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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.95a] Fluff's Ship Pack 0.2.3  (Read 94135 times)

MrFluffster

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[0.95a] Fluff's Ship Pack 0.2.3
« on: January 05, 2020, 09:54:18 AM »

Fluff's Ship Pack
v0.2.3

A collection of various kitbashed ships, intended to (mostly) fit in with the vanilla game. From fighters to capitals, there's a bit of everything in here.
Nexerelin is highly recommended to make the mining ships useful, and Vayra's Sector is recommended to access some of the ships.



The Ships
Spoiler


Firecrow-class Attack Craft

For your small-sized rocket delivery needs.

Crab-class Gunship

Old Pincerarms.

Catamaran-class Frigate

Ludicrous speed, for a while

Catamaran (C) Converted Freighter

For express deliveries

Collier-class family

A combat-capable miner based on the classic combat freighter. Also avalaible in tasteful blue-and-yellow for Rimward Venture employees, and burning red for those of a more revolutionary spirit.
Thanks Zen(author of Communist Clouds) for the new sprite!

Steward-class Picket

For when you really dislike missiles.

Bielik-class Light Destroyer

Fast striker for hit and run tactics.

Buffalo Mk. IV

A terrible idea.

Buffalo EX

Far less cooler than the name imiplies.

Panhandler

A powerful mining cruiser, the perfect choice for anyone trying to earn some money at the edges of the Core.

Custodian-class Cruiser

A brick in shield wrapping.

Atlas Mk. V -class Battlecruiser

Looking at an Atlas Mk. II and deciding to base a proper combat ship on that is something only a madman would do... or a Kazeron engineer.
Thanks to HELMUT for a great amount of polish on the sprite!
[close]

The Weapons And Fighters
Spoiler


Light Machine Railgun


Light Stormbox


Stormbringer
[close]

Big thank you to the modding people on discord for a lot of help.
Special thanks to JRG for help on descriptions!


If you wish to provide feedback, reply in this thread, shoot me a message, find me on the unofficial discord, or submit an issue on github: https://github.com/MrFluffster/fluffShipPack/issues


Changelog
Spoiler
0.2.3
Bielik
-Changed the Medium Ballistic mounts to Medium Hybrid mounts
-Increased armor from 150 to 200

-Added Civilian-grade Hull on several ships that were missing it
-Fixed an incorrect turret arc on one of the ships

0.2.2
Buffalo Mk IV
-Major sprite rework
-Now has built-in Hammer Barrages, as well as 3 more small mounts
-Revamped stats - it’s like a new ship
Atlas Mk V
-Changed DP to 30 from 28
-Increased turn rate from 15 to 20
-Increased burn level from 7 to 8
Catamaran
-Base top speed increased from 80 to 90
-Increased armor from 150 to 200
Crab
-Increased OP from 60 to 65
-Increased armor from 100 to 150
-Increased speed from 100 to 110
-Removed ITU as a built-in
Bielik
-Changed DP from 9 to 8
-Increased armor from 120 to 150
-Changed the points from where active flares are launched on system use
Steward
-Increased PPT from 200 to 300
Firecrow
-Changed DP from 6 to 3
Custodian
-Removed Underpowered Heavy Mounts
Collier(RG)
-Buffed Revolutionary Beam
Buffalo-EX
-Changed skeleton crew from 150 to 80
-Changed max crew from 250 to 150
Light Machine Railgun
-Increased damage per shot from 35 to 40
-Changed range from 400 to 450


0.2.1
+0.95a compatible! Woo!
+Added Catamaran and Catamaran (C)
+Might be some super minor rebalances I forgot it's been some long
-Removed the old falcon variant and the thunderbolt fighter completely from the files

0.1.14
-Fixes a bug that would cause any HVBs from this mod and any loaded after this to not appear

0.1.13
Breaks saves
-Updated the Bielik sprite as it was the oldest and worst sprite
-Minor balance changes to the Bielik due to it losing one of its ballistic small mounts. More manouverable now.
-Changed nexerelin start options added by the mod to have more of the mod's ships and not contain ships that aren't supposed to be obtainable
-Fixed the mod_info.json file to be accurate
-Fixed the .version file to be accurate

0.1.12
-Added the Crab, a low-tech artillery frigate
-Added the Steward, a high-tech PD powerhouse
-After further testing, changes to Buffalo-EX:
    -Changed a pair of broadside composites to ballistics
    -Increased OP by 10 (100->110)

0.1.11 BREAKS SAVES
+Added Atlas Mk. V, a more competently made Atlas Mk. II
+Added Firecrow, a Kite turned into a devastating attack craft, with inbuilt rocket pods(they're not missiles, a missile knows where it is)
+Reworked the Buffalo EX completely, now you might actually want to fly one of those!
-Further adjustments to the Custodian so it now does what it should without being overpowered
-Small nerfs to the Bielik
-Falcon-TX011 is now a unique bp because it was dumb that it isn't
-Collier(RG) is more customizable with a modular bay, and it now has a different ship system to offset the potential overpowerdness that would happen if it kept reserve deployment(also it has converted hangar now)
-Thunderbolt removed from blueprints as it was a terrible and overpowered idea; might be added back someday

0.1.10
+Added Collier (RG), a combat refit of the Collier, usable by the Red Guard. Requires Vayra's Sector to use it
-General nerfs to Falcon-TX011 and Custodian to make them less overpowered
-Panhandler has now High Energy Focus and lower mining strength
-Removed references to planned features that weren't happening
-Slight description overhaul
-Additional Nexerelin start options
-Adjustments to availability of ships in bps
-Fixed an issue that caused certain inbuilt weapons to appear as normal weapons in the game

0.1.9
+Added the Custodian
+Added the Falcon-TX011
+Added two new fighter wings
-Removed Buffalo-F and Cathartes in a save compatible way
-Fixed version checker compatibility
-Fixed a turret being a hardpoint on Panhandler
-Stormbox actually shoots as it should

0.1.6
+Added the Panhandler, a mining cruiser that's also combat capable
-Fixed Collier(MM) missing description
-Minor fixes and adjustments

0.1.5
+Added 2 new horrible weapons: Light Machine Railgun and Light Stormbox
-Removed dependency on Vayra's Sector while keeping the new skin. Woo!
-Changed all the descriptions, by a good friend
-Fixed the appearance rate so the ships don't flood the markets

0.1.4 Now with 100% more requiring Vayra's sector
+Added Collier and Collier(MM)
-Changed appearance rate of ships so they don't get completely drowned out if you have any other ship mods
-Further rebalance of certain ships
-Added the civilan hull hullmod where it belongs thanks Mr. Phearlock
0.1.2
+Adedd Buffalo-F
+Added a back-facing weapon mount to the Buffalo EX to differentiate it further from the base Buffalo.
[close]
« Last Edit: April 27, 2021, 01:45:26 PM by MrFluffster »
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BigBeans

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Re: [0.9.1] Fluff's Ship Pack
« Reply #1 on: January 05, 2020, 10:07:31 AM »

Interesting looking ships but mod doesn't show up in the mod list?
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MrFluffster

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Re: [0.9.1] Fluff's Ship Pack
« Reply #2 on: January 05, 2020, 11:05:44 AM »

Interesting looking ships but mod doesn't show up in the mod list?

That's strange, did you remember to unpack the .zip in the \mods folder?
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BigBeans

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Re: [0.9.1] Fluff's Ship Pack
« Reply #3 on: January 05, 2020, 11:47:47 AM »

Interesting looking ships but mod doesn't show up in the mod list?

That's strange, did you remember to unpack the .zip in the \mods folder?

Yeah it's unzipped in the mods folder. Just doesn't show up in the activation list.
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MrFluffster

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Re: [0.9.1] Fluff's Ship Pack
« Reply #4 on: January 05, 2020, 11:59:02 AM »

Interesting looking ships but mod doesn't show up in the mod list?

That's strange, did you remember to unpack the .zip in the \mods folder?

Yeah it's unzipped in the mods folder. Just doesn't show up in the activation list.

Ah, sorry, I left a # in the description and it made mod_info.json to not work properly, should be good now!
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BigBeans

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Re: [0.9.1] Fluff's Ship Pack
« Reply #5 on: January 05, 2020, 12:04:03 PM »

Ah, sorry, I left a # in the description and it made mod_info.json to not work properly, should be good now!
[/quote]

That fixed it. Just an initial suggestion but maybe a rear PD turret on the Buffalo EX to make it a bit more different from the regular one?
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MrFluffster

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Re: [0.9.1] Fluff's Ship Pack
« Reply #6 on: January 08, 2020, 02:29:57 AM »

That fixed it. Just an initial suggestion but maybe a rear PD turret on the Buffalo EX to make it a bit more different from the regular one?

After playing around a bit, I went along with this and added one turret to the EX. Didn't increase OP for now but I very likely will.
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Phearlock

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Re: [0.9.1] Fluff's Ship Pack 0.1.2 - Yes, another Buffalo variant
« Reply #7 on: January 12, 2020, 02:51:58 PM »

All the buffalo variants should have civilian hull built-in unless there's a very good reason otherwise. These don't seem to be modified enough to warrant removing it.
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MrFluffster

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Re: [0.9.1] Fluff's Ship Pack 0.1.2 - Yes, another Buffalo variant
« Reply #8 on: January 13, 2020, 01:02:16 PM »

All the buffalo variants should have civilian hull built-in unless there's a very good reason otherwise. These don't seem to be modified enough to warrant removing it.

My mistake, fixed it just now, thanks for pointing it out.


In other news, I added a new ship and moved the project onto github for proper hosting and version control so that should speed up my workflow. I might even have a respectable amount of respectable new ships someday!
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MrFluffster

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Re: [0.9.1] Fluff's Ship Pack 0.1.6 - Panhandler joins the battle!
« Reply #9 on: January 25, 2020, 07:11:09 PM »

Yep, another one is here. Probably my best ship so far - the Panhandler(thanks Vayra for the name and thanks SCC for the description).



Download link's here: https://github.com/MrFluffster/fluffShipPack/releases/download/v.0.1.6/fluffShipPack.zip
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MrFluffster

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Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
« Reply #10 on: February 02, 2020, 08:45:05 AM »

Here it is, another update comes out.

This update removes Buffalo-F and Cathartes by making them no longer spawn in fleets or markets. This is save compatible and you'll keep any old ones you still had.

Meanwhile, enjoy the two new actually somewhat decent ships that were added.


https://github.com/MrFluffster/fluffShipPack/releases/download/v0.1.8/fluffShipPack.zip
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Chairman Suryasari

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Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
« Reply #11 on: February 04, 2020, 10:26:20 PM »

keep it up ;D
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Captain Trek

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Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
« Reply #12 on: February 19, 2020, 05:54:35 AM »

I definitely want to add this mod to my mod guide, but a few comments:

- The Custodian seems fun, but 0.4 flux/dam is ridiculous on any ship.

- Given that the Falcon TX is, on the whole, superior to the regular Falcon, it could do with a bump in DP. Say 17 points, maybe?

- The Bielik's flux capacity seems too high both for its DP value and the "lacklustre flux core" description. I'd say tone it down to be more in line with the Hammerhead.

- I generally advise that cruiser-sized salvage gantries be worth no more than 8 or so mining strength, given the destroyer-sized gantry is worth 4. As such, a more appropriate base mining strength for the Panhandler would be something like 40.
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MrFluffster

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Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
« Reply #13 on: February 19, 2020, 12:47:31 PM »

I definitely want to add this mod to my mod guide, but a few comments:

- The Custodian seems fun, but 0.4 flux/dam is ridiculous on any ship.

- Given that the Falcon TX is, on the whole, superior to the regular Falcon, it could do with a bump in DP. Say 17 points, maybe?

- The Bielik's flux capacity seems too high both for its DP value and the "lacklustre flux core" description. I'd say tone it down to be more in line with the Hammerhead.

- I generally advise that cruiser-sized salvage gantries be worth no more than 8 or so mining strength, given the destroyer-sized gantry is worth 4. As such, a more appropriate base mining strength for the Panhandler would be something like 40.

Thanks for the feedback!

-Already fixed in the newer version, the flux/dam is higher as is the shield upkeep

- Same as above, DP's 20(and some other stats were adjusted a litte), the ship still does well enough for its value

-I'll consider reducing it, but I definitely don't want to keep the flux cap close to hammerhead. The point of the ship is to have high cap low diff

-A fair suggestion especially since that ship is getting adjusted to be a bit more fun in combat

Next update should be within this week, I just don't want to push out one without any new content.
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MrFluffster

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Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
« Reply #14 on: February 25, 2020, 01:16:37 PM »

Finally, another update!

https://github.com/MrFluffster/fluffShipPack/releases/download/v0.1.10/fluffShipPack.zip



Changelog:
+Added Collier (RG), a combat refit of the Collier, usable by the Red Guard. Requires Vayra's Sector to use it
-General nerfs to Falcon-TX011 and Custodian to make them less overpowered
-Panhandler has now High Energy Focus and lower mining strength
-Removed references to planned features that weren't happening
-Slight description overhaul
-Additional Nexerelin start options
-Adjustments to availability of ships in bps
-Fixed an issue that caused certain inbuilt weapons to appear as normal weapons in the game
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