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Topics - Erick Doe

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31
Lore, Fan Media & Fiction / Starsector - Text Based Grand Strategy
« on: September 06, 2013, 08:46:48 AM »
TEXT BASED GRAND STRATEGY

______
|        |
|        |
\       /
\    /
---

(coming soon™)

(no really, Gothars, I need this thread in order to test the format of this text-based game  ;))



It is on!
Go ahead and post your application. The campaign will begin soon!

Worried that you don't understand half of what's going on? No worries! I'll help you understand the game as we play! Before long you'll be a master at the Text Based Grand Strategy!

32
Modding / Borg / Overmind Voice Narration
« on: August 22, 2013, 07:45:15 AM »
Hello Starfarers!

Want to have a bit of text read out in a Borg-like or Zerg Overmind voice? I'll happily oblige!

No costs, no headaches. Just post a bit of text for me to narrate and I'll happily do it. Final results are in .WAV formats. (or .ogg if you insist!)

If you're writing a bit of text and you'd like certain words to be emphasised, be sure to write these words in all-caps.

33


We are ZORG - You will be integrated into our complexity - Resistance is futile

This mod should work fine alongside other mods and vanilla Starsector, as it adds but doesn't override content. Also works with Exerelin and Uomoz's Sector.

Quote
Once a place of enlightenment and research, and haven for scientists. The Zeta sector was hit particularly hard by the cataclysm - and it resorted to desperate measures unbound by morality - as it could no longer provide for its residents.

When the dead gates were a given, the isolated Zeta sector started to feed in on itself. High tech, assertive AI, and minimal personnel offered the volatile ingredients for a soup needed to create the Zorg. Under the threat of malnourishment and death through starvation, men sought to integrate themselves into their technology, postponing their inevitable deaths through careful administration of energy and recycled matter; leaving all bio-functions in the administrative hands and oversight of an eager and assimilative AI.

By recycling the bio-matter of men and by harvesting their high-energy output, the Zeta AI managed to maintain and reproduce mankind through in vitro technology. In order to satisfy its ambitious protocol for survival, the Zeta AI sought to multiply said bio-production and began constructing a complex around the faint Zeta sun. It designated the construct Z.O.R.G, or Zeta Organic Reproductive Grid: Zorg! The labour was performed by machinery at first, then cybernetically augmented humans were introduced, as the AI realised it needed a larger and more verstatile workforce.

The Zeta Zorg star would become the womb of the ultimate Zorg Expanse. Leading to the often produced phrase: "We are ZORG. You will be integrated into our complexity. Resistance is futile. We will add your starfaring technology to our own. Blueprints will be consumed and adapted into serviceable Zorg technology. Domain cultures will be assimilated and made to service us. Our ultimatum is your only option. All other considerations are irrelevant. You will comply with Zorg directive."

Having utilised its insane and self-guiding protocols, the ZETA AI started to rewrite its own directive. It brought its original tasks to the extreme. Survival of its creators, no matter the costs. What better way to ensure their survival than to eliminate all possible threats to the ZORG; whether through assimilation or total annihilation.




Zorg Vessels:

ZORG TRAPEZOID: 50 x 25 m
Spoiler

The Trapezoid-class Generator is a starfaring utility vessel constructed by the Zorg. It comes with a powerful forcefield generator. The Trapezoid may utilise its forcefield to protect larger ships, once ordered to escort them. On its own, this type of vessel acts as a distraction. It can preserve itself during long engagements, thanks to its flux efficiency and powerful forcefield system. Reportedly it can also dock with larger vessels and regenerate its hull rapidly once inside.
[close]

ZORG DIAMOND: 125 x 125 m
Spoiler

The Diamond-class Adjunct has been sighted near abandoned space buoys and relays. It appears equipped to quickly interact with these facilities and assimilate them for the Zorg. The Zorg Diamond is armed with several interdictor rays and appears relatively harmless. Though it is well-armoured for a ship of its class and size. Reportedly it can also dock with larger vessels and regenerate its hull rapidly once inside.
[close]

ZORG SPHERE: 125 x 125 m
Spoiler

The Sphere-class Prospector is a relatively small vessel that is often seen in the pressence of Zorg Auxiliary. It has been seen melting rock and metal. The Sphere is armed with some sort of nuclear neutron charger, which allows it to mine asteroids and space debris. This is believed to be its main purpose within the hive. Reportedly it can also dock with larger vessels and regenerate its hull rapidly once inside.
[close]

ZORG SOLAR: 75 x 150 m
Spoiler

The Solar-class Scout moves rapidly through space, powered by a solar sail. The sail also allows the Solar to create a high-energy protective forcefield in a forward arc around its hull. The Zorg Solar is armed an interdictor and a handler ray. Reportedly it can also dock with larger vessels and regenerate its hull rapidly once inside.
[close]

ZORG SUPERNOVA: (without nova cylinders) 170 x 150 m
Spoiler

A Solar scout, reconfigurated to act as a sentinel. Its solar sails have been enhanced and a new adaptation of the nuclear neutron charger have been integrated into its hull. The Zorg Supernova is the fastest Zorg vessel to date, owing to its light framework and massive solar sails. Furthermore, the Supernova can raise a defensive forward forcefield powered by the excess flux build up from its sails. The Supernova may cause an overload within its Nova cylinders, causing a massive increase in flux damage. This temporarily makes any energy discharged by the Supernova extra volatile and desctructive.
[close]

ZORG OCTAGON: 225 x 225 m
Spoiler

Named for its shape, the Octagon-class Sentinel is an unusual Zorg creation, powered by several solar sails, deployed around its main hull. The Zorg Octagon is armed with several handler rays. It also contains a built-in EMP system, powered by its solar sails. Furthermore, the Octagon can raise a defensive forcefield powered by the excess flux build up from its sails.
[close]

ZORG PROBE: 150 x 150 m
Spoiler

Smallest in a series of massive vessels, identified as the Zorg. The Probe-class Sentinel appears to be tasked with reconnaissance and interception. The Zorg Probe is armed with several interdictor rays and a single disruptor. It is very mobile and strikes with surgical precision. The Probe is surrounded by a hard alloy that absorbs any incoming damage. It is also configured to release a spray of antimatter when threatened.
[close]

ZORG MEDUSA:
Spoiler

The Zorg integrate only the most advanced Domain ships into their hive. Assimilated ships retain much of their former technology, while augmented by Zorg engineering; creating dangerous hybrids. Standard augmentations include the change in missile launchers, which are commonly stripped and replaced with interdictor weapon arrays. The ships receive a Zorg gyroscope for movement, thus rendering their engines obsolete. These are then recalibrated to fire off an antimatter spray instead. Armour and structural integrity are enhanced, and as a result these ships become more durable and slower.
[close]

ZORG AUXILIARY: 150 x 420 m
Spoiler

A Zorg vessel seemingly constructed to ferry cargo between locations. Its structure is considerably less reinforced than that of other Zorg vessels. The Auxiliary-class Allocator is armed with many interdictor rays and  a single Neutron Disruptor. It seems to adapt easily toward combat situations, though the overall design is obviously not combat-focussed.
[close]

ZORG DRONE: 250 x 250 m
Spoiler

A vessel of intermediate size in a series of massive ships, identified as the Zorg. The Drone has been recorded searching for space wreckage and resources. The Zorg Drone-class Surveyor appears to be armed with a large number of handler and interdictor rays. The vessel's core seems to contain a Neutron Accelerator. When disturbed it quickly adapts to hunting and salvaging all non-Zorg ships in the immediate vicinity. Its accelerator seems especially efficient in disabling unshielded targets.
[close]

ZORG AURORA:
Spoiler

The Zorg integrate only the most advanced Domain ships into their hive. Assimilated ships retain much of their former technology, while augmented by Zorg engineering; creating dangerous hybrids. Standard augmentations include the change in missile launchers, which are commonly stripped and replaced with interdictor weapon arrays. The ships receive a Zorg gyroscope for movement, thus rendering their engines obsolete. These are then recalibrated to fire off an antimatter spray instead. Armour and structural integrity are enhanced, and as a result these ships become more durable and slower.
[close]

ZORG PYRAMID: 425 x 475 m
Spoiler

An unusual and almost desperate attempt by the ZETA AI to adapt to combat the Domain technology encountered by the Zorg. The Pyramid is an odd mimic of more conventional Domain vessels. The shape of the ship is almost irratic and much more asymmetrical compared to regular Zorg designs; including an obvious stern and aft section. One can only speculate to the reasoning of the ZETA AI for the design of this ship. Regardless, the Pyramid seems fairly efficient in its intended role. The ship's chassis is host to a Sphere which seems to control all its functions. Including a powerful atom charger that can literally rip through a vessel's shields. Multiple vessels can seemingly dock with the Pyramid's chassis.
[close]

ZORG OVERSEER: 450 x 450 m
Spoiler

A large squared vessel in a series of massive ships, identified as the Zorg. The Overseer may be found in the company of smaller Zorg vessels, apparently acting in a command role. The Zorg Overseer-class Junction appears designed to act as a tactical -checkmate-. It is slow, large and well armoured, enabling it to lock down key positions on the battlefield.
[close]

ZORG CORE: 750 x 750 m
Spoiler

A gigantic vessel in a series of massive ships, identified as the Zorg. The Core is a relatively rare sight. Its function within the Zorg highly disputed. The Zorg Core-class Alcove appears to be a protective framework of sorts. It is able to contain smaller vessels within and is often seen embracing Overseer-class vessels. It is usually accompanied by a large number of Zorg ships, hinting to a role of special significance.
[close]

ZORG CUBE: 1000 x 1000 m
Spoiler

A juggernaugt among the stars. The Cube is a titan of Zorg engineering. Thankfully, it is a rare sight. The Cube-class Unimatrix is a slow and incredibly well armoured vessel. It can be considered a mobile space station, allowing smaller ships to dock within its complex hull.
[close]



Pros and Cons:
Spoiler
+Strong armour and lots of hull
-No shields
+No flux overloads
-Not much flux available for special weapons
+Fast and maneuverable in battle
-Terribly slow burn speed in space
+Plenty of weapons scattered...
-...over a large and easy to hit hull
+Incredibly fast repair speed
-Incredibly fast supply consumption
+Overall plenty of cargo space on its ships
-No real dedicated (capital sized) freighter
+Huge and relatively powerful ships for their classes
-High cost to field individual ships
[close]

Compatible with:
Spoiler
Mod List:
-LazyLib (required for several mods to run)
-Neutrino Corp.
-Zorg
-Omnifactory *Requires LazyLib
-Respec Mod
-Kadur Theocracy *Requires LazyLib
-Bushi *Requires LazyLib
-Hiigaran Descendants *Requires LazyLib
-Junk Pirates
-The Gedune *Requires LazyLib
-Shadowyards Heavy Industries *Requires LazyLib
-Blackrock Drive Yards *Requires LazyLib
-The Nomads
-Uomoz's Sector *Requires LazyLib
-Firestorm Federation
-ASP Syndicate
-Project Valkyrie
[close]


V18 (Exerelin compatible + Uomoz's Sector compatible + Campaign mode) - Dock with the Unimatrix in Zorg Zeta and acquire Zorg Assimilators in order to join the Zorg Hive

The ZORG mod adds a dozen new ships and weapons, plus new hullmods, portraits and ship systems. The campaign mode features a custom Zorg system, featuring unique celestial bodies, a Zorg station and spawnpoints. The Zorg spawn within their own system and spread out through hyperspace. The mod also includes a few missions to test the Zorg ships in. Enjoy!

10.5 MB

Link to LazyLib: LazyLib
Link to Exerelin: Exerelin

34
Lore, Fan Media & Fiction / Tore Up Plenty - "In Aurora's Shadow"
« on: August 06, 2013, 06:50:34 AM »
Tore Up Plenty - “In Aurora’s Shadow”

Many cycles ago, captain Mason Wright discovered a remote system within the black of space. A bright star guided him here. A white dwarf he designated ‘Iota’. Not because it was the ninth star he discovered, but because of its size. “An Iota’s chance of stumbling upon this place.” He is quoted to have said while gazing upon that silvery dot in the sky.

The star illuminated what must have been a cascade of destruction. Planetoids crashing into one another, until they finally settled in their respective orbits. The aftermath left the system with three rings, called the Belts of Iota. The first belt was the Wright Belt; a ring of rapidly moving bodies, rich in metals. On the outer edges of the Wright Belt sat the wonder of the system. A blue planet, similar to old Earth.

Captain Wright ordered the immediate colonization of the planet, as it was ripe for life. The resource rich belt would also provide the metals needed for further development of the system. This beacon of colonization was soon christened Wright, after the stargazing captain that lead them here. A man whom in turn was named for the astronomer and explorer Charlie Mason.

Beyond planet Wright sat the second ring; the Maas Belt. This violent asteroid belt was named for a once wild river, also waiting to be tamed. Endeavors were well on the way on constructing mining bases within the belt. Within the relatively safe orbit of two small planetoids, their own gravity wells directing any incoming asteroids away from the miners. The planetoids Iota I and II, however, would not come to host life. Their surfaces had been ravaged by solar radiation and the impact of asteroids from its host belt.

Trapped within a tight orbit between the Maas Belt and the third ring was a dry desert world. Iota IV would soon host a small number of settlers.  Awaiting soil nanites to further terraform and colonize the planet. Unfortunately, these shipments never arrived as the ‘catastrophe‘ occurred soon after the initial colonization of the Iota system.

The third ring yielded mostly barren rock, as prospectors were soon to discover. Its planets, the gas giant Iota V and the cryo-vulcanic world Iota III, would not attract the attention of settlers for a long time. Just beyond their orbit lay the system’s hidden secret. A small moon. Alien to Iota. Its celestial body hurdling through the outer reaches of the system at incredible speeds. Trapped in an orbit of its own; the result of the system’s strong gravity well. Its own rotation was so slow that for extended periods of time the same parts of the Aurora Moon would remain shrouded in darkness; causing the settlers of Iota to call whatever dwelled beyond their system “In Aurora’s Shadow”.



From Aurora’s Shadow they came. The Hegemony with their large lumbering ships and the Tri-tachyon corporation with their sleek and quick craft. The Hegemony constructed a large station in orbit of Iota III, while Tri-tachyon settled on the opposite side of the system, mining the gasses of Iota V from their secluded base. Their arrival would only fuel the agitation that already plagued the settlers of the Iota system.

The Hegemony would unwittingly set a series of events in motion that would escalate into a total war. The catalyst of this conflict was simple: The Hegemony started trading. Not with the established trade hub Iota IV, but with small independent companies. This caused Iota IV to target these small upstarts. In a desperate attempt to eliminate competition Iota IV's planetary defense forces destroyed dozens of independently owned merchant convoys. In turn this would cause a conflict between the Maas Mining Outfit and Planet Wright Shipyards, as no independent shipping captain would want to transport produced goods from Wright to Iota IV and risk being targeted by Iota IV’s defense force. Soon after, Wright Shipyards was left to sell off their manufactured goods locally and found themselves in direct competition with the Maas Mining Outfit.

Before the arrival of the Hegemony and the Tri-tachyon, Maas Mining Outfit would collect precious resources in the Maas Belt and even from the Wright Belt. Then it would ship them over to Wright Shipyards for processing and manufacturing. In turn the manufactured goods would be shipped to Iota IV, the shortest route out of the system. With the links in the chain severed all hell broke loose. The miners could no longer ship their wares to Wright Shipyards and were forced to produce their own equipment and distribute locally. Putting them at odds with Wright, which was basically trying to accomplish the same.

The ensuing chaos attracted the attention of the Aurora Moon Raiders. Consisting mainly of freebooters, mercenaries and desperate folk who lost all other means of sustaining their lives. All bend on acquiring wealth now that the system had degraded into anarchy. They had a short-lived deal with Maas Mining; to only target Wright’s vessels in return for supplies. But the Raiders quickly discovered they could just as easily take these supplies from the Mining Outfit’s poorly equipped fleets.

35
Discussions / StarMade - Free Alpha
« on: June 20, 2013, 08:42:39 PM »


http://star-made.org/

A great little game. Allows you to build spaceships in any way you can imagine. You can add all sorts of hull plating to your ship. There's engines, weapons, shields, power management. You can give your ships interiors with lifts and doors. Anything from a mining vessel to a big warship. Sky's the limit.

There's space exploration, mining, pirates, manufacturing. You can build a whole armada of ships. Or build one big ship with friends and have people control the steering or specific weapon banks. You could build a planetary outpost. Planets are basically large discs of land surrounded by a spherical atmosphere.

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United Federation of Pixels
Space Adventure

Join in on an adventure that will take us through uncharted space, onboard a spaceship of OUR choosing. Create your very own officer and take up a station onboard our starship!
_____



First things first, crewman! What ship shall we set out in? Cast your vote:


The Othello is designed for deep space exploration and quick getaways. It has great engine strength and fairly efficient shield systems. Though its weapons and hull are vulnerable.
Engine: 900/900
Hull: 300/300
Weapons: 300/300
Shield: 500/500

Torpedoes: 5/5
Probes: 15/15



The Cassio is a well rounded spaceship; designed to fill any role within the spacefleet. Its engines are excellent but it suffers from sup-par shield systems.
Engine: 700/700
Hull: 500/500
Weapons: 500/500
Shield: 300/300

Torpedoes: 10/10
Probes: 10/10



The Iago is designed for battle. Its staying power is unmatched. The Iago's weapons are nigh indestructible. Its engines, however, are sorely lacking.
Engine: 200/200
Hull: 500/500
Weapons: 800/800
Shield: 500/500

Torpedoes: 15/15
Probes: 5/5


Now that you've picked a ship, sign up as a...

Helm officer

Spoiler

A helm officer can steer the ship and enable it to perform certain maneuvers. A helmsman can also engage in basic communications with other ships. Each action takes up a certain amount of Time Units (TUs). Each turns gives the player 3 TUs to spend on actions. Whether an action is successful or not is decided by the roll of a dice.

HAIL - Hail allows you to hail any entities in the sector
LIGHTJUMP - Lightjump enables the ship's jump engines, allowing us to move to an adjacant sector.
EVASIVE - Evasive allows the helmsman to take drastic maneuvers and subtracts the enemy's change of hitting us by 1 Dice Point
RAM - Ram allows the ship to hit the target. A successful roll will do 100 damage to us and 300 damage to the target.
[close]


Tactical officer

Spoiler

A tactical officer can fire weapons and charge up shields. Another crucial role for a tactical officer is picking targets, since the science officer also needs a target in order to perform certain actions. Each action takes up a certain amount of Time Units (TUs). Each turns gives the player 3 TUs to spend on actions. Whether an action is successful or not is decided by the roll of a dice.

TARGET - Allows the tactical officer to lock onto an entity. This enables us to properly take actions against the target.
LASER - Fires a laserbeam that deals 100 damage.
TORPEDO - Fires a torpedo that deals 200 damage. The amount of torpedoes onboard are limited.
RAISE SHIELD - Raises the ship's bubble shields, encompassing the hull in a protective barrier for one turn.
[close]


Engineering officer

Spoiler

An engineering officer can boost ship systems and perform repairs. Multiple systems can be boosted in a single turn. Each action takes up a certain amount of Time Units (TUs). Each turns gives the player 3 TUs to spend on actions. Whether an action is successful or not is decided by the roll of a dice.

REPAIR - Allows an engineering officer to pick a ship system to repair; such as the shields, weapons, hull or engines.
BOOST WEAPON - The engineer boosts the ship's weapon systems, resulting in a +1 Dice Point for each weapon-related action taken that same turn. Including targetting.
BOOST ENGINE - The engineer boosts the ship's engines, resulting in a +1 Dice Point for each engine-related action taken that same turn.
BOOST SHIELD - The engineer boosts the shield's shield systems, making the shields last 1 more turn if already up.
[close]


Science officer

Spoiler

A science officer can use advanced forms of communication and tactics. Like enhancing the ship's chance to target an enemy by running scans and using the ship's systems to disrupt an enemy vessel. Each action takes up a certain amount of Time Units (TUs). Each turns gives the player 3 TUs to spend on actions. Whether an action is successful or not is decided by the roll of a dice.

PROBE - Send a probe to a targeted entity. The amount of probes onboard is limited.
SCAN - The science officer can scan any entity in the same sector as our ship.
DISRUPT - The science officer can try and disrupt a targeted entity, causing it to loose 1 entire turn.
DIAGNOSTIC - Run a ship-wide diagnostic, resulting in a summary of all systems and stations.
[close]

This is a forum RolePlay. So remember, you can do a whole lot more than what it says on your workstation options! Every turn you write out your character's RP. This RP will encompass the actions that your character tries to take. These actions will be rolled for with dice in a chronological order. With every successful roll, we move on to the next action.


UNDER CONSTRUCTION

37
DO NOT ATTEMPT to download this mod at this time for version [0.95.1a] - it is not updated.

New download link here: (by CaptainWinky)
Download Tore Up Plenty v0.8.2a (full mod)

If you already have 0.8.2 just grab this small patch and overwrite where necessary.
Download v0.8.2->0.8.2a patch

Changes:
Spoiler
Version 0.8.2a
--------------
+ (Nex) Scavengers properly offer bounties when using randomized sector
+ tweaks to Innogen: longer flames on engines, small hybrid mount is now small universal, more hull, lower supply cost
+ Zephyr's description now shows up properly
+ slight filesize reduction for mission icon PNGs
[close]


-Tore Up Plenty-
Vanilla Friendly Alternate Starting Ships


"She's tore up plenty, but she'll fly true" -First Officer Zoë Washburne
Spoiler
[close]



-Features 58 new ships; 5 capital ships, 10 cruisers, 13 destroyers, 24 frigates and 6 fighterwings
-Over 150 custom variants
-Includes a new 20 minute custom soundtrack (disabled by default)
-Adds a new station and faction to the campaign that sells the new ships
-Adds a mission-driven bonus campaign (currently 12 missions long)
-Includes 29 new portraits
-Includes 3 new custom hullmods
-Fully compatible with other mods, except for total conversions

Having a rough time getting started in Starsector? Tore Up Plenty is a compilation of custom ships that are available as alternate starting ships. These ships are both modified versions of existing Starsector ships and completely new ones; often designed in such a way that the ships become more and more useful as its captain progresses in skill. The compilation will be updated continuously with new ships. As a side project, Uomoz and I will be working on adding these ships as "upgrades" to Uomoz's Sector. The mod also adds two systems and the Scavenger faction to the game.

Pick the "Tore it up plenty" career choice to start the campaign with the ship of your choice. The download features all the ships and also includes a story-driven campaign through missions, plus actual campaign integration (a scrapyard that sells all the TuP ships in the Corvus system!).


NOTE TO LINUX USERS: Help me keep this Linux compatible! If you get an error because of inconsistantly named files (upper- and lowercase) please post them here so I can address these issues!

Instructions:
Spoiler
#1 Download the mod here: NOTE, this is for the [0.6.2a] Campaign + Exerelin version (outdated)

Current version: V7c

#2 Save the file in your "Starsector/mods" folder

#3 Install by unpacking / unzipping the file in the mods folder (right-click the file and select "unzip here")

#4 Start up Starsector and select the following mod: (select "Mods..." in the launch window)
-Tore Up Plenty V7c

#5 Play the game! Enjoy!

REMOVE ALL OLD MOD FOLDERS BEFORE INSTALLING NEW ONES. DO NOT OVERWRITE MOD FOLDERS.
[close]

Ships: (warning: big image) (incomplete)
Spoiler

[close]



DEVELOPMENT NOTE: I am currently working on adding a proper campaign, again featuring the Iota system. Currently the campaign features a minor faction that uses and sells TuP ships, called 'Corvus Scavengers'. The mod is also featured in Exerelin and an integral part of Uomoz's Sector. Want to integrate TuP into your mod collection? Then contact me by PM.

Read all about the history of the Iota system here!

----------

38
Suggestions / Forum Video Preview
« on: February 26, 2013, 09:34:34 AM »
Quote
Have an idea you want to talk about? This is the place.

While not an idea directly related to the game Starsector, it is an idea nonetheless. Aimed at enhancing the Starsector community forums.

I'd like to see an option to preview video's linked to the forums. Right now video's can only be linked through a url link. I personally find it more convenient to have video previews on the forums. Should they take up too much space, they can always be hidden in spoiler tags, much like we hide larger images.

Is it possible to have a video preview option added to these forums?

39
Modding / Mod idea: Scavengers
« on: January 20, 2013, 05:26:11 AM »
I've been playing around with this idea for some time. I believe something similar has also been suggested a few times on these forums. The idea is to create a "total conversion" of vanilla Starfarer. Only, it will still be vanilla Starfarer.

The premise is that the player starts off as a survivor from a rocky ride into an unknown system. This system is devoid of any organized production, planets and stations. There's no food production, no new ships being rolled off the conveyor belts. Everything has to be scavenged. The player's ship has been destroyed and torn asunder, leaving the player to start out with a flyable shuttle, armed with a single pathetic weapon.

The other ships inhabiting this system are makeshift, haphazardly put together from salvaged parts of other ships. Basically, they are vanilla kit bashes that are inferior to actual vanilla Starfarer’s ships. Through combat and scavenging the player can slowly gain more and better ships, weapons and ship systems. There are no stations to sell or buy thing from. Supplies must also be salvaged. Many ships will be flying around damaged and sometimes under crewed.

Occasionally, a new ship will enter the system, fresh from Corvus. Fully intact and ready to be hunted down and scavenged; perhaps even boarded. This will be done through “resupply fleets” and thus an announcement will follow when a new ship gets stranded in the system. Being fresh vanilla ships, these are often more powerful than even the greatest salvaged ships. One might have to bide their time, waiting for the ship to be attacked by others, until it is sufficiently damaged.

The overall idea is based on an old Star Trek: Voyager episode called “The Void”.

Read about The Void here

I think this is a fairly realistic project, as it only requires me to change the campaign's system, and add lots of little kitbashes. It is a lot less work than a true total conversion.

40
Modding / Offsets
« on: January 08, 2013, 12:49:03 PM »
   "visualRecoil":2.5,  # the gun sprites are only used if this is non-0
   "turretOffsets":[1, 2, 3, 4],
   "turretAngleOffsets":[0, 0],
   "hardpointOffsets":[5, 6, 7, 8],
   "hardpointAngleOffsets":[0, 0],
   "barrelMode":"LINKED", # or LINKED.  whether barrels fire at the same time or alternate.


I need to know what exactly each offset variable does. I've numbered them to make it easy to refer to each value.

I thought I had it figured out, but after some tinkering I'm not 100% sure anymore. So, what exactly do 1 through 8 do?

Thank you.  :D

41
Discussions / Artemis Spaceship Bridge Simulator
« on: December 28, 2012, 05:07:54 AM »
Watch the video here!

Quote
Artemis is a multiplayer, multi-computer networked game for Windows computers.
Artemis simulates a spaceship bridge by networking several computers together. One computer runs the simulation and the "main screen", while the others serve as workstations for the normal jobs a bridge officer might do, like Helm, Communication, Engineering, and Weapon Control.
Artemis is a social game where several players are together in one room ("bridge") , and while they all work together, one player plays the Captain, a person who sits in the middle, doesn't have a workstation, and tells everyone what to do.
Artemis is a software game for Windows XP, Windows Vista, and Windows 7.

I bought this game some time ago and played it with a few friends. It is simply awesome for anyone who is interested in commanding a spaceship much like in Star Trek. Unfortunately my friends don't play it much anymore and I'm looking for a new crew. Now, I am free to distribute this game. However, I recommend you buy it if you really like it. If you're interested send me a PM.

Not sure if Hamachi was required to run it on a network, but I'll double check this soon. Oh yes, I also have a TeamSpeak server on which we can communicate. I've also learned how to create my own campaigns, which is a lot of fun.  :)

Here's another video...


...and a few screenshots
Spoiler






[close]

So yeah, let me know if you want to be part of my crew.  ;)

42
Discussions / Tales of Maj'Eyal
« on: December 28, 2012, 04:51:27 AM »
I take it that a lot of people here may be interested in rogue-like games. Too bad good ones are few and far between.

I stumbled upon a little gem though, that is already really well developed. It is free to play. I donated though, because I like supporting projects like these. Also grants a few extra features like a gamemode with infinite lives (though that defeats the purpose of a rogue-like). You can also create an online profile that keeps track of your achievements and characters. You can view each other's characters. And there's an ingame chat, eventhough it is a single player game.

Tales of Maj'Eyal
http://te4.org/

43
Lore, Fan Media & Fiction / Starfarer Prologue (Video)
« on: December 12, 2012, 04:17:20 AM »
I was trying out some voice changing. Used Starfarer's prologue story as Lorem Ipsum, filler text. Decided to turn the results into a short video. I'll probably do a proper effort later, with better images and voiceclips, replacing this video.   8)


44
Discussions / Show Your Face
« on: November 14, 2012, 08:16:26 AM »
I noticed the forum is still lacking one of these, despite its great and helpful community.

Spoiler
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Also; Hi community!

45
Mods / Fantasy Farer - "The Trogre Wars" - (0.6a)
« on: August 27, 2012, 01:53:08 PM »
By Erick Doe



Story
Spoiler
Year of the Cheesewedge 572

In the Year of the Cheesewedge 572, tensions run high amongst the realms of Humans, Alvermen, Goatmen and Goblins. Their bickering has even forced the less well represented races to prepare for war. Mercenary companies pop up left and right and hoofsmiths convert their tools to forging weaponry. I can hear you asking: "Why can't we all just get along?"

Well, here is why:


Year of the Nutshell 568

In the Year of the Nutshell 568, Humans, Alvermen, Goatmen and Goblins co-exist peacefully. Humans even enjoy a three-way alliance with the Goatmen and Alvermen realms. The Duchy of Cordelia, ruled by Duke Cordelia IV, prospers and stretches all the way from the Cordelian Sea in the south to the High Lake in the north and the Eastmarsh in the east. Life is good. His counts each rule one of the Human counties. The Hornmoor Goatmen under the gracious King Grazer flourish in the far east, with many nomadic tribes dwelling beyond the Hornbay, grazing peacefully on fertile plains. Alvermen enjoy their pranks and poetry on their isolated but lush island. They can often be found sunbathing on their beaches. Not a care in the world...

Until:


Year of the Yoke 569

Early in the following year, the Year of the Yoke 569, out of nowhere Goblin forces invade the county of High Lake, razing fortifications and pillaging farmsteads, pushing onward through Eastmarsh's northern border. The ill-prepared Human defenses fall swiftly. Count Soggybottom of Eastmarsh rallies what troops he can and meets up with the Goatmen of Hornmoor. Honouring their allegiance, the Goatmen of King Grazer set off on a campaign to liberate the Eastmarsh. While his army attacks from the east, Count Doe's troops push forth from the south. On the western side of the Lake, Count Esteban rallies the counties of High Ridge and Westmarsh and marches on to reclaim High Lake. The Alvermen, while too busy sunbathing to actually help, were cheering on from the sidelines. "Yay Humans! Go Goatmen!"


The joint assault quickly overwhelmed the Goblin hordes, forcing them to break rank and retreat back to Northmoor, home of the Goblin Chief-of-Chiefs, Hordechief Grabber. Following the aftermath, the Eastmarsh was gifted to King Grazer for his aid during the campaign. Count Soggybottom went to replace the count of High Lake, who fell in the initial invasion. Counts Doe and Esteban were commended for their bravery and initiative in countering the Goblin hordes. All seemed well once more...

But then:


Year of the Radish 570

The Year is 570, Year of the Radish. This is the year that the Goatmen break their allegiance by sending a warfleet to the sunbasked isle of the Alvermen. Perhaps they were sore about the Alvermen not sending help during the Goblin Invasion. Or perhaps the lush lands of the Alvermen appeal to King Grazer's notorious appetite. Whatever the case, their breaking of the treaty forced the Humans to help the naive Alvermen militarily. A decision they would soon regret. For when Duke Cordelia IV officially declared hostilities on the Hornmoor Goatmen, the enraged Goatmen quickly allied with the Goblins of Northmoor. Fighting on two fronts, the Humans swiftly lost the counties of Doe's Landing, Westmarsh and High Lake. The Alvermen managed to stop the Goatmen from making landfall on their beaches, and retained all their territories.

So:


Year of the Toenail 571

The Year of the Toenail 571. One year after the "War of Goatmen Aggression" / "War of Hoofed Vengeance". During an uneasy peace, rumours start to reach Human lands about a great threat from the north. Apparently Ogres and Trolls had interbred in the northern wastes for decades, resulting in a mysterious and aggressive race of "Trogres". These mighty abominations were said to be behind the Goblin migration and their spill into Human lands. Even the Goatmen are said to have lost their grazing lands on the eastern side of the Hornbay. Worse still, the Goblins and Goatmen seem to be preparing to push further into Human lands, as the Trogres push on.
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Races
Spoiler
Humans
Humans as a species are relatively weak. However, they more than make up for their lack of brawn with the fine armour they craft for their troops. A Human in good shape is also quite mobile and determined. All in all, Humans make well-rounded soldiers.

Human Militia


Human Footman


Human Sergeant


Human Man-at-Arms


Human Knight


Goblins
Goblins are a cowardly bunch. They love war, but only if the odds are in their favour. They scavange as much armour as they can find from the more advanced races, eager to protect themselves with kettles as helmets and coalshutes for breastplates. Despite the weight of their armour, the hulking Goblins are still quite fast on their feet and physically stronger than a Human.

Goblin Grub


Goblin Grunt


Goblin Growler


Goblin Gore Chief


Goblin Grudge Bringer


Goatmen
Goatmen are tall and muscular. They are fleet of feet and can cover great distances across the plains. They are also swift and fearless warriors in battle. Goatmen dislike the use of armour and rely on their physical stamina and coarse fur to protect them.

Goatman Hornless


Goatman Horned


Goatman Big Horn


Goatman Horn Lord


Goatman Horn Duke


Alvermen
Alvermen. What can be said for the Alvermen? Sadly, not much. Are they bearded Elves? They make poor soldiers, are easily distracted and are especially frail. Their armour is not noteworthy. Skinny and short as they are, they're physically much weaker than the other races. With practically no redeeming talents, it is a blessing that they're so eager and quick to breed. What they lack in quality they make up for in sheer numbers.

Alverman Scout


Alverman Ranger


Alverman Featherguard


Alverman Sheriff


Alverman Redcap


Mercenaries

Mercenary Giant


Mercenary Giant Warrior


Mercenary Orc


Mercenary Orc Warrior
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Heroes
Spoiler

The Yellow Knight could be considered a champion of Humankind, as he has lived to see many battles. Often while looking over his shoulder and running the opposite way.


The Redhawk is a rebellious Goblin hero who, in contrast to his brethren, refuses to shave his head. His mohawk is is soaked red in the blood of his enemies.


The Greenhorn is a Goatman warlord who loves to paint his horns with warpaint, in his tribe's colour. He is known to leave green marks on foes as he rarely waits to let the paint dry.
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Equipment
Spoiler
To be added.
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Quote
Both in the campaign and in the story driven missions, you will start out as a lowly hero, training with a wooden sword in a sparring field. A call to arms follows as war breaks out again. Slowly you must work your way up, first by hunting bandits and small remnants of armies. Then as you grow stronger, find better equipment, levy more troops and recruit new heroes, you get to challenge greater armies and eventually become a great general of your realm!





This total conversion mod is still under development!

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