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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

Author Topic: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update  (Read 3326 times)

Anexgohan

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[0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« on: February 15, 2022, 05:56:50 AM »

The Mod is in Alpha Development state,
All releases are tested and working in Starsector v0.95.1a


Requirement:
Need balance testers for weapons
Need help writing interesting details for those weapons

What the mod is about:
I felt the need to add Weapons to the game specially Missiles for now and needed to learn how to make mods so here we are.
I have a background in graphics and 3d and being a fan of SS since its start so this is my contribution to the game I love so much other than throwing money at Alex.

What's the vision/lore :
Arjuna Industries started as a subsidiary of the Tri-Tachyon supplying them with low-end materials in the beginning to recent high-tech parts manufacturing, mostly stealth tech, missile weapons design and manufacturing, as the company grew so did its ambitions, strategically acquiring and merging with other smaller manufacturers Arjuna Industries supplied the bulk of Tri-Tachyon weapon components.
The Tri-Tachyon took notice of this situation and they were not comfortable with such a monopoly over weapons manufacture not under their majority control, the uneasy Tri-Tachyon tried to diversify and move past this long and fruitful alliance.

Things did not turn out well for Arjuna Industries as one sanction after another and mostly one client and that too turn hostile, Arjuna Industries nearly lost most of its advantages over its competing rival companies. The final push came when Tri-Tachyon tried to initiate a hostile takeover of Arjuna Industries via its rival company.
Tri-Tachyon would have succeeded if it were not for the large scale disruptions caused by the gate collapse and the following Second AI War against Hegemony, the Tri-Tachyon stranglehold on Arjuna Industries weakened over the years.

Arjuna Industries came into possession of knowledge of a vast and resource-rich region on the outer edges of travelled space with several hyperspace lanes leading up to it, untouched by the domain and its Remnants and far from the influence of the Core Worlds during the scavenging of a defunct observatory at the edge of the sector. All mention of this scavenge was purged and every person involved was either hunted down or promoted within Arjuna Industries.

Arjuna Industries knew what had to be done and in a desperate attempt for survival and over several years began in silence shifting its HQ to a secret location and after that shut all its manufacturing across the known space in an instant, for a long while no one knew where Arjuna Industries disappeared, abandoning all its commitments and service contracts. All its weapons and equipment fell into disarray and state of disrepair, the reputation loss caused Arjuna Industries manufactured equipment to become a joke amongst spacefarers only seemed fit for the lowest of the lowest, the unluckiest of the unlucky.

But recently across the black boards, some independent agents can be seen selling brand new Arjuna Industries marked weapons and on open markets, although finding very few willing to purchase due to its tarnished reputation and general disbelief that it is a genuine new Arjuna Industries product, those who have tried these weapons speak extremely highly of these weapons.

Arjuna Industries trade fleets compose of AI-controlled ships with a single captain and two to three crew who never get off from their ships even for negations, they make trade deals to sell weapons and high tech gear in exchange for common supplies and hardware, money or profits is of no interest to them. The Hegemony recently stopped their AI fleet and challenged them to stand down, in the resulting fight when Arjuna Industries AI fleet lost and was disabled, the entire convoy blew themselves up then be boarded, is this loyalty of their crew or AI influence no one knows. For now, they come from shadows trade their high tech gear for cheap goods and return to vast depths of empty space those who tried following them seem to be taken for a ride system hopping one jump lane to other eventually running out of supplies and backing off in disappointment. No one knows why they come and where they go, everyone who trades with them gets rich.

Only time will tell if Arjuna Industries has made a comeback or some pretender has claimed its name instead.
For now, purchase these weapons keeping in mind the risks involved. And do not try to look for them they do not want to be found.

More missiles why:
Starsector has some very decent weapons but I feel missiles are not given the justice they need, look at the current world around you it is held peacefully with the fear of missiles, not tanks, not infantry and not guns. So it's strange to me that missiles in SS are not the same mayhem causing fear-inducing war machines that they really are in a future where armoured ships are flying and not just cylindrical tin cans.

Balance:
Balance is an ongoing process I the mod maker will always be biased to my creations, so I need your help in bringing sanity to my insanity, test it for me and report back either here or discord, if on discord please tag @Anexgohan

The Weapons of Arjuna Industries:

Missiles :
Spoiler
Achuk Missile -
Slow Firing and tracking Barrage that pack a punch both on hull and shields.
Racking and loading missiles with animation.
Sudarshan Missile - Slow Firing and tracking Barrage that eats shields and EMP's the target on hitting Hull does no damage.
Vajra Missile - good tracking fast Barrage that disables target engines does no damage.
Bhairav Torpedoe Launcher - Long-range slow torpedo with barrel animation. Armoured front for PD protection and extra penetration.
Lakshay Anti-Fighter Missile - Medium range low-speed tracking swarm missile built for anti-fighter operations.
Trishul Torpedo to the arsenal - Hybrid torpedo with limited targeting but huge punch and has a chance to bypass shields.
Achuk, Sudarshan & Vajra - Together they make a deadly package, can bring to kneel even the heaviest of targets.
[close]

Turrets:
Spoiler
Pinaka PD smart -
Flak turret with dual barrels and unprecedented rate of fire.
High DPS homing flak shells that mimic actual CIWS in sound and feel.
Dhwij Dual Cannon - Slow Firing Main turret with extremely light target lock.
No burst but decent per shot damage.
Parashu Twin Mag Rail - Advanced EM Rail propelled solid tungsten carbide shell.
Upto 3 times the raw kinetic impact are inherently more accurate than any ballistic weapon.

[close]

Spoiler
More to follow
[close]

Thankyou Note:
  • First off this very forum
  • Everyone over at Starsector Discord who helped specially AxleMC131, wisp, Histidine, Tartiflette for helping me out with most stuff.
  • Special thankyou to Nia Tahl, Harmful Mechanic, ruddygreat and "PureTilt, Freelance Vtuber Waifu" for tolerating my noobie ass and pestering them with thousand questions.
  • Various modders whose script I salvaged, credits are commented in the respective files.
  • If I forgot to mention anyone please let me know and I'm grateful towards you aswell.

Note: These are somewhat OP weapons at the present until balance pass happens. Which will come later down the line.

Changelogs:
Spoiler
v0.2.3 Pre-release - The BCBC adventures
Thanks to BCBC on discord @bcbc , all weapons now have awsome lore related flavour text, feast your eyes at some professional writing
Dwij Turret added - Slow Firing Main turret.
Pinaka PD smart - Flak turret with dual barrels and unprecedented rate of fire. High DPS homing flak shells that mimic actual CIWS in sound and feel.
Sound Updates and added new sounds for both fire and hit sounds
bug fixes, so many bug fixes
now includes a bit of heightmap trickery I learned in photoshop to make sprites appear 3d, first pass will polish more


v0.2.0 Pre-release - Not save Compatible with v01.2a and below, apologies but it was necessary.

Added new sprites for all weapons
Added Trishul Torpedo to the arsenal - Hybrid torpedo with limited targeting but huge punch and has a chance to bypass shields
Fixed scaling issues on every weapon
Standardised the resolution and size of sprites, both for better visuals and functionality.
Added more lore to the faction to read on the forums, hope you like it.
Added new sounds and effects to some missiles

v0.1.2a Pre-release
Fixed crashes caused by a formatting error

v0.1.2
Lakshay Anti-Fighter Missile added, Medium range low-speed tracking swarm missile built for anti-fighter operations
Fixed scaling issues
Added a few new sounds
Increased variety of launch and hit sounds and randomization
reduced screen effects for low-end machines

v0.1.1a Pre-release
Bhairav Missile added
Long rang slow torpedo with barrel animation
did some balancing on other missiles reduced DPS and fire rate

v0.1.1
Fixed launch bug

v0.1.0
First Release
3 Missiles added
Achuk, Vajra & Sudarshan
[close]


My work here is mostly sprite making while most of the actual code is provided by other modders, the intent here is to learn by doing and I have permissions/understandings with the related modders, also, if you go to the java files they are credited there as well.
« Last Edit: March 01, 2022, 08:43:07 AM by Anexgohan »
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Anexgohan

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reserved for future use.
« Last Edit: February 16, 2022, 10:19:51 AM by Anexgohan »
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bcbc2425

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Re: [0.95.1a] Anex Weapons v0.1.2 - need balance testers
« Reply #2 on: February 22, 2022, 08:47:30 AM »

I'd be more then happy to write some flavor text for these weapons and their descriptions if you'd have me, if you haven't found somebody else already anyway. Im bcbc#6631 on discord.
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ur mum gae

Octavus

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Re: [0.95.1a] Anex Weapons v0.1.2 - Now with Turrets aswell
« Reply #3 on: February 26, 2022, 07:40:24 PM »

Just started a run with this mod, bought some pinaka pd smart, this pd weapon puts a lot of anti-ship weapons to shame, 1337 burst dps(energy) at a 0.2 ratio is crazy, not to mention the excellent accuracy and turn rate, this thing's kinda like a vulcan cannon with 350 more range, much better accuracy, and even more of a threat to fighters/ships. The ammo reload right now is not holding it back much.
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Anexgohan

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Re: [0.95.1a] Anex Weapons v0.1.2 - Now with Turrets aswell
« Reply #4 on: February 27, 2022, 01:18:43 AM »

Just started a run with this mod, bought some pinaka pd smart, this pd weapon puts a lot of anti-ship weapons to shame, 1337 burst dps(energy) at a 0.2 ratio is crazy, not to mention the excellent accuracy and turn rate, this thing's kinda like a vulcan cannon with 350 more range, much better accuracy, and even more of a threat to fighters/ships. The ammo reload right now is not holding it back much.

Yes, this will be fixed in v0.2.4
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Anexgohan

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Re: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« Reply #5 on: February 27, 2022, 01:21:35 AM »

v0.2.4 - Hell of a Rail Gun Update relesed

  • Parashu Twin Mag Rail - Advanced EM Rail propelled solid tungsten carbide shell. Upto 3 times the raw kinetic impact are inherently more accurate than any ballistic weapon.
  • Sound Updates and added new sounds for both fire and hit sounds.
  • bug fixes.
  • Balance pass to previous weapons
  • Pinaka PD got damage and flak damage reduced, no more "father of all PD ever"
  • Dhwij turret damage and flux cost were reduced by a lot.
Parashu Twin Mag Rail
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Octavus

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Re: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« Reply #6 on: February 28, 2022, 05:23:01 PM »

Hey played with the new version, the pinaka is definitely a lot more balanced now, I gave the Lakshya a try and something I noticed is that the AI doesn't seem to fire them at all, and setting them on autofire with manual control would just waste them on ships instead of fighters.
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Anexgohan

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Re: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« Reply #7 on: March 01, 2022, 05:39:30 AM »

Hey played with the new version, the pinaka is definitely a lot more balanced now, I gave the Lakshya a try and something I noticed is that the AI doesn't seem to fire them at all, and setting them on autofire with manual control would just waste them on ships instead of fighters.
Thanks for testing this and bringing this to my attention, I'll look into it and fix.
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Octavus

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Re: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« Reply #8 on: March 01, 2022, 11:56:51 AM »

Hey played with the new version, the pinaka is definitely a lot more balanced now, I gave the Lakshya a try and something I noticed is that the AI doesn't seem to fire them at all, and setting them on autofire with manual control would just waste them on ships instead of fighters.
Thanks for testing this and bringing this to my attention, I'll look into it and fix.
Appreciate your work, gave the achuk and sudarshan a try as well. The achuk's s-turn seems fine and most of the missiles can hit the target, maybe 1 or 2 will fly off to the side. But the sudarshan has a problem of flying circles around the target indefinitely, not sure if this is something to do with the s-turn function. Also achuks work fine when left to AI control, but in simulation I couldn't get the AI to fire the sudarshans unless I link it with say a salamander forcing them to fire together.
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Anexgohan

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Re: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« Reply #9 on: March 01, 2022, 05:08:53 PM »

Hey played with the new version, the pinaka is definitely a lot more balanced now, I gave the Lakshya a try and something I noticed is that the AI doesn't seem to fire them at all, and setting them on autofire with manual control would just waste them on ships instead of fighters.
Thanks for testing this and bringing this to my attention, I'll look into it and fix.
Appreciate your work, gave the achuk and sudarshan a try as well. The achuk's s-turn seems fine and most of the missiles can hit the target, maybe 1 or 2 will fly off to the side. But the sudarshan has a problem of flying circles around the target indefinitely, not sure if this is something to do with the s-turn function. Also achuks work fine when left to AI control, but in simulation I couldn't get the AI to fire the sudarshans unless I link it with say a salamander forcing them to fire together.

Yes its a very wierd issue indeed, im trying to wrap my head around it. Will post a fix.
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Anexgohan

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Re: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« Reply #10 on: March 05, 2022, 02:50:37 PM »

v0.2.7 - - Bug Fix Update relesed

  • Nothing new added.
  • Sound Updates and added new sounds for both fire and hit sounds.
  • bug fixes.
  • Fixed AI not using turrets
  • Back end and GitHub update not relevant for end-user just improves my workflow
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