Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Pages: [1] 2 3 4

Author Topic: [0.95a] Weftin's Ship Pack  (Read 70835 times)

Weftin

  • Ensign
  • *
  • Posts: 28
    • View Profile
[0.95a] Weftin's Ship Pack
« on: September 25, 2021, 10:29:40 AM »



Made with spritework from keptin's mod the Intserstellar Federation
Current mod version: v1.01 | Updated 12/14/21

This mod is NOT an attempt to remake Keptin's Interstellar Federation, it only uses the same sprite work for ships.

This mod is the first one I have ever released, expect bugs, misspellings, and balance issues
If you have any suggestions or find any issues let me know!

While this was originally intended to be a faction mod school exists and I've never even made a mod before so I thought it best to actually make a simple mod before doing anything wacky.

Adds 21 Midline ships (with some high tech flavor added in) to the sector.

The Ships
Spoiler
Frigates
Spoiler

The Cavalier Class Frigate

The Morris Class Frigate

Humber Class Missile Frigate

Otter Class Scout

Daimler Class Prototype Frigate

Ram Class Missile Frigate
[close]
Destroyers
Spoiler

Armadillo Class Destroyer

Sentinel Class Heavy Destroyer

Covenanter Class Screen Carrier

Chaffee Class Gunship
[close]
Cruisers
Spoiler

Deacon Class Cruiser Carrier

Crusader Class Prototype Cruiser

Archer Class Anti-Capital Cruiser

Valiant Class Utility Cruiser

Challenger Class Light Cruiser
[close]
Capital
Spoiler

Churchill Class Battleship

Cromwell Class Carrier
[close]
Civilian
Spoiler

Rhino Class Freighter

Rover Class Fuel Barge

Marmon Class Freighter
[close]
[close]

Download is here or in the banner at the top

Changelog
Spoiler
removed all updates before 0.9 to reduce the clutter on this page

v0.9 public beta release
# this release will be used primarily to get feedback on balance and
# be a far more thorough dive into any remaining issues the mod will likely have

#hoping to do a bunch of mini updates to convince myself that I can label it 1.0
v0.9.01 Deacon modified 9/28/21
changed deacon system from drond_pd to drone_pd_x2
#for some unknown reason, drone_pd was causing crashes in the custom production hopefully this duct tape fix works

v0.9.1 Stuffwriters suggestions 9/29/21
>Churchill
 - OP increased from 200 to 260
 #followed the suggestions from the Modding Guidelines
 - Non-pd weapon arcs shrunk
 #making it harder for the churchill to focus fire
 - flux dissapation increased from 1200 to 1500
 #far better dissapation than the paragon, will allow it to do sustained fire despite is low capacity
 - shield upkeep lowered to 0.2 from 0.3
 - shield arc decreased from 360 to 270
 - shield efficiency increased from 0.8 to 1
 #tweaking the shields should make them weaker
 - min crew increased for 445 to 600
 - max crew increased from 600 to 750
 - hitpoints decreased from 20000 to 19000
 - max speed decreased from 45 to 30
 - acceleration decreased from 18 to 15
 - deceleration decreased from 15 to 13
 #these various tweaks should further weaken the churchill and with the OP change result in a less OP starved better off ship

>Chaffee
 - flux capacity decreased from 7500 to 6900
 #used suggestions from the modding guidelines
 - flux dissapation increased from 500 to 550
 - shield upkeep lowered from 0.4 to 0.2
 #should help with the flux cost for it's main weapon
 - top speed increased from 80 to 100
 #10 faster than a sunder
 - acceleration increased from 60 to 80
 - deceleration increased from 40 to 60
 - max turn rate increased from 25 to 30
 - turn acceleration increased from 20 to 30
 #these stats are copied from the sunder
#I knew this ship would be very difficult to balance from the day it was made
#I'm hoping these changes make it a solid ship and not just a gimick but we'll see

>Alecto
 - added medium gun turret
 - flux dissapation increased from 60 to 250
 - flux capacity decreased from 7000 to 3200
 #looks better and fixes it's low firepower issue

>Humber
 - value decreased from 16000 to 13000
 - supply maintainence decreased from 4 to 3
 - combat recovery cost decreased from 4 to 3
 #it's cheaper to match it's performence better

>Challenger
 - increased top speed from 45 to 60
 - increased acceleration from 20 to 40
 - increased deceleartion from 10 to 30
 - increased max turn rate from 15 to 25
 - increased turn acceleration from 10 to 25
 - decreased base value from 125000 to 100000
 - reclassified as a light cruiser
 - modified description
 #the speed changes should make up for it's lackluster firepower, while the text edits explain it

v0.9.2 and v0.9.3 balance sweep
#flux and OP has been noted as an issue, this update will attempt to fix that
#all OP changes were done with the suggestions modding guidelines
>Archer
 - OP decreased from 140 to 120
 - Weapon arcs adjusted
>Armadillo
 - OP increased from 60 to 65
 - Flux cap decreased from 6000 to 2500
 - Flux vent decreased from 600 to 200
 #the flux stats on this one confuse me, I have no idea why they were that high
 - Ship System changed to Missile Autoforge from Fast Missile Racks
>Cavalier
 - Flux vents increased from 250 to 300
 - Flux cap decreased from 2000 to 1800
>Chaffee
 - adjusted weapon arcs
 - increased OP from 80 to 85
>Covenanter
 - increased OP from 50 to 90
 #oops
 - decreased HP from 5500 to 4000
 - decreased flux vents from 150 to 70
>Alecto
 - Renamed to Daimler since SCY has an Alecto class
 #I should of sweeped through popular mods to check for overlap oops
>Cromwell
 - OP increased from 225 to 310
 - Weapon arcs modified
>Deacon
 - OP increased from 130 to 160
>Humber
 - Flux cap increased from 1000 to 1100
>Ram
 - OP increased from 50 to 60
>Sentinel
 - Flux cap decreased from 4000 to 3000
 - Flux vent decreased from 450 to 300
#I'm pushing this update out since I think it's done, I'll be taking a look at hull and armor values for the next one

v0.9.3 to v1
#I forgot to update the change log AHHHHHHHHHHHHHHHHHHHHHHH
I did a lot of small changes to various ships, tweaked hull and armor values there, speed change there, etc.
I think the mod could be called 'done' since bugs SHOULD be ironed out but we'll see

v1.01
Changed Rover base value from 2500 to 25000
I left out a zero oops
[close]
« Last Edit: April 09, 2022, 09:49:42 PM by Weftin »
Logged

hydremajor

  • Captain
  • ****
  • Posts: 432
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #1 on: September 25, 2021, 01:28:48 PM »

Oooooh mod with only ship hulls !

Please do consider, if you plan to add weapons, to make the weapons and ship hulls their own separate mods for ease of customisation
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 6592
  • Harpoon Affectionado
    • View Profile
    • Email
Re: [0.95a] Weftin's Ship Pack
« Reply #2 on: September 25, 2021, 02:41:19 PM »

Cool looking ships!

Oooooh mod with only ship hulls !

Please do consider, if you plan to add weapons, to make the weapons and ship hulls their own separate mods for ease of customisation
I don't think this is a good idea - you wouldn't be able to define variants of the ships with their own custom weapons. It just doesn't work for them to be separate mods.
Logged

Uhlang

  • Commander
  • ***
  • Posts: 159
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #3 on: September 25, 2021, 03:13:03 PM »

Longboi ship pack.

Nice.
Logged

Weftin

  • Ensign
  • *
  • Posts: 28
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #4 on: September 25, 2021, 03:25:06 PM »

Cool looking ships!

You can thank keptin for that, his mod the Intersteller Federation was where I got them from, as I find the making of ships much more interesting than the sprite work

Lorkhan4E201

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #5 on: September 25, 2021, 04:43:13 PM »

I'm getting the drone_pd crash from this mod, any workaround?
Logged

Weftin

  • Ensign
  • *
  • Posts: 28
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #6 on: September 25, 2021, 04:47:43 PM »

I'm getting the drone_pd crash from this mod, any workaround?

if you could send me the last group of lines of the starsector.log file that generated post crash so I see what's going on I can see what's going on, feel free to PM me or just reply here

Outro

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #7 on: September 25, 2021, 06:53:38 PM »

I remember these sprites were awesome, I'm glad you revived it.
Logged

Ramiel

  • Commander
  • ***
  • Posts: 141
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #8 on: September 25, 2021, 07:21:20 PM »

Mod revival? Always nice to see! Though....was the previous author contacted (people tend to get possessive, even if the work is abandoned)? Or are they gone forever, so, unlikely to care?
Logged

Weftin

  • Ensign
  • *
  • Posts: 28
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #9 on: September 25, 2021, 08:12:39 PM »

Mod revival? Always nice to see! Though....was the previous author contacted (people tend to get possessive, even if the work is abandoned)? Or are they gone forever, so, unlikely to care?

Not so much as a revival as I just used his pixel art for the ships, and I messaged keptin directly and he confirmed the sprite work is released under a creative commons for public use

ArbuzBudesh

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #10 on: September 26, 2021, 02:07:26 AM »

Looks promising, will give those ships a go on next playthru whenever that happens. Really like they have their very distinct own style, while not strongly clashing with game style.
Logged

Arcalane

  • Commander
  • ***
  • Posts: 111
    • View Profile
    • Email
Re: [0.95a] Weftin's Ship Pack
« Reply #11 on: September 26, 2021, 10:05:36 AM »

Good to see these hulls back in action - I remember playing with the IFed way way back when the game was just the Corvus system with nothing else.
Logged

Jaghaimo

  • Admiral
  • *****
  • Posts: 620
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #12 on: September 27, 2021, 01:17:22 AM »

Mod revival? Always nice to see! Though....was the previous author contacted (people tend to get possessive, even if the work is abandoned)? Or are they gone forever, so, unlikely to care?

Not so much as a revival as I just used his pixel art for the ships, and I messaged keptin directly and he confirmed the sprite work is released under a creative commons for public use


Free for all under CC BY-NC-SA 4.0 license: https://fractalsoftworks.com/forum/index.php?topic=2012.msg150174#msg150174

Glad to see this revived.
Logged

Worachot

  • Ensign
  • *
  • Posts: 39
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #13 on: September 27, 2021, 02:01:45 AM »

since its not an own faction, is these ships added to another factions ship pool? i wanna use these ships as early as possible so wanna find them easy ^^
Logged

xSevenG7x

  • Commander
  • ***
  • Posts: 117
  • Discord: xSevenG7x#1036 - talk to me here!
    • View Profile
Re: [0.95a] Weftin's Ship Pack
« Reply #14 on: September 27, 2021, 04:01:37 AM »

Man, some of those names looks very familiar, did you played World of Tanks?

Anyways this mod looks very nice, with much potential
Logged
Pages: [1] 2 3 4