Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 3 4 [5] 6 7 ... 16

Author Topic: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)  (Read 184005 times)

Adventwolf

  • Ensign
  • *
  • Posts: 27
    • View Profile

Can't wait till the next update of the mod. I hope some of my suggestions make it through as well.

I like the look of the Infinity but like I said before I don't think it fits with what the UNSC is doing and dealing with in the Sector.
Logged

Derelict_Surveyor

  • Ensign
  • *
  • Posts: 22
  • Life is a highway
    • View Profile

*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.

Oh damn, someone put out an unofficial update? I was working on something like that too, lol. I actually put myself on a mission to resprite all of the ships in the mod and do some balancing changes (with AppleMarine's blessing). Still a WIP but dang, got beat to the punch. Still gonna work on it but I guess I won't be doing the balancing beside the weapons I plan to add.

Here's the resprite of the Halberd is anyone's curious. And a WIP Stalwart-class. And a resprited Rampart PD. And an Archer missile pod.

Finished Halberd-class Destroyer Resprite
[close]

WIP Stalwart-class Frigate Sprite

[close]

Weapons
M870 Rampart PD in OD green.
M58 Archer Missile Pod with red danger stripes.
[close]
Logged

WeWickYou

  • Ensign
  • *
  • Posts: 19
    • View Profile

*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.


After trying In-Game and checking the "factions" files it seem's like you didn't make the ship available to the UNSC factions :). Would be great if the AI could use it even if just for the autoresolve (i added it on my files and decreased DP seeing from huge dreadnough cost something like 140 and in simulation completly destroy infinity ;p).

if you need to factions files to make them able to spawn it just Pm me or mention me on discord i got same ID as forum
Logged

jatzi

  • Ensign
  • *
  • Posts: 11
    • View Profile

*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.

Are you taking over the mod? Also idk about upping the dmg of the MAC's lol. I haven't played your update but in Apple's version they are deadly to pretty much everything I've found
Logged

jatzi

  • Ensign
  • *
  • Posts: 11
    • View Profile

*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.

Oh damn, someone put out an unofficial update? I was working on something like that too, lol. I actually put myself on a mission to resprite all of the ships in the mod and do some balancing changes (with AppleMarine's blessing). Still a WIP but dang, got beat to the punch. Still gonna work on it but I guess I won't be doing the balancing beside the weapons I plan to add.

Here's the resprite of the Halberd is anyone's curious. And a WIP Stalwart-class. And a resprited Rampart PD. And an Archer missile pod.

Finished Halberd-class Destroyer Resprite
[close]

WIP Stalwart-class Frigate Sprite

[close]

Weapons
M870 Rampart PD in OD green.
M58 Archer Missile Pod with red danger stripes.
[close]

Archer missile pods would be cool to see. What's wrong with the current sprites though?
Logged

Ackerman

  • Ensign
  • *
  • Posts: 1
    • View Profile

So glad you are taking over and updating. Question for you though. Do you think the 50% damage increase was enough to bring DPS in line with other similar DP cost ships? I find that the cooldown on the MAC is a bit lackluster (a 20% decrease in cooldown may bring it in line). This could even come at the cost of a bit of alpha damage.

EDIT: Okay I take back what I said. After using it more they do seem balanced. It does lead me to my next question though.

Would it be possible to allow the faction to field the Infinity somehow? Maybe it could be optional due to how it breaks Halo lore to have more than one. Just a thought.
« Last Edit: December 30, 2022, 08:50:54 PM by Ackerman »
Logged

Cones2002

  • Ensign
  • *
  • Posts: 21
    • View Profile

Probably one of my favourite mods for Starsector. So glad it was made
Logged

QuietOkami

  • Ensign
  • *
  • Posts: 7
    • View Profile

So a suggestion for whoever is managing/maintaining this mod: please make the PD quieter and please add the Archer's with low damage but a large number of them fires and the Shiva's with massive damage but low number of missiles. Thanks for the mod.
Logged

FunkyCirno69

  • Ensign
  • *
  • Posts: 16
  • Lookin' real sussy...
    • View Profile

So uh, can i redraw the Halberd-class on my artstyle for my mod? I'm having a lot of fun commanding the Halberd and i kinda want to test my skills on redrawing sprites so...
Logged
We like older women

Zanda

  • Ensign
  • *
  • Posts: 6
    • View Profile

I spent an hour making an anlace, its based on the concept art but shortened and the laser cannon elongated to match the model from halo 5.

I'm working on adding it in the game just still working out how the ship editor works, got everything but built in weapons figured out.


But I think it'd be cool to add this as an option to the built in wings on the infinity instead of the stridents.



Also in case anyone cares here's what I based it off of: https://imgur.com/a/wCnvBDy
Because of the differences and the anlace being the smallest frigate in the UNSC, I thought the original concept art didn't/wouldn't reflect that, which is why I heavily edited it.
« Last Edit: April 13, 2023, 03:27:43 PM by Zanda »
Logged

badamiral

  • Ensign
  • *
  • Posts: 7
    • View Profile

Hell yeah, i would love to se ethe Anlace, the infinity is prety cool.
Logged

Poxil

  • Ensign
  • *
  • Posts: 10
    • View Profile

The Saber's Medusa missile Anti armor damage doesn't seem to work.
Logged

lusulpher

  • Ensign
  • *
  • Posts: 2
    • View Profile

v0.7 released today updating to 0.96a compliance - Changelog on the forum OP and in the RAR has all the details

I removed the Nexerelin requirements and though this mod is mainly used by Nex miners, it is also useful when you loot a mining station and get flooded with ores and cannot move.

I guess it has been awhile since I updated this mod since I received a warning that essentially I am necroing an old thread by replying :)

Necro away!!!

Made an official account just to say, I'm genuinely appreciative of all the superb craftsmanship I've seen JUST POURING from this particular gaming community, on these QoL/Lore content fixes!

I've not seen a more positive/productive online community since my days in MMORPG "EvE Online"(pre-2011). You guys literally have "abandoned mods" that are better than most AAA studio content! ;D

StarSector Modders are simply unworthy of ANY shame.
See ya space cowboys... oo7

Lusulpher/XiangPotato ]:) -

Just crossposting this praise here for the creators/custodians of this mod!


ADDITIONALLY:

1 - 2nd that earlier Covenant Ships Idea, using the Infantry weapons mechanics/projectiles as basis! :chefkiss:

2 - Also, just saw this solution in a UAF Mod, but if the HALO ships don't have shields, you can simply replace the tediously high armour values with the ability to consistently DEFLECT incoming projectiles/missiles!(UAF prototype ship mechanic)
It would definitely add a unique Lore/Flavour to the HALO ships! 8)

Keep up the great work! ]: )-
Logged

Angel963

  • Ensign
  • *
  • Posts: 27
    • View Profile

Any word if this mod will be getting an update to the newest version?
Logged

AppleMarineXX

  • Lieutenant
  • **
  • Posts: 57
    • View Profile

A quick patch to make it 0.96 compatible (I totally didn't just change the version number in the mod_info file and call it a day)
UNSC v0.4a - "Sustenance Update"



Patchnotes
Spoiler

Balance Changes:
  • Slight buff to Saber's armor to make it more survivable (as an 'elite' fighter).
  • Increased DP costs of Paris and Halberd, also reduced armor and flux of the Halberd.
  • Increased maneuverability of the Punic.
  • Slightly Increased rate of fire, weapon velocity, and turn speed, and reduce the per-shot damage of the Rampart.

[close]
« Last Edit: June 02, 2023, 06:09:46 PM by AppleMarineXX »
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 16