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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97] Looted Sector 0.45  (Read 15986 times)

Mycophobia

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[0.97] Looted Sector 0.45
« on: May 18, 2024, 11:26:06 PM »

Looted Sector
An orky starsector mod by Myco and Miko

WAAAGH!

Basic Nex Support





NOTE:
V0.47 update is now out,save compatible


Showcase of Ships and Weapons (To be updated with latest stuff)
Spoiler


[close]

The Great Collapse brought a new threat to the now isolated sector, bands of a previously unheard of, green-skinned Alien race begin to attack explorers and scavengers on the fringe rim of the sectors. These vicious creature seems to be at first nothing more than pirates in ramshackle ships that should not even be able to fly, but quickly proven to be much more sophisticated than they first seem.

In the years that follows, these aliens have made their name as ruthless pirates and scavengers, however, they were, until now, a curious nuisance to the major powers of the sector. Whilst ork pirate bands have gotten larger and even mingled with some human pirates, they never had the ability to take on a military fleet head on.

That is about to change.

Features

A Mod that brings Orks from the 40k universe into the Persean Sector in a semi vanilla-friendly manner. This mod currently adds two Ork Clans (Evil Sunz and Deathskulls) with a series of both looted vanilla vessels and more original constructions, and their ship sometime appearing with pirates. These comes with a corresponding set of Orky Hullmods, Weapons and LPCs. One unique bounty with associated unique ship. Some of the orky arsenal and ships will also be available to the pirates.

The faction focuses on generally ramshackle ships that favors high speed, brutal close quarter combat and burst damage. (As any Evil Sunz will tell ya, Going fast and Krumpin' stuff iz da best!)

Many weapon and hullmods having powerful or strange effects but also potentially deadly downsides. The ork's strange psychic ability improves the combat ability and reliability of ships in great numbers, making their otherwise ramshackle warship more effective in great swarms. 

Overtime, we look to adds additional ships, weapons, and factions based on the other Ork clans into the mod.

Some Design Thoughts
Turns out translating a bunch of mod gets one interested in trying to do some modding of their own. As a long time warhammer fan and ork player almost two decades, trying to bring the Orks to the Sector seems like a great excuse towards my limited spriting skills place to start!

There have been some excellent junker ship styles on the forums, and I thought to take a slightly different approach by focusing on the diversity of both fighting style and paintjob provided by the various Ork Clans in the setting, as a result this mod will be a bit more focused on bringing that aspect of Orky Kultur to the sector.

This is a Starsector mod first and foremost and I will not be strictly adhering to Battlefleet Gothic and 40k lore, and there will be some liberty in how I inject some proppa orkiness into the game, but I do hope you can find some good ol' orky fun within. This is our first starsector mod so any feedback and comment are appreciated as well.  :D

Some Previews of Orky Stuff in Action
Spoiler







[close]



Credit


Co Author: Miko for various ideas, arts, sound and codes help that made this mod possible.

CJY4312/Savemedlay/Ajimu/Riptide for various coding question help and answers.
Selkie/Alfonzo for feedback and sprite guides.
Tart, Wisp and Vayra for their modding and spriting guides.

Mayu for reference of subsystem codes.
Homejerry99/Yakris for permission to reference and use Gensoukyou code/Sprite.
Originem's Celestial Mount Circle for various references for campaign set up

CJY4312 for drill SFX
Savemedaly for bubble sprite.

Scythe for balance testing, design suggestion and feedback.
Boomboomf22/782 for testing and feedbacks.

Alex for making the wonderful game that is starsector and various vanilla asset used this mod.
Gamesworkshop for the warhammer 40k setting that inspired this mod/Faction Banner/bosspole icon.

And everyone else at Starsector Modding QQ and USC Modding for helping me with various questions, helps and community guides.

Changelog
Spoiler
V0.47 save compatible
Added 3 new Bad Moon ships and 1 LPC (with pirates for now)
2 Deathskull version of Evil Sun ship
1 Evil Sun version of Deathskull ship.
1 new weapon (rattler kannon)

Blasta Pod and Drill Killa Added
Kandrill frame rate halved
Addded Bad Moon BP Pack (Update settings.json)
Bolta/ Mega bolta recoil decay increased
Phaeton ES - Flux -4000 - 4800, Dissipation 250 -300, Op 90 -95
Wayfarer DS Price increased 14000 - 22000
Killkannon DPH 200 -300, rof 1.5 -> 1.75, flux 300-375
Haula/Mega Haula +1 Burn
Test Mission added
Ramma AI Improved

V0.46 Update out, save compatible

New
Add 3 new ships to the Evil Sunz
1 built in LPC for the new ships.
Added 3 Grot crew themed Hullmod that can be installed on non-ork ship with downside.

Changes

Eagle (ES) Fleet point adjusted 16->15
Big Shoota/Twin Shoota Sprite adjustment
Super Destroyer Hullmod Effect clarified
Fixed Missing string for Doomdiva/Rokkit Pod
Slightly Improved Bolta/Mega Bolta Accuracy
Small Mount Small Rokkit speed increased, range reduced to compensate, description update.
Venture (DS) Burn +1
Eagle (ES) / Smash hamma Burn+1

V0.45 Evil Sunz Rising
Evil Sunz Faction added with 1 system and 3 planets.

4 new ships,
Squighound, Dram (ES), Gouga, Skarfist added.
1 Hullmod, 1 System, and 3 builtin weapon for the new ships.
Added Smart Rokkit Launcha (Small Missile)

Changes
Attack Fighta flare removed, HP 400 -> 300, Flux 150 -> 100, 200 -> 300. wing size 4.
Attack Fighta ES -> Weapon changed from 3x big shoota to 2x big shoota 1 x grot shoota
Fighta Bomba Speed 180 -> 200
Big Shoota Flux/shot 10 -> 8
Fixed/Adjusted Deff Head system to remove extra industries
Smart Rokkit Damage 100 -125, ROF slightly reduced
Kite (ES) Burn +1
Added Carrier tag to Wayfarer (DS)
Communications Array added to both ork systems.

v0.43
Added Eagle (ES) , Two distinct kinds of Ork Bommer.

Mega Bomma Bomb Damage increase 125 -> 200, HP 300 ->400

Fixes various Built in Weapon Tag/Design Tag
Fixes bug associated with various ork super destroyer AI when certain slot are left empty.
Fixed error in ork fighta bomma hullmods.

V0.42
Added
Adding two new ships for the evil sunz

With "Phase" ship that achieves time dilitation just by having an oversized engine.

Agressive destroyer that lobbs bomb and rocket in dash, but a lot more mobile than the mega bommer.

Added Military Base/Defense to Mekkaslag
Added Fungob to the Deffhead system

Fixes/Change
Built in Weapon Tag fix
Shoota Skippa Weapon fix
Grotzooka damage type/damage change
Burna Range 200 - 300
Skorcha Range 300 -350
Mega Bommer Bomb Bay Spread out onto wings
Added Weapon Description for various fighter weapons.

Setting Changed for BP Graphics
BP package reorganization. (Also less Ork ship in pirate fleets)
Diplomacy Adjustment to improve faction survival.

V0.41
Added first batch of Evil Sunz ships/LPC
Added 4 new generic weapons
1 New High Value Bounty with unique reward ship
Added 3 new roks
1 New Hullmod

Tellyporta Blasta Damage 1200 ->800
Splasha Attack Gun Damage 90-> 80
Lobba Damage 125-150, Flux cost 80-90
Kill Kannon Clip Reload 0.25 -0.2
Kan Flux Vent increased to 50


V0.32

Added Star Krumpa Battlecruiser, Mega Bomma, Mega Haula and Looted Manticore.
Added Burna, Skorcha, Flame Belcha, Splasha Attackgun (Builtin) and Lobba Weapons.
Added Looted Mining Drone LPC

- Ork hullmod - Range Mult -25 % -> -20%, Armor debuff switched for +25% Weapon/Engine HP
- Deffstorm - Jam Chance fixed, Frag Damage increased 20-50
- Bad Moon - Max CR Buff 5% -> 10%
- Deathskull - Armor 10/20/30/40/50 -10/25/40/60/75
- Evilsunz - Mobility 25% -> 30%
- All ships with shield efficency 0.9 changed to 0.8
- Tarsus Flux 2400 - 3000 , large slot changed to Universal
- Brawler - System changed to Dakka Dakka

- Flamer - Add on hit Flux effect, slight damage reduction.
- ork Weapon/Engine HP +75%.
- Added Lobba/Burna and Reworked some variants.
- Doom Diva Launcha Ammo 8-10, HP 500-600
- Megabolta - 160 -> 150 flux per shot
[close]
« Last Edit: December 09, 2024, 06:31:05 AM by Mycophobia »
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Aldazar

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #1 on: May 18, 2024, 11:42:37 PM »

Will this work with battlefleet gothic mod fro maccuracythruvolume?
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Mycophobia

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #2 on: May 19, 2024, 12:03:48 AM »

Will this work with battlefleet gothic mod fro maccuracythruvolume?

There should be no reason why it would not as a stand alone faction mod, however it is made independently of that mod so for example orks there will not use weapon or ships from this mod and vice versa.

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Himemiko

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #3 on: May 19, 2024, 12:36:21 AM »

boss, we finally managed to fix her.. this time nothing can go wro-
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dinnerchief

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #4 on: May 19, 2024, 12:49:22 AM »

Is this safe to be added safely to ongoing saves?
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Mycophobia

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #5 on: May 19, 2024, 02:05:55 AM »

Is this safe to be added safely to ongoing saves?

As a faction mod I would not recommend adding them mid-save, the faction will not spawn and there maybe unforseen issues/bugs. Some of their stuff will spawn with pirates so those should show up as normal.

(Should go without saying but this cannot be safely removed from a save)
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Meelock

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #6 on: May 19, 2024, 03:02:25 AM »

Would be neat if this added PROCGEN content, just immagining either orc pirate bases spawning occasionally or looted systems (probably best to have a couple unexplored crafted systems rather than procgen). Looking forward to where this goes. Grats!
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samuell.sk

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #7 on: May 19, 2024, 04:30:31 AM »

When will be the orks ships added ?
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Hexallium

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #8 on: May 19, 2024, 04:31:43 AM »

(Me, with over 20 faction mods in the game...)
Adding one more won't hurt the game, right?
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Mycophobia

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #9 on: May 19, 2024, 11:28:00 PM »

When will be the orks ships added ?

They will be their own faction on a new game, some of their ship will also spawn into pirate fleets.
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samuell.sk

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #10 on: May 20, 2024, 01:29:42 AM »

When will be the orks ships added ?

They will be their own faction on a new game, some of their ship will also spawn into pirate fleets.

not what i meant, i can see on the showcase some modified hegemony ships mostly, so i was wandering since this is alpha, when will the orks be added to the mod ?
you know ork ships like hammer battlekroozer , kill kroozers , maybe a bounty in a form of space hulk...etc... these kind of a ships.
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Morrslieb

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #11 on: May 20, 2024, 02:43:34 AM »

good miko_es, love from Gensoukyou Manufacture :-)
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Mycophobia

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #12 on: May 20, 2024, 03:27:25 AM »

When will be the orks ships added ?

They will be their own faction on a new game, some of their ship will also spawn into pirate fleets.

not what i meant, i can see on the showcase some modified hegemony ships mostly, so i was wandering since this is alpha, when will the orks be added to the mod ?
you know ork ships like hammer battlekroozer , kill kroozers , maybe a bounty in a form of space hulk...etc... these kind of a ships.

As mentioned in design note, I do not plan to bring over battlefleet gothic ships (at least not as bfg replica). Ork ships are hardly standard construction in any case, what BFG may classify as a Kill Kroozer could be a large variety of ork ships either ramshackling built or looted from the imperium, for example. So what I try to do is more  a mix of ships pieced together with parts the Ork looted from the Persean sector, or just captured and modified Persean sector ships.

What I will try to add more are ships that are more originally orky ship (that isn't a clearly looted version of vanilla ships, there are few examples of these in the mod already, but I do want to have more) alongside more regular looted ships, and probably make the looted variant a bit more distinct from their base counter part. Also depending on permission I would be happy to do some "looted" version of ships from other mod, notably there are already a few looted Gensoukyou ships in the roster.
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Mycophobia

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #13 on: June 16, 2024, 05:44:40 AM »

Here are some preview for the upcoming.

Since the general feedback ive been getting is that the faction is a bit on the conservative and weaker end, I will be strengthening them a bit as well as adding 3 new ships and a few new weapon types.

A looted manticore will give the current destroyer line a bit more punch over looted freighters, and a ork mega-bommer with a  system that randomly unload various orky bombs and rocket at target can serve as a stronger offensive crusier. Lastly I thought I might as well make the ork cargo/tanker ship into a giant flame thrower so da boyz on them wont get bored in a proper scrap.  ;D

Gonna be doing a bit more testing and see if I can fit anything else in an update, but it should be coming shortly.







« Last Edit: June 16, 2024, 05:51:48 AM by Mycophobia »
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HereticKannon

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Re: [0.97] Looted Sector 0.2 Alpha
« Reply #14 on: June 22, 2024, 12:36:23 PM »

Good stuff! I like the Orky theme and I'm excited for the new update.
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