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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 367672 times)

Archduke Astro

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Re: Interstellar Federation v1.08
« Reply #75 on: April 13, 2012, 07:14:26 PM »

Glad you guys liked it, it was fun making it.  No freebies, but I'll toy around with something else in the future if there's time.

That was a very nice video: two thumbs up! if this was eBay I'd have to say: AAAAAAAA++++++ - EXSELLNT SELLR - WULD BUY AGAIN  ::)
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We thought our last moment had come
when we got a message up the voice pipe
saying that 'A' Turret magazine was on fire.....

Valiant19

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Re: Interstellar Federation v1.08
« Reply #76 on: April 19, 2012, 01:13:37 PM »

Hey, I'm new here.  :P

Wanted to ask about your ships.  I've noticed that the carrier-class ships don't have any flight decks (at least, none that I've seen, which would be not too terribly many).  Were you planning to change your ships to add flight decks at all?
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Uomoz

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Re: Interstellar Federation v1.08
« Reply #77 on: April 19, 2012, 02:44:39 PM »

keptin, I added 2 LAUNCH_BAY to the Carrier in Uomoz's Corvus version ;)
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keptin

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Re: Interstellar Federation v1.08
« Reply #78 on: April 19, 2012, 04:56:35 PM »

Cool cool, it's a carrier after all.  I've been pretty slow on the updates; my starfarer spare time has been spent playing instead of modding.

BrickedKeyboard

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Re: Interstellar Federation v1.08
« Reply #79 on: April 19, 2012, 06:14:46 PM »

I really like the look of these ships.  And, it's fun blowing up federation fleets crammed full of these ships.

However, nothing from this mod seems to have any use when you're playing with Omega's Mishmash.

Those missile launchers don't have enough ammo, and the ships have too few gun slots for the fleet points they take up.
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keptin

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Re: Interstellar Federation v1.08
« Reply #80 on: April 19, 2012, 06:43:37 PM »

Thanks for the feedback Bricked, it's nice to know my ships make good cannon fodder! The weapons are undergoing some major changes.  As far as the ships go, in my testing with vanilla, Fed ships were fairly even fleet-point for fleet-point, but I'll take a look.  If the other races in Omega's Minimash aren't also balanced to vanilla, that could explain the discrepancy.

keptin

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Re: Interstellar Federation v1.09
« Reply #81 on: April 19, 2012, 10:42:02 PM »

InterstellarFederation v1.09 has been posted! Balance changes and a new ship, the Toa-class Destroyer, a tough nut to crack.

Uomoz

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Re: Interstellar Federation v1.08
« Reply #82 on: April 20, 2012, 01:24:48 AM »

If the other races in Omega's Minimash aren't also balanced to vanilla, that could explain the discrepancy.

Pretty much this! I like the vanilla-ish stats of IF.

Also added IF 1.09 in Uomoz's Corvus DEV.
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keptin

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UPDATE: Interstellar Federation v1.10
« Reply #83 on: April 24, 2012, 01:26:26 AM »

InterstellarFederation updated to v1.10!  Big update, hopefully I don't kill Uomoz trying to shoehorn this into CFC v12.

For this milestone, there'll be some fundamental changes with the mod.  Uomoz's Corvus Factions Collection is now the official collection-mash for IFed.  This collection and user feedback will dictate what is added/changed in each update.  Currently, the focus is on adding new weapons, mostly ballistic ones, that players can purchase at the IFed station.  Notable in this update is the new High Velocity Autogun series (HV50 and HV75), the Mass Driver and the devastating Hadron Accelerator.


It's got a long charge up, but hot damn is it satisfying when it fires!

For this and all future versions, a detailed changelog will be provided:
Code
InterstellarFederation v1.10
=Ship Changes=
-Titan:
    -titan_Siege varient WS10, WS11, WS12, WS13, WS9 changed from railgun to HV50
    -titan_Siege varient WS16, WS17 changed from hveldriver to massdriver
    -titan_Siege varient WS6 changed from gauss to hadron
    -titan_Siege varient removed advanced optics
    -titan_Siege varient fluxvents increased from 24 to 35
-Ares:
    -Ship Class changed from Captital Ship to Cruiser
    -Armor increased from 750 to 765
    -Flux Disp increased from 350 to 360
    -Ordinance increased from 100 to 105
    -ares_Standard varient WS 7, WS8 changed from lightdualac to HV50
    -changed description
-Toa:
    -Armor decreased from 575 to 475
    -Price decreased from 13000 to 9000
    -Max Flux increased from 4200 to 4400
    -Flux Disp increased from 255 to 260
-Shogun:
    -shogun_Support varient WS4 changed from heavyneedler to HV75
    -shogun_Support varient fluxvents increased from 3 to 6
-Defiant:
    -deviant_Assault varient WS5, WS6 changed from lightneedler to HV50
    -deviant_Assault varient fluxvents increased from 9 to 13
-Dakota:
    -Cargo increased from 75 to 85
    -Fuel increased from 40 to 60
    -dakota_Standard varient WS2 changed from railgun to HV50
-Rickshaw:
    -Ordinance increased from 40 to 50
    -Max Flux increased from 2100 to 2200


=Weapon Changes=

-Added Harpy Missile Launcher
-Added HV50 Autogun
-Added HV75 Autogun
-Added Mass Driver
-Added Hadron Accelerator
-Removed Dragon Missile Launcher
-Removed Cheetah Missile Launcher

-Piranha Launcher:
-Decreased range from 2000 to 1000
-Increased flechette (warhead) damage from 365 to 395
-Increased turnacc from 280 to 300
-Decreased chargedown from 10 to 8
-Increased ammo from 6 to 8
-Decreased missile damage from 3500 to 2000
-Omega Device:
-Decreased damage from 80000 to 30000
-Reduced explosion radius from 2500 to 1500
-Reduced core radius from 700 to 500

-Weapon Sprite updates:
    -Updated Mark7Launcher.png sprite
    -Updated Mark7Launcher_dual.png sprite
    -Updated LancerTorp.png sprite

=File changes=

-Added sounds.json in data/config
-Added ultraheavy_burst.wav
-Added ultraheavy_chargeup.wav
« Last Edit: April 24, 2012, 04:09:19 AM by keptin »
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Uomoz

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Re: Interstellar Federation v1.10
« Reply #84 on: April 24, 2012, 03:54:02 AM »

Love this collaboration. We'll need some serious lore for Uomoz Corvus parallel (but not so distant from vanilla) universe.
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keptin

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Re: Interstellar Federation v1.10
« Reply #85 on: April 24, 2012, 04:01:22 AM »

Likewise! My plans with the lore are to build up the IFed's background and introduce Uomoz Corvus specific lore into the more advanced ships and weapons that will spawn late game to deal with the threat of the Scourge, etc.

Sunfire

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Re: Interstellar Federation v1.10
« Reply #86 on: April 24, 2012, 08:38:25 AM »

That weapon looks sweet, I really want it
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Acolnahuacatl

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Re: Interstellar Federation v1.10
« Reply #87 on: April 24, 2012, 10:45:50 AM »

Just fyi, the download is missing a generators.csv file, so the campaign integration doesn't work at all right now (outside of Uomoz's collection, at any rate) without creating one.
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keptin

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Re: Interstellar Federation v1.10
« Reply #88 on: April 24, 2012, 07:38:48 PM »

Thanks, good catch! I'm making some updates tonight...I'll make sure it gets back in there.

keptin

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Re: Interstellar Federation v1.11
« Reply #89 on: April 25, 2012, 12:25:37 AM »

InterstellarFederation v1.11 is live!  Tonight's build is a patch for the large v1.10 update, getting the campaign working again, adding items/ships to the IFed station and a few balance tweaks.  The Vixen is a whole new ship, the HV100 Autogun has been added and I've updated the magneto-ball hurling Thunderchief AA--destroys incoming missiles and fighters with deadly inaccuracy!



Code
InterstellarFederation v1.11
=Ships changes=

-Ares
    -Changed Description from Destroyer to Heavy Destroyer
-Vixen
    -Changed type from Frigate to Destroyer    
    -Increased price from 6500 to 8750
    -Increased fleetpts from 8 to 9
    -Changed Description from Frigate to Missile Ship
    -Decreased number small mounts from 5 to 3
    -Increased number medium mounts from 2 to 4
    -vixen_Assault several weapon changes to accomodate new hull
    -vixen_Standard several weapon changes to accomodate new hull
    -vixen sprite updated
    -Ordinance increased from 55 to 65
-Shogun
    -shogun_Assault WS1,WS2 changed from railgun to HV50
    -shogun_Support group 3 changed from alternating to linked
-Titan
    -Added 2 hidden launch bays

=Weapon Changes=

-Added HV100
-Thunderchief
    -Changed Thunderchief sprite/s
    -Decreased damage to 35/shot
    -Increased burst size from 1 to 2
    -Decreased energy/shot to 15
    -Increased accuracy
    -Proj speed increased from 600 to 900
    -Changed .wpn turret order for more randomness


=File changes=

-added generators.csv to enable IFed campaign spawn
-updated IFed spawn & convoy scripts with Uomoz's handywork
« Last Edit: April 25, 2012, 12:47:16 AM by keptin »
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