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News:

Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97] Orky Sector (Formally Looted Sector) 0.51  (Read 43056 times)

balordezul

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #45 on: March 03, 2025, 09:14:05 AM »

Out of all a the cross lore faction mods this one feels the most likely.  They feel great as the pirates and seems to be very close to base game power levels as surprising as that is for mods.  Slightly better then normal pirates but not nearly as strong as a lot of custom factions.   
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The One Who Crawl

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #46 on: March 11, 2025, 05:20:37 PM »

"Anti-War protestors have gathered on Gorslad, pressuring the Evil-Sunz Leaders to seak peace with Appro-Light".

This is the funniest thing I've seen in this game in a while, your mod is very nice by the way.
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Dazs

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #47 on: March 12, 2025, 11:52:49 AM »

Out of all a the cross lore faction mods this one feels the most likely.  They feel great as the pirates and seems to be very close to base game power levels as surprising as that is for mods.  Slightly better then normal pirates but not nearly as strong as a lot of custom factions.
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Mycophobia

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #48 on: March 16, 2025, 08:50:04 PM »

Version 0.52
March 16 2025


New
Added a wip system where defeating ork fleet would drop teef, which can be used to trade for various things with the ork factions (to be expanded, talk to Big Meks in ork planet)
Added a new bounty featuring snakebites orks with 4 new ships, 2 weapons, and 1 LPC.
Added 3 new ships for existing ork clans.
Added 3 new limited weapons obtainable through teef trading.

Changes
All ork faction gained increased invasion point multiplyer to make them more aggressive.
Slight colonization chance added for all ork factions, allowing them to potentially expand more on their own.

Super Git finda -> fixed unintended compatibility with ITU
Kill Kannon Ammo Per sec 0.2 ->0.25
Squig Hawk DP 7-6
Glimmer (BM) Shield Efficiency 0.6-0.7
Kustom Shoota -> Projectile more blue, flux per shot 0.4 -> 0.2, accuracy increased, range 450 -> 500.
Gatler Blasta -> Fire Cooldown 0.15 -> 0.1 , flux 30 ->25
Bolta - Flux Per Shot 150 ->135
Mega Bolta - Flux per shot 125 - 120
Onihime -> Built in switched to Magnum
Targeting Squig -> Also increase damage to fighter and missiles by 25%


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Beetleswine

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #49 on: March 27, 2025, 09:27:29 AM »

This mod is absolutely dripping with flavor! Whoever is writing the ship, weapon, and planet descriptions: I love you.
More seriously, I like how balanced everything is while also not being boring. Some ships are a bit weak (a Venture will always be a Venture, huh...) but overall the ships are solid. Beautiful sprites too!
Have you considered adding custom sounds to the ship systems? Especially to "Da Big Red Button", "'Ere We Go!", and "Air Waaagh!"? I feel like adding an actual ork WAAAGH! sound effect would make the mod even orkier than it already is. 
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Icarus(core)

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #50 on: March 28, 2025, 11:35:06 PM »

Very nice mod. Love from Icarus. :) ;) :D ;D
« Last Edit: March 28, 2025, 11:37:38 PM by Icarus(core) »
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Mycophobia

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #51 on: March 31, 2025, 04:10:42 PM »

This mod is absolutely dripping with flavor! Whoever is writing the ship, weapon, and planet descriptions: I love you.
More seriously, I like how balanced everything is while also not being boring. Some ships are a bit weak (a Venture will always be a Venture, huh...) but overall the ships are solid. Beautiful sprites too!
Have you considered adding custom sounds to the ship systems? Especially to "Da Big Red Button", "'Ere We Go!", and "Air Waaagh!"? I feel like adding an actual ork WAAAGH! sound effect would make the mod even orkier than it already is.

Thanks for your kind words. We actually already have actual Waaagh! going with some of the stuff  ;)

I did think about adding more Waaagh to other things, but I do want to not overload the player with too many of those, as orky as they are  :D
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MMEEXX

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #52 on: April 15, 2025, 07:55:20 AM »

To the mod creator: Great mod!
Could you please make it compatible with "VERSION CHECKER"? And possibly the ability to automatically download mod updates with "TriOS" for example (I don't know how this would be done because I have no clue about modding).
I use so many mods and started using "LunaLib" and "TriOS Mod Manager."
I'm now sending this message to all the Great mods I use That don't support the version checker. So I don't have to manually search for and download the updates all the time.
Please, please, could you do this?
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Mycophobia

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #53 on: April 17, 2025, 02:48:22 PM »

To the mod creator: Great mod!
Could you please make it compatible with "VERSION CHECKER"? And possibly the ability to automatically download mod updates with "TriOS" for example (I don't know how this would be done because I have no clue about modding).
I use so many mods and started using "LunaLib" and "TriOS Mod Manager."
I'm now sending this message to all the Great mods I use That don't support the version checker. So I don't have to manually search for and download the updates all the time.
Please, please, could you do this?

I could look into it for next patch.  :)
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Manage Passwords

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #54 on: April 17, 2025, 03:40:58 PM »

This mod looks fun. Looking forward to the eventual .98 update.
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Mycophobia

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #55 on: April 24, 2025, 02:33:27 PM »

This mod looks fun. Looking forward to the eventual .98 update.

It works as is for 0.98 with a modinfo change. Just holding off formally moving over until next patch.
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Manage Passwords

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #56 on: April 24, 2025, 07:40:07 PM »

This mod looks fun. Looking forward to the eventual .98 update.

It works as is for 0.98 with a modinfo change. Just holding off formally moving over until next patch.
Can we get an ETA? :)
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Mycophobia

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Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #57 on: April 25, 2025, 01:27:45 PM »

This mod looks fun. Looking forward to the eventual .98 update.

It works as is for 0.98 with a modinfo change. Just holding off formally moving over until next patch.
Can we get an ETA? :)
For the time being, you can use the mod just by changing the version in the modinfo file and I havent gotten any report yet.

For for the next update, I am still thinking of how much stuff I want to add to it before releasing, and its not very tested atm at all, so idk if i wanna give a firm time yet. I'd work on it a bit more this weekend and see if im happy releasing a slightly smaller update maybe


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