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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)  (Read 185905 times)

Sinosauropteryx

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@yourleader Thats pretty badass tbh

@sterdude a sideways mandible like that could work too.

Getting jaws to hold onto ships properly might take some doing though, I'll play around with this idea.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #151 on: July 24, 2020, 09:08:29 AM »

Update!
This one is a long time coming.

First, these two:

The Draco and the Wyvern.
The Terran ruling class refuses to drive dirty cave-ships, and the snakes were making them space-sick. Here are some hi-tech skirmishing options that add a bit of carrier power.

Speaking of carriers:

The Ammonite is (so far) the Kingdom's only dedicated carrier. It's also a logistics platform, like the Trilobite. Officers and crew aboard this ship are generally not well respected by their peers, who look with disdain upon both carriers and logistics.

Also, new fighters to load up those bays:


And a bunch of new weapons:


Also:
- A new hullmod
- A new high value bounty
- A bunch of little stuff. See the full changelog here:
Spoiler
- New ships: Draco-class destroyer, Wyvern-class cruiser, Ammonite-class carrier freighter.
- New fighters: Shaman & Chieftain rocket bombers, Anchor really heavy fighter.
- New weapons: Pyre rocket launcher/pod, lava belcher/spewer, heckbore cannon.
- New hull mod: Overdriven Fighters.
- New high value bounty.
- Queen: Overhaul of hive bomb. Now reloads ammo over time, producing larger clouds of Wasps if left to charge longer. Damage lowered to compensate.
- Blast Dampeners hullmod now affects modules.
- "Bee-making" weapons will no longer cause chatter with Combat Chatter.
- Many melee ships are now made at least Aggressive by default. This doesn't override the personality of an onboard officer.
- Snake ships: Fixed a bug that caused AI to get stuck in a loop when facing to the right, plus other minor tweaks. Movement should be a little smoother now.
- Bully, big bully, CHAD: New sprites.
- Minor aesthetic, balance, and AI tweaks all over.
- Noteworthy balance changes:
-- Rhino/Mammoth drill: 6000 DPS -> 4800
-- Basilisk, Urchin: Middle tail sections made beefier.
-- Bully beam: 500 range -> 400
-- Big bully beam: 600 range -> 800
-- Snake ship rear-facing turret arcs: 240 -> 300
- Campaign-level changes:
-- Planet Neoterra has been added to normal trade routes.
-- The faction has been made more aggressive, generally less agreeable towards other factions, and likely to start wars.
-- Caveman portraits made available for players.
-- Vayra's Sector integration - KoT now stages raids and builds bases.
[close]
Pretty sure this one doesn't break saves.

Download Here (v0.10)
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Mondaymonkey

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #152 on: July 24, 2020, 09:41:15 AM »

Mister, I believe that you will consider that suggestion fit your mod:

What if you tried to build a spaceship with a cannon that shoots crocodiles at everyone you hate?
What if those crocodiles could shoot heat-seeking killer bees, ensuring that there would be no escape?


© Psychostick, 2009.

With the best intentions, sincerely yours Mondaymonkey.
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I dislike human beings... or I just do not know how to cook them well.

yourleader

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #153 on: July 24, 2020, 09:56:33 AM »

Heckbore cannon...
Hmmm...
I smell something good comming up...
Heheheheheheh...
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Sterdude

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #154 on: July 24, 2020, 12:32:44 PM »

I'm so glad this is still being worked on. I love crab.
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Hiroyan495

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #155 on: July 24, 2020, 12:35:41 PM »

Make sure to edit the mod_info file, as it still says 0.9.5!  8)

Really really happy about the update!  ;D
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #156 on: July 26, 2020, 06:47:57 PM »

Thanks for the heads up, @Hiroyan.

Crocs as ammunition...well its certainly on flavour.
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Unnamed_Shadow

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #157 on: July 27, 2020, 01:12:08 PM »

I love this mod, the most unique and fun ships to pilot. Specially if you gonna go full assault on your enemy.

I wish you add a Hammerhead variant for the Kingdom of Terra.

But unlike every other faction variant, the Kingdom of Terra is an actual skull of a gigantic Megalodon-sized Hammerhead Shark XD.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #158 on: July 27, 2020, 03:18:42 PM »

^ Approved, this one makes the list.
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onychannel

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #159 on: August 25, 2020, 07:52:17 PM »

just want to ask real quick. when piloting the quetz is it 'intended' to be able to coil and launch yourself like a bowling ball at 500-600 speed?
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onychannel

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #160 on: August 26, 2020, 12:43:48 PM »

also, can integral density be stacked on, say the quetz to have a silly amount of hullmass?
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ApolloStarsector

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #161 on: August 27, 2020, 12:35:24 AM »

You are a creative powerhouse. The sheer brilliance of your ideas combined with outright trolling is unbelievable. Downloading your mod so that I can destroy these hideous monstrosities you call ships. I'm amazed that Quetzalcoatl works as well as it does.
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Minitialize

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #162 on: August 27, 2020, 03:11:38 AM »

Hello. This looks like a fantastic mod, one of which I've been looking into using for quite some time. I'd like to inquire though, how does the AI fare in piloting these unique ships such as the Basilisk? Do they actually make use of it's full potential, or do they behave like they're using standard-- midline ships?
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« Reply #163 on: August 27, 2020, 09:30:36 AM »

just want to ask real quick. when piloting the quetz is it 'intended' to be able to coil and launch yourself like a bowling ball at 500-600 speed?
"Happy accident," it's an emergent property of the particulars of its movement. I consider coiling up to be advanced player tech and will gladly take credit by retroactively intending it.

also, can integral density be stacked on, say the quetz to have a silly amount of hullmass?
No, it only counts when it's on the main ship. (come to think of it, I should be forbidding it entirely on segments.)

You are a creative powerhouse. The sheer brilliance of your ideas combined with outright trolling is unbelievable. Downloading your mod so that I can destroy these hideous monstrosities you call ships. I'm amazed that Quetzalcoatl works as well as it does.
Thanks! Ol' snakey is probably the biggest time investment of all the ships. Although later ships did get to borrow its tech, so it's hard to say.

Hello. This looks like a fantastic mod, one of which I've been looking into using for quite some time. I'd like to inquire though, how does the AI fare in piloting these unique ships such as the Basilisk? Do they actually make use of it's full potential, or do they behave like they're using standard-- midline ships?
On that scale, they fall somewhere in the middle. They'll never quite use the melee ships to their FULL potential, compared to what a player pilot can do. But they do all have custom AI to help them close distance and aim their built-in weapons correctly.
I would say overall they perform a little better than vanilla phase ships in terms of fulfilling their potential.
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Ed

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Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« Reply #164 on: August 27, 2020, 02:00:56 PM »

Hey dude your ships improved a lot while i was in Hiatus, also i love how well our mods worked together in the tourney, good fun :)
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