Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: The Gekelonians Technocracy demo 2.2  (Read 16788 times)

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
The Gekelonians Technocracy demo 2.2
« on: September 09, 2012, 04:45:43 AM »

demo 2.2

http://www.mediafire.com/?cbgz22rtx8zqbhy


thank you trylobot
also special thanks to paul for his guide on campaign intergration
and DSMK2 for creating an epic weapon system (not implemented yet)



campaign:
added



missions:
- Interception
- raiders
- Curse of curiousity


ships:(sprite changes so some screens might not be the same as there sprites)
Spoiler
Domus-class capital , is the city of the gekelonian and is used to house the people and as a field HQ.
it uses long range support weaponry to help his allies and has a launch bay to repait fighter.
it also got pd_drones to help protect him.

Globe-class heavy cruiser, uses his armor to hold itself even in the most fierce battles.
all weapon mounts are protected from danger in its core but can still shoot out of the open area in the hull.
only one large energy mount is funerable for attacks as it is on top of the ship.
that mount is used mostly for long range support and pd.
dove-class close combat destroyer, uses its heavy firepower to overpower enemy ships.
its two build-in torpedo launcher make it feel like an oversized bomber.
Chopper-class long range frigat, uses a specially designed kinetic beam to harrass ships from a distance.
two missle slots in the back to finish it off.
Taw-class Attack frigat, uses teleportation and his maneauvrability as defence
standart variant is equipped with the heavy anti matter blaster to destroy even the largest ships
hidden small ballistic in the back to destroy missle which follow it
hoof-class frigat, uses his two medium turret mounts to cover a wide area.
It is especially usefull as a pd ship or to sustain constant pressure on the enemy.
Orb-class scout fighter ,uses bait_drone system

bait-class drone ,swarms around the target

[close]


weaponry
Spoiler

only for Chopper-class


[close]


screenshots  ;D (watch out! large images)
Spoiler
[close]


Lore
Spoiler
The Gekelonian people, once gathered in the Lonia system now scattered across the galaxy.
They lived ages in the Lonia system after stranded there due to a failed wormhole experiment.

The Gekelonians build a society there ruled not by politicians or dictators but by reason itself.
Decisions were calculated and rules experimented on.
Therefor they flourished ,but the praising of the brain had its counterpart.
People, practical people, wishing for a leader to escape the coldness of reason.

The rebellion grew and the once peaceful people were divided into two groups.
The keepers ,as the former scientists that ruled the Gekelonians were called, were  always taught to avoid risk and so they did.
For the first time in their history they build a ship capable of interstellar travel.
They ran with the last survivors of the civil war leaving the rebels in Lonia.

They promised to never let this happen ever again.
How they were planning to do this?
They started sharing their knowledge to the blind, as they call not so  clever people.
Soon they found out that their technology was not as unmatched as they thought.
Which led to the second rule, all Gekelonians should do anything in their reach to gather knowledge.
The Gekelonians scattered across the universe and gathered all the knowledge they could find ,while sharing it with all those who need it.

You would think this would make everyone glad to see them, but the opposite is true.
High-tech faction weren’t so pleased.
Their advantage would be  gone when the low-tech faction gain the knowledge from the Gekelonians
And gathering technologies wasn’t always as friendly as you would suspect.
Stealing wasn’t something that rarely happened and wars were fought by them to gain blueprints.

Now a small group of Gekelonians arrived at the corvus system.
What would they think of these unknown visitors?
[close]



Faction personality:
- Curious
- will do anything for knowledge
- Hostile against most high-tech factions and some pirates


Version changes:
Spoiler

1.1-2.0
- changed flux dissipation and capacity of the taw-class.
- changed armor and hitpoints of both the bait_drones and the Orb-class fighters.
- made the teleporter generate flux
- increased time between drone spawns
- gave the teleporter a higher cooldown
- added dove-class
- added mission raiders
- added Globe-class cruiser
- added chopper-class phasefrigat
- added mission "curse of curiousity
- Balancing
- campaign intergration

2.1
- balancing Chopper
- Changed ships fleet points cost of all ships
- added new weapon chopper beam (only for the chopper-class)
- edited mission "curse of curiousity"
- removed max uses of bait_drones
- edited Chopper-class not it has a special medium beam weapon built-in instead of the medium hardpoint.
- created weapon repeater and let it replace the irpulse lasers of the dove.
- polishing missions
- changed dove-class ship system
- gave the taw a small ballistic in the back and changed the two small energy hardpoints into one medium
- created heavy antimatter gun for the taw-class
- edited some sprites to fit better with the others

2.2
- added hoof-class frigat to game, missions and to the campaign
- gave all classes a second variant
- edited some hulls to make the missle racks not look weird ;)
- edited all sprites to decrease the use of hidden mounts for hull bigger than fighters
- added ship system passive armor drones for the globe-class cruiser (sort of replaces shield)
- added gekelonian station to the game and adjusted base values of the ships



to do list:
- 1 mission against the tri tachyon
- campaign intergration
- more ships until i drop dead (at least 2 new fighter wings, 1 phase frigat and a cruiser)
- logo
- station
- Convoy
- descriptions of all ships
- lore
[close]

please comment on the mod.
I really need it to improve this and i especially need feedback on the balancing

known issues:
- valkyre trooper transport in mission "curse of curiousity"  :P
- globe-class instantly spawnes its drones, still not completlyfixed although he does not spawn the instantly anymore
« Last Edit: September 21, 2012, 08:20:29 AM by TheHappyFace »
Logged
Fractalsoftworks limited edition ban hammer.

conorano

  • Commander
  • ***
  • Posts: 181
    • View Profile
Re: Gekelonians mod alpha demo (just one mission and 4 ships)
« Reply #1 on: September 09, 2012, 05:22:48 AM »

the ships look good, but as you said it does need some balancing :P
Logged

harrumph

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: Gekelonians mod alpha demo (just one mission and 4 ships)
« Reply #2 on: September 09, 2012, 05:37:34 AM »

Yeah, the balance needs work, but I like the concept and the art!

The Taw is a lot of fun (I really like the idea of a frigate that relies entirely on mobility for defense, and I think you've basically gotten it right), but it's crazy overpowered. Right now you can chain-teleport absolutely anywhere; even in this mission it's too good, but in a bigger battle it would be way too good at controlling objectives. The teleport should probably cost more flux, have a shorter range, have a longer cooldown, or some combination of the three. Reduce the flux dissipation to a much, much lower level—something closer to 100 than 600—and then maybe increase base flux capacity to compensate. That way the Taw would be able to fight uninterrupted for a while but would eventually need to withdraw and vent for a while (instead of venting in like half a second in the middle of combat).

It's harder to tell what's up with the Orbs and their drones, since I can't control them directly, but they absolutely crushed the Broadswords each time I played the mission. Just looking at the stats, I'd say their armor is awfully high for a fighter. What are the drones armed with?
Logged

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
Re: Gekelonians mod alpha demo (just one mission and 4 ships)
« Reply #3 on: September 09, 2012, 06:07:01 AM »

Yeah, the balance needs work, but I like the concept and the art!

The Taw is a lot of fun (I really like the idea of a frigate that relies entirely on mobility for defense, and I think you've basically gotten it right), but it's crazy overpowered. Right now you can chain-teleport absolutely anywhere; even in this mission it's too good, but in a bigger battle it would be way too good at controlling objectives. The teleport should probably cost more flux, have a shorter range, have a longer cooldown, or some combination of the three. Reduce the flux dissipation to a much, much lower level—something closer to 100 than 600—and then maybe increase base flux capacity to compensate. That way the Taw would be able to fight uninterrupted for a while but would eventually need to withdraw and vent for a while (instead of venting in like half a second in the middle of combat).

It's harder to tell what's up with the Orbs and their drones, since I can't control them directly, but they absolutely crushed the Broadswords each time I played the mission. Just looking at the stats, I'd say their armor is awfully high for a fighter. What are the drones armed with?

thanks for the comment both of you  :)

the drones got pd lasers, the orb's got nothing.
yea i might decrease some stuff from the drones. they should be shredded by every pd weapon which is not the case atm.
about the taw class ,indeed its really nice to play it, but as you said a bit op due to the teleporter which does not give any flux.
i didnt change it for i was too lazy....
well i will work on balancing these two asap!
Logged
Fractalsoftworks limited edition ban hammer.

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
Re: Gekelonians mod alpha demo 1.2 (just one mission and 5 ships)
« Reply #4 on: September 10, 2012, 01:11:24 AM »

Demo 1.2
added the dove-class  :)

edit: and mission raiders
« Last Edit: September 10, 2012, 01:47:56 AM by TheHappyFace »
Logged
Fractalsoftworks limited edition ban hammer.

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: Gekelonians mod alpha demo 1.2 (just one mission and 5 ships)
« Reply #5 on: September 10, 2012, 12:46:12 PM »

Art style is fantastic. I can't play it right now though (at work), but you're definitely off to a good start happyface.
Logged

SwipertheFox

  • Commander
  • ***
  • Posts: 148
    • View Profile
Re: Gekelonians mod alpha demo 1.2 (just one mission and 5 ships)
« Reply #6 on: September 10, 2012, 01:01:26 PM »

Your ships look really nice...  Streamlined.  Glass looking ( IMO ).
very nice work by you!!!   :D
Logged

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
Re: Gekelonians mod alpha demo 1.3 (mission only)
« Reply #7 on: September 12, 2012, 08:44:47 AM »

New update!
got the missions!
now onto campaign intergration
Logged
Fractalsoftworks limited edition ban hammer.

conorano

  • Commander
  • ***
  • Posts: 181
    • View Profile
Re: Gekelonians mod alpha demo 1.3 (mission only)
« Reply #8 on: September 12, 2012, 09:52:28 AM »

is it intended for the cruiser to take ages to flux?
Logged

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
Re: Gekelonians mod alpha demo 1.3 (mission only)
« Reply #9 on: September 12, 2012, 09:56:34 AM »

is it intended for the cruiser to take ages to flux?
well thanks for pointing that out  :D
it is intended to ,but might be a little too much.
mod needs a bit more balancing....
« Last Edit: September 12, 2012, 09:58:20 AM by TheHappyFace »
Logged
Fractalsoftworks limited edition ban hammer.

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
Re: Gekelonians mod alpha demo 1.4
« Reply #10 on: September 13, 2012, 06:52:12 AM »

Added campaign intergration!
got every error existing, but i finally made it!
although it does need a lot of polishing.
allready happy that i finally got it working....
Logged
Fractalsoftworks limited edition ban hammer.

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
Re: The Gekelonians Technocracy demo 2.1
« Reply #11 on: September 14, 2012, 09:37:50 AM »

2.1 demo
changed a lot added new weaponry and more!
Logged
Fractalsoftworks limited edition ban hammer.

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
Re: The Gekelonians Technocracy demo 2.2
« Reply #12 on: September 19, 2012, 05:10:21 AM »

2.2
new version with again lots of changes < atleast i think so  ;)
Logged
Fractalsoftworks limited edition ban hammer.

doodlydee

  • Lieutenant
  • **
  • Posts: 57
    • View Profile
Re: The Gekelonians Technocracy demo 2.2
« Reply #13 on: September 19, 2012, 03:20:56 PM »

I keep getting fatal null errors when starting
Logged

TheHappyFace

  • Admiral
  • *****
  • Posts: 1168
  • The critic
    • View Profile
Re: The Gekelonians Technocracy demo 2.2
« Reply #14 on: September 19, 2012, 11:52:09 PM »

I keep getting fatal null errors when starting
I'll look at it asap.

edit: hmm... I cant seem to find the problem.
my own version works perfectly and it should be completly the same ,
since i didnt change anything since.
here it is and i also changed the download link.
this one should work(at least it does for me)
https://www.dropbox.com/sh/4y5m9ae80mpyf8u/wfisNXJ4Kn

edit2: found the problem....
in some kind of awkward way the world map ,which contains contains faction files and some others things,
was completly deleted in the downloadable map.....
i dont know why ,but i guess i accidently removed it cause my pc was being laggy that moment.

god bless trylobot wo gave the advice to always save the older versions!
« Last Edit: September 20, 2012, 12:15:02 AM by TheHappyFace »
Logged
Fractalsoftworks limited edition ban hammer.