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Author Topic: [0.95a] The Mayorate v1.1.0 (2021-11-25)  (Read 321046 times)

Protoman

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #105 on: May 11, 2014, 03:10:06 PM »

This mod is amazing, I think these ships are op (they seem to completely annihilate enemy factions they come across regardless of fleet size). I'm not sure if there is a % chance that one or the other loses? I have no idea how the game decides who wins. Any way, Love the designs, effects, sounds fx, and the soundtrack.
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kazi

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #106 on: May 19, 2014, 02:17:01 AM »

This mod is amazing, I think these ships are op (they seem to completely annihilate enemy factions they come across regardless of fleet size). I'm not sure if there is a % chance that one or the other loses? I have no idea how the game decides who wins. Any way, Love the designs, effects, sounds fx, and the soundtrack.
Always working on balance, if you have any specific suggestions, let's hear them (although the two most OP ships left are disappearing next patch). I don't know how battles autoresolve, but I'm quite sure its not % chance. Glad you like the mod!

Getting better at this 'pixel art' business. Sprite on left is a heavy fighter, the other is a light bomber. Pretty sure that this will be quite a 'fighter-centric' update.
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MesoTroniK

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #107 on: May 19, 2014, 02:23:30 AM »

Battle auto resolve is based on the ship / fleet stats all aggregated together.

The largest contributors to auto resolve strength is shield stats (arc is irrelevant), overall firepower of a ship (missile launchers are not counted unless they hold 30 or more rounds), and ordinance points. Technically it counts most everything but those listed above make the largest difference, and there is some RNG involved but its just to prevent it from being a sure thing every time.

Edit: Forgot to mention that scripted exotic defenses or on hit weapon effects and things like that are not counted at all. Only the base raw values count, just like if they are straight up vanilla ships.
« Last Edit: May 19, 2014, 02:41:24 AM by MesoTroniK »
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kazi

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #108 on: May 24, 2014, 05:07:48 PM »

hmmm... it almost appears as if there are city lights on the night-time side of the planet...

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pyg

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #109 on: May 24, 2014, 06:18:15 PM »

Just wanted to add another voice of praise to how excellent this mod is overall.  Great sprites, sounds, effects, etc.  I mostly play against it in UsS and don't think it's OP as some have stated.
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kazi

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #110 on: May 27, 2014, 01:45:08 AM »

Ah, thanks! Been doing this mostly as a side project in my spare time. Learning how to do most of this as I go along (6 months ago, I couldn't do anything coding or art-wise whatsoever haha...). It always makes me quite happy when I hear people like it! :D

Noticed a few new things on the forum since I was last on. Namely a new feature in ShaderLib that allows for normal maps. What will that do?
Spoiler


Although I probably shouldn't count on it (until I investigate things a little further), it appears as if I'll be able to add direction-specific lighting to all of the non-fighter sprites (imagine the lighting fx from the above gif applied to sprites in-game). If I can pull this off, it should add some very fancy lighting fx for those of you with Dark.Revenant's ShaderLib installed. (For once, I'm happy I built my stuff up from 3D models- it should make things much more realistic-looking than if I had tried to start from 2D sprites.)
[close]

*edit-fixed the broken parts
« Last Edit: May 27, 2014, 02:00:41 AM by kazi »
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Taverius

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #111 on: May 29, 2014, 10:33:19 PM »

So, I've been meaning to try this for a long time. I'm currently running USS 1.3, I believe that has the latest posted version included?

Anyhoo, so far I've only got a Lilith, which I'm putting through its paces, but I thought its strange that the spine mount has what looks like 5 degrees of mobility when the built-in weapon on it can't turn.

Its like its taunting me  >:(
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No faction is truly established without a themed Buffalo (TAG) variant.

Aklyon

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #112 on: May 30, 2014, 11:45:51 AM »

(although the two most OP ships left are disappearing next patch)
Which two are those?
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kazi

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #113 on: May 31, 2014, 02:48:37 AM »

So, I've been meaning to try this for a long time. I'm currently running USS 1.3, I believe that has the latest posted version included?
Yep! Although I haven't updated in awhile (combination of laziness and feature creep...).

Anyhoo, so far I've only got a Lilith, which I'm putting through its paces, but I thought its strange that the spine mount has what looks like 5 degrees of mobility when the built-in weapon on it can't turn.

Its like its taunting me  >:(
I never noticed that actually. Now I can't unsee it lol... gonna make that a little smaller for the next update haha...

(although the two most OP ships left are disappearing next patch)
Which two are those?
The Reaver and Esfahan (which was already almost out of the game anyways). The replacement for the Reaver is pretty awesome. That's all I can reveal for now though  ;)
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Taverius

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #114 on: May 31, 2014, 04:54:43 AM »

Anyhoo, so far I've only got a Lilith, which I'm putting through its paces, but I thought its strange that the spine mount has what looks like 5 degrees of mobility when the built-in weapon on it can't turn.

Its like its taunting me  >:(
I never noticed that actually. Now I can't unsee it lol... gonna make that a little smaller for the next update haha...
Just give the mount 0 degrees like the AM Lance mount on the BRDY Nevermore - it works better with helping the player aim a built-in non-aimable weapon. :)

Progressing very slowly here due to USS not giving me any destroyer BPs and the only one that's been for sale so far being the Esfahan. Really, really feeling the need for a smaller faster frigate, pursuits are painful with the Lilith, and the OP cost of unstable injectors cripples it even with 5/5 OP skills.

Edit: Just saw this:
Spoiler

[close]

When I'm not playing Starsector, I do the technical side of this little mod ...
« Last Edit: May 31, 2014, 06:02:34 AM by Taverius »
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No faction is truly established without a themed Buffalo (TAG) variant.

Arakash

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #115 on: June 20, 2014, 10:16:48 AM »

I was playing with this mod today without reading where the sound came from. I had one of your weapons equipped on my ship and i heard the laser sound and swore i remembered it somewhere. :) Of the two you listed, it was likely from Nexus: Jupiter indecent. I played a lot of that game so its sounds are etched in my head.

So far i enjoyed using the weapons a lot :)
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kazi

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #116 on: July 07, 2014, 09:58:46 PM »

a bit of a necro here, but I'm getting quite close to releasing another update. Here is a preliminary changelog with all of the currently implemented features (still need to add a couple more things before it's "ready"):

-Added Foraker-class destroyer. The Foraker is a light carrier with enough ordanance to not be a complete bore to fly, but not be OP. Replaces the Esfahan.
-Added Safir-class freighter and conversion (destroyer escort). The Safir is quite an average shipping solution, but it still beats using Buffaloes, right? The conversion makes an okay missile support platform.
-Added Raad-class heavy fighter wing. Mounting a pair of PPCs, this craft is a potent threat to destroyers, frigates and fighters. Replaces the Reaver Gunship.
-Added the PPC weapon (small energy). It's essentially an IR pulse laser without the suck.
-Added Graser PD. A short-ranged PD laser that fires constant, discrete shots. Very comparable to LR PD lasers, but with different pros and cons. All Mayorate energy flak mounts now use Graser PD.
-Added normal maps for ALL SHIP SPRITES AND WEAPONS! (much purple was had!)
-Added ShaderLib lighting information for all Mayorate weapons.
-Added custom planet graphics for Ilkhanna. Kudos go out to Russian/European/American taxpayers for the base image for this.
-Added custom background graphics for the Rasht star system. Again, thanks to Russian/European/American taxpayers for funding the telescopes that generated the base starfield.
-Phoenix missiles now track, which is a pretty significant buff.
-Light Graser fire rate increased, damage decreased. Feels much more responsive when under player control now, although it's a little less bursty.
-Removed Reaver Gunship.
-Removed Esfahan-class destroyer.
-Changes to Mayorate base hullstyle (more picturesque venting).
-Changes to Mayorate engine styles. Engines appear much hotter, and contrails are more prominent. All Mayorate ships/fighters/missiles now use custom Mayorate engines. Added "small" engine style for better graphics and performance for missiles/fighters.
-Mayorate faction color is now yellow. No more confusing their fleets with the Diktat! (happened to me all the time...)
-Various performance improvements (although implementation of ShaderLib will pretty much erase those gains in performance).
-Miscellaneous balance changes and other fixes not worth mentioning.
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ValkyriaL

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #117 on: July 08, 2014, 08:31:02 AM »

Yay, Moar stuff, the maps and shaders are welcome, wish i could figure out how to make those myself.

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Sabaton

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #118 on: July 08, 2014, 11:46:42 AM »

Why is everyone so on to these maps? I don't see them making much of a visual impact (or maybe just me).
On a side note, your ships paint jobs resemble the Hyperion guns from Borderlands 2, inspiration much?
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kazi

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Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« Reply #119 on: July 08, 2014, 03:12:38 PM »

@ ValkyriaL - google CrazyBump and download the demo. It works somewhat well, though it's not as good as using 3D models.

@ Sabaton - To be perfectly honest, all they do is direct the lighting to go to the proper places. So instead of lighting being applied everywhere in a certain radius, the lighting only gets applied to the areas it could actually reach. However most of the normal maps so far have been generated from 2D objects, which means that they will never appear very "deep" or impact the lighting very significantly (or occasionally it gets the shading wrong and makes certain details appear very, very weird). Normal maps are much more apparent in video than from the screenshots everyone keeps posting. The main difference here is that most of my ship normal maps have been generated from 3D models and are much more deep and sharply defined than ones you can achieve with CrazyBump (which is what everyone else is using). Hopefully you should see a difference with these (if not, there's no hope haha...).

Probably the biggest inspiration for the ship art is an old Homeworld mod/now an unreleased standalone game called Angels Fall First. They had absolutely fabulous art direction, although the project appears to be mostly dead now :( . Makes for fabulous viewing if you enjoy "internet archaelogy." Haven't played Borderlands.

Stuff like this:
Spoiler
[close]
or this
Spoiler
[close]

@ Arakash - Yeah I really liked the Nexus games. Which is why I keep trying to recreate the weapons I like (like the lasers and AOE missiles of death) here.

@ Taverius - I'm going to add another frigate eventually. Perhaps next update or something. And yeah, I'm glad you found that little easter egg. I'm actually amazed no ones mentioned it until now haha...
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