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

Author Topic: [0.95.1a] Jackundor's Advanced Arms v0.4.0  (Read 60342 times)

Jackundor

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[0.95.1a] Jackundor's Advanced Arms v0.4.0
« on: December 05, 2021, 08:46:57 AM »


Jackundors Advanced Arms
version 0.4.0
A simple and quite small weapon and fighter pack. Adds 2 new fighter wings and 9 new weapons to the game. The weapons and fighters are generally accessible to a few of the vanilla factions, from pirates to hegemony, from tri-tachyon to independents.

The mod is save-game compatible


 

Here are the new Instruments of death
Spoiler
Pike SBM
A mid to long range kinetic strike missile. Delivers a hefty punch against enemy shields but has extra damage reduction against armor and hull

Chemical Laser
A burst-firing, ammo dependant high-explosive beam.

Crossbow LRM
A long range missile somewhat similar to the pilum. Less EMP but Energy damage. Fires an energy bolt when near it's target

Grasshopper SRM
A medium version of the Locust SRM. Produces approximately 40% of it's volume of fire

Gravitonic Multidisruptor
Short range large energy weapon that deals kinetic damage.


Gravitonic Disruptor
Medium version of the Multidisruptor. Less efficient and less range

KS1 Magno-scatter
Shotgun that fires 5-projectile buckshot. High damage, medium cost and high efficiency but terrible accuracy

ES3 Volatile-scatter
Shotgun that fires 3 proximity-fused projeciles. Excellent against fighter concentrations

Hammer Repeater
Medium version of the Hammer torpedo, low ammo and high firerate



Fighters

Stormwind Kinetic Support Fighter
Decently maneouverable and durable. Built around a modified light needler.

Plague Heavy Interceptor
Short range and not very Durable. Equipped with a Grasshopper SRM with lower ammo


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Footage






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Credits
Ruddygreat and Hidistine
for helping with scripting
The Starsector Community discord
For Ideas, Discussion and Criticism

Changelog
04.07.2022 - V 0.4.0

    New Weapon - Hammer repeater
            12 OP
       4 ammo
       1 second refire
       high spread

    Chemical Laser
       Added the CONSERVE_FOR_ANTI_ARMOR tag
   
    Gravitonic Disruptor and Gravitnic Multidisruptor
       Changed projectile dimensions
       Changed projectile Visuals
       Changed muzzle flash
       Changes to statcard
       Increased projectile speed from 500 to 700
   
    Pike SBM
       Considerable rework
       Changed damage modification script, instead of reducing damage against hull and armor it now increases damage against shields
       Damage from 3000 to 900
       Effective shield damage decreased from 3000 to 2700
       Decreased second stage acceleration
       Increased second stage trigger range
       Increased Glow size
       Added impact sound
       Changed impact visuals
       Changed Description
   
    Stormwind wing
       Lowered weapon range from 700 to 500
       Changed wing name to "Kinetic Assault Fighter"
       Changed role description to "Assault Fighter"
       Changed AI type from FIGHTER to ASSAULT
       Added description for it's weapon
   
    KS1 Magno-Scatter and ES3 Volatile-Scatter
       Changed animation
   
    Crossbow LRM
       Slight changes to statcard
   
    Plague wing
       Added description for it's weapon


06.01.2022 - V 0.3.0

    Game Version changed to 0.95.1a-RC6
       Literally just a cosmetic changes, there were no issues, lol

    Crossbow LRM:
       Changed missile sprite
       Removed BP from missile bp, added BP tp pirate bp
       Made it known to Tri-Tachyon and the Independent
       Increased HP from 70 to 100
       Reduced range from 8000 to 3500
       Added 200 emp damage to energy bolt
       Decreased energy bolt range from 600 to 400
          Split range, ie. the range at which the bolt is fired is still 350
       Updated Description
   
    Gravitonic Disruptor:
       Increased base Value from 1500 to 2000
   
    Gravitonic Multidisruptor:
       Increased base value from 4500 to 5000
   
    Chemical Laser:
       Increased base value from 1200 to 1400
   
    Pike SBM:
            Increased base value from 3500 to 4200
       Changed autofit tags from missile17,strike14 to missile20,strike15
       Increased damage from 2000 to 3000
       Added 800 EMP damage
       Changed range from 1500 to 2600
          this only changes the range at which a target is acquired, actual range is determined by speed, acceleration and flight time
       Decreased ammo from 12 to 10
       Increased refire delay from 7 to 12
       Decreased first stage flight speed from 300 to 200
       Increased first stage flight time from 5 to 8
       Decreased second stage flight speed from 4000 to 300
       Decreased second stage acceleration from 3000 to 500
       Changed second stage AI type from "MISSILE" to "ROCKET"
          this means it is now completely ungiuded
       Changed second stage lauch in some aspects, namely split time and accuracy
       Added DO_NOT_AIM hint
          Makes the weapon actually work with autofire
       Changed extra damage reduction from 50% to 60%
       Changed weapon sprite
          slight offset changes
       Changed missile sprite
          the two stages now have different sprites as well
   
    Plague Heavy interceptor:
       Decreased base value from 15000 to 7000
       Changed autofit tag from interceptor7 to support1
   
    Stormwind kinetic support fighter
       Decreased base value from 14000 to 9000
       Changed autofit tag from fighter4 to fighter2
   
    Misc:
       Added Autofit variants for the Eagle, the Falcon and the Tempest that use the Chemical Laser
       Added Autofit variants for the Legion and the Prometheus mk.II that use the plague heavy interceptor
          Also added stuff to the luddic_church.faction file that makes the faction use the new loadout
       Added Autofit variants for the Medusa and the Surora that use the Gravitonic Disruptor
       Added Autofit variant for the Odyssey that uses the Gravitonic Multidisruptor
       Added Atlas mk.II and Gryph√≥n variants using the Pike SBM

05.12.2021 - V 0.2.0 - Added to the Forums
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« Last Edit: October 12, 2022, 02:27:23 AM by Jackundor »
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PanzerStadt

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Re: [0.95a] Jackundor's Advanced Arms v0.2.0
« Reply #1 on: December 05, 2021, 02:32:00 PM »

Good but will you add more weapons and fighter wings?
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Jackundor

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Re: [0.95a] Jackundor's Advanced Arms v0.2.0
« Reply #2 on: December 05, 2021, 10:32:51 PM »

Good but will you add more weapons and fighter wings?
Not working on anything currently bc i want to actually play the game but maybe in the future
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Jaghaimo

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Re: [0.95a] Jackundor's Advanced Arms v0.2.0
« Reply #3 on: December 06, 2021, 01:52:10 AM »

Not working on anything currently bc i want to actually play the game but maybe in the future

Welcome to the modding club.

"I want to play the game". Starts a new playthrough. "Oh, this would be a cool mod idea". Plays 60 more seconds. "I can make it work like this". 5 more seconds. "Need to try it out." Alt+F4, fire up IDE spend next few days coding.

Pray for salvation, for this will become your routine. I haven't finished GA questline or get spoiler ship since 0.95a dropped :D
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Jackundor

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Re: [0.95a] Jackundor's Advanced Arms v0.2.0
« Reply #4 on: December 06, 2021, 01:59:49 AM »

Not working on anything currently bc i want to actually play the game but maybe in the future

Welcome to the modding club.

"I want to play the game". Starts a new playthrough. "Oh, this would be a cool mod idea". Plays 60 more seconds. "I can make it work like this". 5 more seconds. "Need to try it out." Alt+F4, fire up IDE spend next few days coding.

Pray for salvation, for this will become your routine. I haven't finished GA questline or get spoiler ship since 0.95a dropped :D

Oh, i already got plenty ideas for another mod long before i finished this one. The temptation to start a bigger mod immediately after this one is strong
« Last Edit: December 06, 2021, 02:17:23 AM by Jackundor »
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Jackundor

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Re: [0.95a] Jackundor's Advanced Arms v0.2.0
« Reply #5 on: December 12, 2021, 10:58:00 PM »

i haven't tried it with 0.95.1a yet, so if there are any problams, tell me.
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Jackundor

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Re: [0.95.1a] Jackundor's Advanced Arms v0.3.0
« Reply #6 on: January 06, 2022, 03:12:41 AM »

New Update

I Reworked the Pike quite a bit and also did some work on the Crossbow.
Apart from that this Update mostly focuses on Changes to Price and Usage by AI fleets
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darkond2100

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Re: [0.95.1a] Jackundor's Advanced Arms v0.3.0
« Reply #7 on: February 14, 2022, 05:48:43 AM »

mod_info still says "gameVersion":"0.95a-RC14"
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Jackundor

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Re: [0.95.1a] Jackundor's Advanced Arms v0.4.0
« Reply #8 on: July 04, 2022, 09:46:04 PM »

forgot to say yesterday evening but new update is out
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kehnneh

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Re: [0.95.1a] Jackundor's Advanced Arms v0.4.0
« Reply #9 on: September 25, 2022, 03:26:56 PM »

On Linux, this mod fails to load resources from graphics/weapons/Shotguns because it is looking for resources in the path graphics/weapons/shotguns (Shotguns -> shotguns). Renaming the directory to use lower-case "shotguns" fixes the issue.
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Jackundor

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Re: [0.95.1a] Jackundor's Advanced Arms v0.4.0
« Reply #10 on: September 29, 2022, 12:39:11 AM »

On Linux, this mod fails to load resources from graphics/weapons/Shotguns because it is looking for resources in the path graphics/weapons/shotguns (Shotguns -> shotguns). Renaming the directory to use lower-case "shotguns" fixes the issue.
noted, will fix next update, although that will probably be a while
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