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 ... 25 26 [27] 28 29 ... 106

Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986354 times)

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #390 on: June 30, 2013, 06:32:41 AM »

If you're fixing stuff, there's this ship with this huuuge shield radius. Or was that meant to be?
(If so, whyyyy :'( )

The huuuge shield radius ship is actually unshielded IIRC. It's the Colossus. It's a support ship with fairly mediocre armament compared to other Neutrino capital ships. Its ship system deploys a drone which then projects an enormous shield. As a drone, ships can no clip through its shield, essentially allowing friendly ships to hide inside the shield while firing out of it. The drone's shield has a million HP and a 1.0 efficiency.

Its shield is not a bug, it is designed to be that way.
Gimme a moment, I'll dig through and find Flash's post.

EDIT:
Flash's post on the Colossus.
I stand corrected. Not a million HP. 175k. Feels like a million regardless.

Spoiler
Beware, neato update inbound.

Added another capital ship, (apology to uomoz for making his splash image even bigger than ever  :D )

gave every ship a system, some unique, some not so much.

Well, let me introduce you to this (somewhat) gentle giant.



This ship is a giant shield on some engines. The ship itself has no shields, but the central part has a monsterous 175k flux capacity with huge shield.

Don't fret, for it sacrifices armaments to carry this shield. The shield also has no ability to dissipate soft flux, and takes 1 to 1 damage.

Strategies are few, but it's this makes for a challenge of pounding the shield down, and the either destroying the ship or the central shield ( can be destroyed separately with slightly less effort, but you'll need to be at the side of the ship to get a clear shot. )

- Colossus - Without the Guardian shield module.



- Aegis -



Also a new ship dedicated to defense, this drone will protect the Banshee during daring broadsides or from sneaky Hyperions.

This shield drone can absorb fair amount of damage, making fighting its carrier ship a much more dangerous affair.


[close]
Put into a spoiler because big images.

DOUBLE EDIT:
Grammar fix.
« Last Edit: July 01, 2013, 12:28:18 AM by Silver Silence »
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #391 on: June 30, 2013, 05:46:22 PM »

The Hacksaw can stow 4 racks of annihilators. I feel the armament is a bit light, but I feel that of most of the smaller Neutrino ships just because they're so heavy and weighty. They FEEL like they should throw a lot of weight around, just because they act like they have so much of it anyway. 2 medium energy slots and 2 small energy slots if I remember the loadout correctly. And 4 small missiles, which you could mount the 3-shot light photon torpedoes in. In comparison, the Enforcer has 5 medium ballistics + missiles, while the Medusa has two medium energy, 5 small energy and 2 small universal.

The design of the Hacksaw is pretty nice, I like it. If you're gonna tweak it, I think it only needs a couple tweaks to it's armament. Maybe an extra medium, or a couple more small energy slots to mount something like pulsars in.

The hacksaw could of had two built in mediums in the side prongs, but I'm not sure how well that'll balance out or how much flux it'll push on the ship, but it's a little costly for what it does :P

If you're fixing stuff, there's this ship with this huuuge shield radius. Or was that meant to be?
(If so, whyyyy :'( )



In all seriousness, it's just a neat thing to try out, if it was possible I'd like the shield to not block shots once you've went inside it, but otherwise it was there to help offset the factions obviously tiny shield arcs with something huge :D
And Silver Silence is right, it is kinda mediocre,
Logged

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #392 on: July 01, 2013, 01:33:25 AM »


The hacksaw could of had two built in mediums in the side prongs, but I'm not sure how well that'll balance out or how much flux it'll push on the ship, but it's a little costly for what it does :P


What about removing the medium mounts, adding unique built-in mediums (personally, I'm a sucker for built-in weapons...) and adding a couple more small energy slots for either PD needs or suicidal assault needs?


The Colossus is pretty fun to fly and god forbid you use multiple of them and their shields start overlapping and all sorts of nonsense. They just become space-borne fortresses if they're allowed to clump up.
Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #393 on: July 17, 2013, 05:52:42 PM »

Mr.Flash, I would like to know how to get that Phase carrier. With the command console, I try everything on the addship command.
Even if I take the shipID from the .ship or the shipdata files, It says that no such ship is available. Maybe I'm just stupid and haven't read the post where you said it was disabled in a special way or something.  :-\ Anywho, great job on your mod. I envy your skillz at sprite makin'.
Logged

Gotcha!

  • Admiral
  • *****
  • Posts: 1124
    • View Profile
    • Welcome to New Hiigara
Re: Neutrino Corp. (v. 1.6)
« Reply #394 on: July 17, 2013, 06:24:14 PM »

@Foxer360: Did you include _Hull after the shipname? (Addship shipname_Hull)
Logged
  

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #395 on: July 17, 2013, 07:05:17 PM »

TheEND's game id is "neutrino_theend" if the console commands mod needs to use ids instead of names. You can also just buy a hull of any ship and do some save editing to turn it into TheEND.

If you're playing Uz's Corvus, I don't think that's updated enough as to include TheEND. Exerelin has it, and of course the standalone has it.

For the save editing, just buy a ship (any ship, doesn't matter, not fighter wings though. Could, I've never tried with wings), take note of it's name then save your game. Open your savefile with Notepad++ and search the ship's name. Under the name, you should see the hull ID. As an example, I'll use a Shadowyards "Shamash". By changing the hullId of the Shamash to "neutrino_theend", the Shamash becomes a TheEND. Though due to the Shamash's built-in weapon, this particular TheEND is now fitted with Shamash's built-in weapon. An example of why ships should be stripped of weapons before hand. If I was to turn this into a different ship that didn't have 3 weapon slots, the game would throw an error as the ship has an illegit weapon fitted.


P.S.
While creating the example, something odd happened.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #396 on: July 17, 2013, 07:40:11 PM »

Depending on the version you have, (1.55 and above) it should appear only in the Light Escort fleets and the Elite Escort fleets.

But as Silver has said ( man, you must know more about this mod than me xD ) you can save edit and make yourself a ship, but only if your current version actually has the files.

Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #397 on: July 17, 2013, 09:38:58 PM »

Alright, thanks for answering. It's late now, so I have to wait until tommorow!  :'(  Interesting though, I never tried hull swapping.
Logged

Gotcha!

  • Admiral
  • *****
  • Posts: 1124
    • View Profile
    • Welcome to New Hiigara
Re: Neutrino Corp. (v. 1.6)
« Reply #398 on: July 18, 2013, 03:21:14 AM »

Ehm, you already have the console mod installed. It's just as easy to spawn a new ship. >_>
Just put _Hull after the ship's id.
Logged
  

Shield

  • Commander
  • ***
  • Posts: 207
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #399 on: July 18, 2013, 09:09:47 AM »

Ehm, you already have the console mod installed. It's just as easy to spawn a new ship. >_>
Just put _Hull after the ship's id.

Or just type the variant which usually is easier for some reason.
Logged

Vinya

  • Captain
  • ****
  • Posts: 379
  • Vulgar at best...
    • View Profile
    • Mykyria Scifi/Zombie writing blog (Old site)
Re: Neutrino Corp. (v. 1.6)
« Reply #400 on: August 18, 2013, 07:28:47 PM »

When did you add the Falken? :D/<3
Logged
If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #401 on: August 18, 2013, 07:40:27 PM »

Oooh Idk, I've been playing around with it for a while, tried to make as OP a fighter/frigate possible while making it feel different :P
Logged

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #402 on: August 19, 2013, 02:37:07 AM »

Falken?  ???
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #403 on: August 19, 2013, 11:05:40 AM »

Never heard of that Falken thingy, what is it?

By the way, will you keep the old Jackhammer? I always loved the sprite. Even though i hope the MKII will be an "improved" version of it. Neutrinos always lacked a proper brawler capital ship (aside from the Unsung) and the old "Jacky" was more of a support ship. I expect the new one to be more able to stand against Paragons and Onslaughts.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Neutrino Corp. (v. 1.6)
« Reply #404 on: August 19, 2013, 11:31:54 AM »

Falken?  ???

Never heard of that Falken thingy, what is it?

By the way, will you keep the old Jackhammer? I always loved the sprite. Even though i hope the MKII will be an "improved" version of it. Neutrinos always lacked a proper brawler capital ship (aside from the Unsung) and the old "Jacky" was more of a support ship. I expect the new one to be more able to stand against Paragons and Onslaughts.

Check through all the spoilers :) and just ssying , the red ones go faster x)

Helmut: I liked the sprite too, but this was a case of form over function which unfortunately made it act support-y , this is most rectified now and you might want to stay away from the front of the new one.
Logged

Pages: 1 ... 25 26 [27] 28 29 ... 106