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Author Topic: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)  (Read 215569 times)

NGTM-1R

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Glad to have this one update. I always feel vaguely wrong if I don't hear a MAC go off sometimes in a fleet battle.
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Christelissa D-021227

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Always thankful for having someone mod things that people love even if it was just on a whim... Thank you really, but the UNSC Infinity missing is not cool at all... Not only that, Nothing change much... Please add more content...
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quichwe10

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Hey! It's good to see that you're still alive and kicking! Hoping that there's some additional weaponry and content in the pipeline, the lack of dedicated explosive type damage in missiles and guns have made dealing with the Invictus a tad dicey.
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StargazerRJL

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Always thankful for having someone mod things that people love even if it was just on a whim... Thank you really, but the UNSC Infinity missing is not cool at all... Not only that, Nothing change much... Please add more content...

Dude, Go back in the thread, someone added the UNSC Infinity to this mod...
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StargazerRJL

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*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.

DUDEE!!! It's been almost 2 years since I've played and had a look at the forums, and what do I see? You made my Infinity sprite into a REAL BOY!

I'm extremely greatful man, if there's any other ships you think you would like to add in the future, I'd be more than happy to do the spritework in some spare time :)

Cpt. Laskey would be proud.
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Angel963

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Not gonna lie id love to see the archer missiles as a unsc missile weapon for the mod, could make the low damage saturation missiles like they are in the lore, they would also look better on the unsc ships
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quichwe10

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Point defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?
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Discgear

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This mod seems to be in conflict with 'Console Commands'. When using the addofficer command the game instead spits out an error.

java.lang.NullPointerException
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Angel963

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Point defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?
The UAF mod has its nukes which could be used as a template for the UNSC Shiva missiles
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quichwe10

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Point defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?
The UAF mod has its nukes which could be used as a template for the UNSC Shiva missiles

You mean like the Semibreves? I've downloaded the UAF, but I haven't tried them out because I keep coming back to the sheer standoff range I can get out of the UNSC ships. Might take a look and mess with their missiles after my midterm.
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Angel963

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Point defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?
The UAF mod has its nukes which could be used as a template for the UNSC Shiva missiles

You mean like the Semibreves? I've downloaded the UAF, but I haven't tried them out because I keep coming back to the sheer standoff range I can get out of the UNSC ships. Might take a look and mess with their missiles after my midterm.
they have Minibreves (basically smaller tactical nukes, and then the Semibreves which are more like your kill everything nuke, they even have a fighter wing that launches small nukes, that could be used as maybe a special quest locked Broadsword wing for the UNSC
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StargazerRJL

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Point defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?
The UAF mod has its nukes which could be used as a template for the UNSC Shiva missiles

You mean like the Semibreves? I've downloaded the UAF, but I haven't tried them out because I keep coming back to the sheer standoff range I can get out of the UNSC ships. Might take a look and mess with their missiles after my midterm.
they have Minibreves (basically smaller tactical nukes, and then the Semibreves which are more like your kill everything nuke, they even have a fighter wing that launches small nukes, that could be used as maybe a special quest locked Broadsword wing for the UNSC

I've found the "Sindrian Diktat Enhancement" mod has an "Incisor MRM" which fires multiple kinetic guided fast missiles in a similar way I imagine Archers are fired.  (With expanded missile racks it has like 1K+ ammo)
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unsc-reach

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Great to see UNSC sailing in the sector! I really appreciate your work. The MACs offer me a totally different build of fleets, which bring me tons of fun.

However, I'm still a little confused about the Sabre 'elite' fighter. I once assumed that Sabre is a powerful fighter supporting the flanks of UNSC ships. But I somehow feel that Sabre do survive well on the battlefield, but was not getting the enough damage as I supposed. Viewing the data of this LPC, its cannons's dps is no better than a Broadsword. But Broadsword is a 3-wings LPC with 8OP cost, while Sabre only have 2 and a much higher OP. So is it because I over-estimated Sabre's power before checking the data or is it because the data do not show the true power of Sabre?

Looking forward and thanks in advance for your reply. I also wish to know about your idea about how a UNSC fleet is constructed in the Sector.
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Poxil

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Does this new update also fixed the Saber Medusa missile's anti armor bonus, cause in my current version they don't even work.
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Ghosts of Razgriz

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How do I import the infinity or can someone make the infinity bootleg for sustenance update
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