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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: Magnetar! : The Mission  (Read 28193 times)

IonDragonX

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Magnetar! : The Mission
« on: November 13, 2021, 09:57:35 PM »

Magnetar!! : The Mission

Download v1.0

(Placeholder image until I can finish the splash screen)
!REQUIRED!
Superweapons Arsenal by Mira Lendin plus GraphicsLib / MagicLib / LazyLib
!ALL 4 REQUIRED!

Q: What's in this mod?
A: This mod adds the Magnetar-class itself and two missions that included the Magnetar-class Ultra Dreadnought. Unfortunately, the Magnetar is too ludicrously powerful to actually be a playable ship or an enemy so the missions menu (in the main menu) is the only place that can even spotlight the Ultra Dreadnought.

;D Have Fun, You Guys! ;D

There once was a legendary modder known as MrDavidhoff.  He created the Omega-class Ultra Dreadnought, the largest and most over-fluxed monstrosity of its time... I had to change that class name so it wouldn’t conflict with story lore spoilers...
MrDavidhoff's profile
Thank you, sir, for your permission!  :)  I did my best to keep the same sprite & silhouette. I even re-skinned the prow Superweapons to match your original prow.
[close]

If you are a modder, I have a question
I am unable to set the ship to the 'fearless' AI that never retreats. If you know the method, comment or send me a PM, please.
[close]
« Last Edit: November 14, 2021, 10:30:17 AM by IonDragonX »
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Jaghaimo

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Re: Magnetar! : The Mission
« Reply #1 on: November 13, 2021, 11:33:54 PM »

Giving the ship AI core (as an officer) makes it fearless (which is just an alias for reckless).
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kikta

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Re: Magnetar! : The Mission
« Reply #2 on: December 03, 2021, 08:57:04 PM »

I want this as boss / another way to get superweapons (it would be a lot of fun trying to defeat this)
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IonDragonX

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Re: Magnetar! : The Mission
« Reply #3 on: December 03, 2021, 09:16:05 PM »

I want this as boss / another way to get superweapons (it would be a lot of fun trying to defeat this)
I am considering adding it as a special bounty for players that have removed their level cap and are level 38+. I like your idea of an optional boss & superweapon source but the player would have to agree that this ship is non canon and wayyy out of balance.
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kikta

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Re: Magnetar! : The Mission
« Reply #4 on: December 03, 2021, 09:36:45 PM »

I want this as boss / another way to get superweapons (it would be a lot of fun trying to defeat this)
I am considering adding it as a special bounty for players that have removed their level cap and are level 38+. I like your idea of an optional boss & superweapon source but the player would have to agree that this ship is non canon and wayyy out of balance.
Just make another version of this mod with this ship spawning somewhere as ai fleet from beginning (like plague bearer fleets) or a level 20+ bounty
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envenger

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Re: Magnetar! : The Mission
« Reply #5 on: December 24, 2021, 07:28:01 AM »

I agree with the above posts, would love to see it as a bounty.
Is done properly with modular parts?
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IonDragonX

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Re: Magnetar! : The Mission
« Reply #6 on: December 24, 2021, 07:47:46 AM »

I agree with the above posts, would love to see it as a bounty.
I hear you and I want to do it. It might be beyond my capacity to do it though.
I'm not going to be awarding the player with a playable Magnetar, though. That's just crazy. If they want it that badly, they can spawn it with console commands.

Is done properly with modular parts?
Yes. That's the only reason why I started the mod.
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envenger

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Re: Magnetar! : The Mission
« Reply #7 on: December 24, 2021, 08:10:53 AM »

I hear you and I want to do it. It might be beyond my capacity to do it though.
I'm not going to be awarding the player with a playable Magnetar, though. That's just crazy. If they want it that badly, they can spawn it with console commands.

Magic Lib has a bounty system making things like this easy to integrate.

I don't think you need to give player this as reward, just facing 2-3 of this in a fight and winning is enough for a reward.
Also you make a blueprint of this and make it cost a really expensive ammount of credits to make, so only endgame players can afford it. There was a ship like that calldd Helix and it was arround 6,00,000 credits to make, its like a good endgame goal to aspire then quit the session.
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Oni

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Re: Magnetar! : The Mission
« Reply #8 on: December 24, 2021, 09:53:46 AM »

.... I don't think you need to give player this as reward, just facing 2-3 of this in a fight and winning is enough for a reward.....
???  .... pretty sure it's supposed to be a unique ship. As in just the one.
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IonDragonX

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Re: Magnetar! : The Mission
« Reply #9 on: December 24, 2021, 12:08:50 PM »

.... I don't think you need to give player this as reward, just facing 2-3 of this in a fight and winning is enough for a reward.....
???  .... pretty sure it's supposed to be a unique ship. As in just the one.
Oh yes. One is too much, even. That's why it should never be recoverable.
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Spareribs

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Re: Magnetar! : The Mission
« Reply #10 on: December 30, 2021, 09:55:46 AM »

Hypothetically, if it was to be added to the campaign, how much op and maintenance would it have? Besides, i'm sure the ziggy can deal with this thing. :)
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Zordiark Darkeater

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Re: Magnetar! : The Mission
« Reply #11 on: January 06, 2022, 05:15:44 AM »

Hypothetically, if it was to be added to the campaign, how much op and maintenance would it have? Besides, i'm sure the ziggy can deal with this thing. :)

I tested out the ship... i Don't think anything can deal with it lol.
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Moomoomaster69

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Re: Magnetar! : The Mission
« Reply #12 on: January 11, 2022, 11:19:58 AM »

Would it be possible to create a version that is modifiable(all I really want are to interchange the superweapons really) and see how op I can make this thing? Ty for the mod.
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Viktor Soprano

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Re: Magnetar! : The Mission
« Reply #13 on: January 30, 2022, 03:42:37 AM »

I tested out the ship... i Don't think anything can deal with it lol.

I'd love to pit this against an Executor class from the Star Wars 2020 mod. A clash of the Titans, if you will. :)
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envenger

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Re: Magnetar! : The Mission
« Reply #14 on: January 30, 2022, 09:28:42 AM »

It has super weapons so unless something is not using omega weapons it cant deal with it.

I genuinely would love to have a 1600 DP fight against this.
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