Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 2 3 [4] 5

Author Topic: [0.98/0.97] Orky Sector (Formally Looted Sector) 0.53  (Read 45110 times)

balordezul

  • Lieutenant
  • **
  • Posts: 69
    • View Profile
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.   
Logged

The One Who Crawl

  • Ensign
  • *
  • Posts: 11
    • View Profile
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.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1379
    • View Profile
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.
+++ HERESY DETECTED +++

You are being reported to the Inquisition...

Mycophobia

  • Commander
  • ***
  • Posts: 109
    • View Profile
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%


Logged

Beetleswine

  • Ensign
  • *
  • Posts: 4
    • View Profile
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. 
Logged
New to forums

Icarus(core)

  • Ensign
  • *
  • Posts: 4
    • View Profile
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) »
Logged

Mycophobia

  • Commander
  • ***
  • Posts: 109
    • View Profile
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
Logged

MMEEXX

  • Ensign
  • *
  • Posts: 33
    • View Profile
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?
Logged

Mycophobia

  • Commander
  • ***
  • Posts: 109
    • View Profile
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.  :)
Logged

Manage Passwords

  • Ensign
  • *
  • Posts: 40
    • View Profile
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.
Logged

Mycophobia

  • Commander
  • ***
  • Posts: 109
    • View Profile
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.
Logged

Manage Passwords

  • Ensign
  • *
  • Posts: 40
    • View Profile
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? :)
Logged

Mycophobia

  • Commander
  • ***
  • Posts: 109
    • View Profile
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


Logged

Mokare

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #58 on: May 02, 2025, 10:34:48 AM »

Played quite a bit with your mod, and as old starsector and 40k enjoyer i like it a lot and much!
Ships FEELS and looks orky, without copying them from existing models of og 40k, it IS how orkz stuff probably would look if they sunnedly warped themselfs in persean sector of DAoT. The ships, weapons nad systems descriptions are "cheffs kiss" and PROPA ORKY AND GREEN. Just love it.
Just a little balance rant, sorry. Some of their kroozers and weapons feels a bit op, but in a heavily modded run other slightly op stuff balances it. Still, 20 dp cruiser with Large ballistic, numerous lesser ones and enough speed to get colse and dakka enemy to death is still a bit op. Weapons have better damage (thats actually ok) and flux stats (that is perhaps not), and their *** poor accuracy (which is orky and good) kinda not helping, beacuse their ships waags themselfs in close range, where accuracy is not that relevant.
And Space Hulk should be much, much bigger. Please replace Big Capital Ship with some canon orky battleship, slow (but with Big Red Button), prow-mounted Biggest Kannon (or Rokkitz. or Megazzappa) and other bitz and gibboz size of a Onslaugt. But Spacy Hulk, imo, should be at least twice bigger supercapital. Even slower, maybe shieldless, asymmetrical as warp kitbash of a dozen of ships, and overall something in a spirit of HMI Locomotive of SWP Cathedral or what was that UAF Modular supercrap, well, BIGGA AND BETTA AND PROPA ORKY, ZOG!
Logged

Mycophobia

  • Commander
  • ***
  • Posts: 109
    • View Profile
Re: [0.97] Orky Sector (Formally Looted Sector) 0.51
« Reply #59 on: May 02, 2025, 03:26:36 PM »

Played quite a bit with your mod, and as old starsector and 40k enjoyer i like it a lot and much!
Ships FEELS and looks orky, without copying them from existing models of og 40k, it IS how orkz stuff probably would look if they sunnedly warped themselfs in persean sector of DAoT. The ships, weapons nad systems descriptions are "cheffs kiss" and PROPA ORKY AND GREEN. Just love it.
Just a little balance rant, sorry. Some of their kroozers and weapons feels a bit op, but in a heavily modded run other slightly op stuff balances it. Still, 20 dp cruiser with Large ballistic, numerous lesser ones and enough speed to get colse and dakka enemy to death is still a bit op. Weapons have better damage (thats actually ok) and flux stats (that is perhaps not), and their *** poor accuracy (which is orky and good) kinda not helping, beacuse their ships waags themselfs in close range, where accuracy is not that relevant.
And Space Hulk should be much, much bigger. Please replace Big Capital Ship with some canon orky battleship, slow (but with Big Red Button), prow-mounted Biggest Kannon (or Rokkitz. or Megazzappa) and other bitz and gibboz size of a Onslaugt. But Spacy Hulk, imo, should be at least twice bigger supercapital. Even slower, maybe shieldless, asymmetrical as warp kitbash of a dozen of ships, and overall something in a spirit of HMI Locomotive of SWP Cathedral or what was that UAF Modular supercrap, well, BIGGA AND BETTA AND PROPA ORKY, ZOG!

Thanks for enjoying the mod, cooking up annnuva update and should have it up in a few days  :)

Regarding the feedbacks, Balance wise they could use more tweak though I note almost all of them come with inferior range (compounded by ork ships themselves having even bigger penalty), and while ork certainly has speed to get close, they also absolutely has to get close, and would usually take a volley or two from their enemy, nor can they easily retreat after getting stuck in. I consider that the main drawback to offset their close range firepower. Once they go in, they are generally committed. Still if you have specific weapon thats concerning do let me know.

Ship wise the current "Space Hulk" was definately far too small, I will probably rename it to something else to better reflect that. It was just the first capital made for the mod and I honestly isn't expecting I'd get this far when I started. There is no plan to do any 'canon' ships (though I did turn kill bursta into a ship), mostly cuz they wouldn't fit the style and there really isn't standardized class for ork ships anyway, but I do have a new capital for next update (for the badmoons)  :)

Actual super cap takes a lot of time to make and hard to design well so idk when I'll get to it though I def want to make something. But at the moment a mega rok as a station is pretty tempting, though a more conventional modular super cap is not out of the picture either.
Logged
Pages: 1 2 3 [4] 5