mod, its the exact opposite, where HE does more damage to shields, and KE does more to armor.  So yea.
Either way, do what you want.  I'm just a rando who mods occasionally.
[close]

Anyways, here's a list of changes.
Changelog
  • Buffed all MAC damage by 50%. (While the original MACs were pretty good, I did this to bring their DPS more inline with the other upper medium weapons and lower large weapons)
  • Added an extra flight bay to all UNSC frigate+. (Its the UNSC, literally every ship had a hanger.  I did not up the OPs though, so you'll have to sacrifice some things if you want to use the bay.)
  • Increased sabre count from 2 to 4. (sabres were popping a little too quickly and doing a little too little imo.  I thought about doing it to the longsword... but the longsword is still REALLY strong.)
  • Added the strident escort wing.  Its only for the infinity's built in escort.
  • Added the M85 PD.  Its basically a clone of the Rampart, but energy and faster traverse
  • Updated the description so it will no longer be yellow in the modlist.  It was annoying me.
infinity stats
[close]
[close]
At some point, I'll probably be adding more ships to the fleet in different roles, but honestly I suck at art and I'm mediocre at programming.  If anyone provides good art for the ships, I'll gladly mod them in when I have the chance.

So yea, hope you enjoy!
If you encounter any bugs or issues stemming from this unofficial update, or if you have any insights/ideas please post them! I'll be glad to look into whatever I can whenever I have time.

Edit: I'll do balancing changes really fast if people dislike the balancing I did.  >_>
Also wolfpacks are still scary af.

2
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: December 02, 2014, 10:23:39 AM »
Awee. Ah well, good luck on whatever you're doing thats taking up all your time!

3
Mods / Re: Project Titan
« on: December 02, 2014, 10:21:59 AM »
Uomoz, you never cease to astound us plebeians :p

4
Mods / Re: Neutrino Corp. (v. 1.75doubleD)
« on: November 17, 2014, 06:12:50 PM »
I miss my pulsar beams Q~Q

5
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: November 17, 2014, 04:30:58 PM »
so... uhh... Not to sound pushy or anything, but do you have an eta on the update? >_<

6
Mods / Re: [0.65.1a] EVE Mod
« on: November 17, 2014, 04:29:03 PM »
Whoo, an update :D
I'll post any issues I find in here.

7
Mods / Re: [0.6.1a] Firestorm Federation [0.5.4]
« on: October 05, 2013, 03:51:25 PM »
What is going on? @_@.
Anyways, please fix the DL link, cause it says its for 5.4

8
Mods / Re: [0.6.1a] The Nomads (v0.9.0)
« on: October 05, 2013, 03:46:52 PM »
OOOOHBOY HEREWEGO

WORK UOMOZ! YOU CAN DO IT. WE BELIEVEEEEEEEEEEEEEE.

Anyways, this looks amazing, I'll try it out now :)

9
Mods / Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
« on: October 01, 2013, 09:58:19 PM »
How big is the Oasis in comparison to the Gila or the Sandstorm?
Massive I suppose, probably atleast twice the size.

10
Mods / Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 01, 2013, 09:54:44 PM »
On character creation, I have 2 aptitude points to use due to my choices. For some reason, I can't assign one at a time. Any Skill line I choose gets 2 aptitude points. Am I doing something wrong?

Edit: Hmm.... after alt-tabbing back to the game, everything is fine. Only posted here as it is the only active mod, other than the LazyLib, and it was the first time trying it.
Your shift key was sticking.

11
Mods / Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
« on: September 29, 2013, 10:36:18 PM »
Very impressive, keep up the good work!
I hope this comes out soon :)

12
Mods / Re: The Nomads (0.8.1)
« on: September 28, 2013, 09:39:13 PM »
What. Oh god.

13
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 27, 2013, 11:05:34 PM »
Yea, anyone else just use ramming fleets comprised of tugs?
I do just for the hell of it after I get 10+ hyperions.

14
Mods / Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
« on: September 27, 2013, 08:49:11 PM »
How did you get the lights to blink?
I've been trying to get that to work forever on the model I'm trying to make :c
Anyways, amazing work, hope to see more amazing stuff.

15
Mods / Re: BattleFarer Forever [v 0.3]
« on: September 27, 2013, 07:20:28 PM »
Need some help? I know some basic java so if you need, I might be able to help you....
Might.
Hopefully.

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