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Would you like to see...

more frigates
- 6 (4.7%)
more destroyers
- 10 (7.8%)
more cruisers
- 40 (31%)
more weapons
- 43 (33.3%)
more lore/ information
- 17 (13.2%)
more portraits
- 7 (5.4%)
more little stuff, custom names etc.
- 6 (4.7%)

Total Members Voted: 128


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Author Topic: Antediluvians - Under Development - (Dev15)  (Read 235263 times)

Erick Doe

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Re: Antediluvians - Under Development - (Dev13.0)
« Reply #390 on: August 11, 2012, 07:56:06 AM »

Dev13.0
-Green glowing engines
-Added a Modified Reflector Turret
-Updated fleets, added more Persephones to fleets
-Updated AntediluvianGen, Modified Reflector Turrets now for sale at the station
-Fixed the Persephone. Requires more crew, more FP, more credits. Slightly slower.
-Updated roles of weapons (descriptions)
-Changed upper case weapon graphics to lower case (Linux compatibility)
-Changed hangar space on ships
-Some other small changes

Dev version 13.0
Spoiler
Quote
Tested with 0.53a!

Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-28 custom ships (14 FF, 5 DD, 5 CL, 4 BB)
-2 factions (Antediluvians + an Unidentified faction) + 1 planet and station, 9 different fleet types
-14 custom weapons, 5 projectile types
-weapons now have visual recoil
-12 portraits (6 male, 6 female)
-custom sounds for weapons
-custom names and custom ship prefix

To be fixed / added:
-supply convoys
-more story-driven missions - IN PROGRESS
-more lore

Download:
Download!

[close]
« Last Edit: August 11, 2012, 07:58:41 AM by Erick Doe »
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IIE16 Yoshi

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Re: Antediluvians - Under Development - (Dev13.0)
« Reply #391 on: August 11, 2012, 08:55:06 AM »

For the most part, Antediluvians never seem to pose a threat to ships I field in combat against them. I'm sure their numbers would make them lethal to smaller ships, but the Auria, which is my current flagship in Uz's Corvus, has an armour rating of around 1500~. It's gonna take a long, long time to work through that armour with frag weapons. The only threatening aspect is the ships with Solons, or Antediluvian torpedoes, which are miniscule and pretty difficult to hit, even for the hailstorm of shots put out by my ship's own Antediluvian guns.
I notice that the Antediluvians have no ship systems yet, and to be honest, I have no idea what would even work for the Antediluvians. Maybe Manuevering Jets, to let them bring their broadsides to bear, while still going at high speeds. Accel Ammo Feeder wouldn't work, they have machinegun-esque weaponry. Fast Missile Racks would only work on a couple dedicated torpedo boats. Phase systems...I don't really picture the Antediluvians with phase technology....Flares could be useful, their lack of shields means that they rely entirely on their agility or a hail of bullets to keep missiles under control.
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Erick Doe

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Re: Antediluvians - Under Development - (Dev13.0)
« Reply #392 on: August 11, 2012, 08:58:32 AM »

The AI needs to get its act together.  ::)

I was considering adding Manuevering Jets to the ships. And I might have to increase the armour rating exponentially. Meaning the frigates already have great armour, but the bigger the ship, the weaker it becomes relative to ships of other factions. So the bigger ships might need a little boost in armour.
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IIE16 Yoshi

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Re: Antediluvians - Under Development - (Dev13.0)
« Reply #393 on: August 11, 2012, 09:16:40 AM »

The smaller ships are probably fine, I haven't grinded against enough fleets, and I haven't engaged the Antediluvians themselves. Mostly just the Ghost Fleet. Either I can't catch the Antediluvian fleet, or it's a 'Level 4' fleet with a metric ton of ships, relatively speaking. Against me and two destroyer sized gunships. Could probably do it if I changed out all the Autoguns on my ship for Maulers. I have enough of them lying around.
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Erick Doe

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Re: Antediluvians - Under Development - (Dev13.0)
« Reply #394 on: August 14, 2012, 11:39:34 AM »

The Antediluvians finally have supply convoys, that pass through or near pirate space in order to get to Atlantis' dockyard. There's three different types of convoys that drop of weapons, ships and supplies. This feature will be included in the next release.

Also, I'm probably adding a series of beam weapons with different coloured beams, as an export product. They are basically Antediluvian Reflectors with coloured lenses for the commercial market. (Hey, even Ante's have to get by.) So you will be able to purchase a beam weapon in the colour you like.

I'm also going to add a torpedo variant of the Persephone.
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Erick Doe

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #395 on: August 14, 2012, 05:59:42 PM »

Convoys are in + some other small stuff.

Dev version 13.1
Spoiler
Quote
Tested with 0.53a!

Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-28 custom ships (14 FF, 5 DD, 5 CL, 4 BB)
-2 factions (Antediluvians + an Unidentified faction) + 1 planet and station, 9 different fleet types
-14 custom weapons, 5 projectile types
-weapons now have visual recoil
-12 portraits (6 male, 6 female)
-custom sounds for weapons
-custom names and custom ship prefix
-supply convoys

To be fixed / added:
-more story-driven missions - IN PROGRESS
-more lore

Download:
Download!

[close]
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Erick Doe

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #396 on: October 29, 2012, 09:49:14 AM »

Picked up working on the mod again, preparing it in advent of the latest update for Starfarer.

Currently working on adding the "Demeter". A small support frigate, much like the Persephone.


It will have a single torpedo launcher, unlike the Persephone. It has twin triple turrets like the Persephone. However, on the Demeter they will be located in a position that renders it less useful in head-on assaults. This makes the Demeter more of a "heavy bomber".
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Sunfire

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #397 on: October 29, 2012, 11:42:17 AM »

Picked up working on the mod again, preparing it in advent of the latest update for Starfarer.

Currently working on adding the "Demeter". A small support frigate, much like the Persephone.


It will have a single torpedo launcher, unlike the Persephone. It has twin triple turrets like the Persephone. However, on the Demeter they will be located in a position that renders it less useful in head-on assaults. This makes the Demeter more of a "heavy bomber".

it looks sweet, I like the not perfectly straight design
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Erick Doe

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #398 on: November 05, 2012, 06:16:49 AM »

:)
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Uomoz

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #399 on: November 06, 2012, 10:40:34 AM »

Ahahahah :D
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Erick Doe

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #400 on: November 16, 2012, 02:10:04 PM »

So, any last minute suggestions since I'm updating the mod?
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ValkyriaL

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #401 on: November 17, 2012, 02:27:13 AM »

Add more fighters and bombers, since the antediluvians only have 1 fighter wing right now and that one is pretty much completely useless. :P
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Erick Doe

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #402 on: November 17, 2012, 07:04:48 AM »

Useless? I toned it down a bit because people were saying how powerful it was. If you have a carrier to fix them up, the things won't die. Unless I toned them down too much?
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superecnate

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #403 on: November 17, 2012, 07:55:33 AM »

Add some anti-ship missiles; the Antediluvian's take on the harpoon.
I'd also say bump up the Persephonie's cost to at least 10,000 creds; the current cost is around that of the Talons.
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Erick Doe

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Re: Antediluvians - Under Development - (Dev13.1)
« Reply #404 on: November 17, 2012, 10:11:53 AM »

Add some anti-ship missiles; the Antediluvian's take on the harpoon.
I'd also say bump up the Persephonie's cost to at least 10,000 creds; the current cost is around that of the Talons.

I am going to bump up their cost. I also tweaked their stats a bit. The Demeter "fighter" will have missiles. I may add more missile type weapons later.

What sort of ship system should I create for the Antediluvians? I was thinking of an Algae burner or something. Ante ships are fast but turn poorly. This Algae Burner could give them a temporary turning boost.
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