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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!  (Read 119163 times)

Zudgemud

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Download here



REQUIRES LAZYLIB. GET IT HERE
REQUIRES MAGICLIB. GET IT HERE
REQUIRES GRAPHICSLIB. GET IT HERE

When installing the mod, make sure to delete any old version first before installing the updated version! Errors and crashes will happen if you only use replace contents in existing folders.

Updated: 2021-06-16

If anyone would like to send me a tip, this modder needs it more: https://www.patreon.com/mesotronik


Introduction
The idea of this faction is high flux vent bad tank, most guns and ships work best while pouring out a steady stream of damage from range. I aim for everything to be vanilla balanced so if you feel something is OP/crap please let me know! This faction is Nexerelin compatible again!!!


Lore:
Spoiler
The Tolp system was initially settled by the Tri-Tachyon corporation as a full scale test of their experimental P-series reactors. Labeled Project Orion Leuiticus the main colony was constructed on the geologically stable and habitable Tolp II. While the technology proved wholly incompatible with the current energy infrastructure, the colony itself was a huge success. The Tri-Tachyon corporation nurtured the Tolp system to become their energy production nexus, with great investments into their P-reactor technology, building thousands of interlinked reactors on the surface of Tolp II. Within a few decades the Tolp system was the main supplier of energy for 17 different domain systems, producing the energy needed by for a total of 96 billion humans.

This was not last however, as the bloated Domain of Man became increasingly stagnant, the populace became increasingly hungry for change. As discontent grew within the domain, so did the number of factions vying for power of their own. As the Domain grow increasingly weary from putting out bushfires of rebellion, the Tri-Tachyon corporation took a more confrontational stance against what they saw as the continued inefficiency of the Domain. When the gates went down the remaining domain politys assembled a mighty armada to quell any armed Tri-Tach rebellion against the authority of the Domain. Though they were battered and disorganised, the vast fleets of the Domain was deemed an overwhelming foe for the Tri-Tachyon forces. As the Domain fleets set their sights on strategic fuel infrastructure, the Tri-Tachyon board of directors approved of a desperate act. Detonate the reactors in Tolp, strangle the Domain forces within the sector, and thereby allowing the energy independent Tri-Tachyon corporation to build up and muster their forces for the inevitable conflict.

While a tactically sound idea, it was to prove fatal for the vast majority of citizens of the Tolp system. A 3 hour warning was made to evacuate the system in face of the advancing Domain, no mentioning was made of the impending reactor detonations. As most citizens did not think the domain would do them harm, they stayed put. 3 hours later, the surface of Tolp II lit up like a star, and half a billion lives were no more.
[close]

 
Ships
Fighters


Frigates


Destroyers


Cruisers


Capitals


Utility ships:
Construction rig

MLMV Tug

MLMV Miner



Guns
Small


Medium


Large


Ships:
Fighters
Stress = Annoying fighter, has a tiny EMP ship system and an EMP vulcan.
Spore MkIII = Extremely heavy hitting fighter, needs other ships to distract the enemy figthers and to make good use of it's massive firepower.
Saksh-t Turret = Stationary point defence turret with a long range teleporter, good for guarding very slow capitals.

Frigates
Sike = Heavy hitting frigate, very short peak performance.
Sike-M = Annoying tanking support frigate armed only with rockets to choke enemy point defence, also very short peak performance.
RS = Support frigate, can pack a punch but mostly just pisses you off with it's emp drone, short peak performance.
Mite = Fast hauler frigate with a chaff spraying speedburst, can act as close support, long peak performance, is fabulous to fly!
Mite-s = Tanker version of the Mite, it too is fabulous to fly!
Spore = Fast but undergunned frigate, tight on OP, your dream of flying a figther has come true.
Spore mk II = A Spore with more staying power and a bombing system. This is of course reflected in the support profile as it is about as costly as most cruisers to field.
Tartif = A ship with a jelly armor and a ramming subsystem. You can bump ships, all ships, this can be fun!
SNZ = A point defence frigate made for escorting bigger ships.
Thel-EP = Phase frigate

Destroyers
SL-t1p = Point defence destroyer, made to escort and support other less PD gifted P9 ships.
SL-t2 = Heavy assault destroyer, fit it with care, limited with OP.
SL-t3 = Long range sniping destroyer, anything it aims at gets hurt.
Cyz-C hP = Phasedestroyer, good at keeping up pressure.
P9 Valkyrie = Troop transport with ground support package.
Louse = Combat hauler, fantastic defences for a hauler.
AGG-r = Support destroyer

Cruisers
Korlo-SKT = Fast phase cruiser with fantastic flux dissipation, 3 large universal hardpoints and good OP. Has really low flux and can only phase for a few seconds before it overloads.
Kaala= Sluggish and decently armored for a P9 ship. Can activate a supercharge that rushes it forward or backward while shooting a massive murderbeam that will destroy most objects in it's path.
Silverfish-MPK = Undergunned armortanking ship with regenerating armor and a speedburst. Should preferably be driven by the player as the AI is somewhat suicidal with it.
Cimex = Support carrier with built in long distance bombarment system and defence drones, very slow and sluggish.
Tick = Defenseless hauler with 2 flight decks, very good burn speed compared to most haulers but with a cargo capacity of 700, also has a superb viewrange thanks to sensor drones.

Capitals
Samaa-DSI = Fat, slow and undergunned, this ship is made for tanking and to incapacitate the most powerful enemy ship on the field, giving the rest of your fleet opportunity to chew down the lesser ships.
Samaa-EBM = Fat, slow but not undergunned, this ship is a pretty standard ship of the line but with extra big magazine sizes. Generally good firepower and stayingpower against single opponents thanks to it's fortress shield, though limited in pointdefence and very vulnerable to flanking.
Eyfel-EP1 = Fat, slow with a cloak and a flight deck, good at supporting from range.

Utility
P9 Repair Rigb = Basically the same as vanilla the repair rig but faster and with more fuel/supply consumption.
MLMV = Though it is armed with mininglasers and a miningblaster, it is slow and extremely unwieldy, making it very ill suited for actual combat.
MLMV tug = A tug, also very ill suited for actual combat.

Weapons:
Jet launcher (Small) = Missile launcher with a short range weakly guided torpedo, regenerating missile.
Taala Laser (Small) = Laser with the tachyon lance EMP effect, to balance this it has worthless damage and range and you cant turn it.
Saala Laser (Small) =  Burst laser, good damage against shields and ok flux consumption, but no turning.
P9 Vulcan (Small) = Ballistic pd, just as the vanilla vulcan but with higher projectile speed, slightly more range, 3x normal energy cost and 1 more OP to fit.
SK-S Cannon (Small) = High damage full auto, high flux cost.
iV-Type Plasma blaster (Small) = An innaccurate weapon built for bigger ships, the intended purpose of this weapon is to act as a finisher of damaged ships.
Pexp Launcher (Small) = A low damage mini missile to keep point defences occupied and shields up.

Vaala Laser (Medium) = Burst laser with good damage against shields but very high flux cost.
P9 EX Burst Cannon (Medium) = High explosive slugger cannon.
P9 Double Vulcan (Medium) = Two Vulcans one mount.
SK-M Cannon (Medium) = High damage full auto, high flux cost.

SK-L Cannon (Large) = High damage full auto, really high flux cost, full auto pink Mjolnir basically.
T3 Cannon (Large) = Single shot proximity shells with really high kinetic damage, made to ruin (Tri Tach) shields.
T3 Support Cannon (Large) = Capital sized flak, enormus damage, enormus energy cost, no accuracy.
P9 High intensity laser (Large) = A better tracking HIL with slightly higher damage and worse energy efficiency.



To make it more easy to overview this faction, I made a list!

Pro:
Burn rate is generally high on all ships.
Fantastic flux dissipation.
Good shield coverage.
Many universal hardpoints.
Will generally savage fleets that rely on beam weapons.

Con:
Low hp, armor.
Horrible flux cap, you will almost always need to spend lots of OP on flux capacitors, this also means ships will scale very well with fluxcap skills.
Many ships are vulnerable to missiles due to lackluster point defence ability.
Low peak performance times for the the heavy hitting frigates.
While the crew requirements are generally low they also have no room for spare crew.
Bad cargo/fuel space, needs a hauler to tag along, and most P9 haulers are not good at actual combat.
The big dedicated hauler has 700 cargo space.
Low max flux levels restricts the type of weapons that can be used reliably.
Will get savaged by kinetic ballistic and high alpha weapons.




Credits:
As I'm helpless in front of java and cant program anything at all I stole every line, in every necessary file from mendonca and his "Junk Pirates" mod, so he should have creds for that, because without it I would only be able to move my spaceships around with the move tool in Photoshop, and that would be kinda pathetic wouldn't it...

Tartiflette also helped with setting up the jar file and everything fancy with the bouncy gel frigate.

SniZupGun made several gun-sounds for me.

Zaphide and Histidine for making my mod comatible with Exerelin/Nexerelin respectively.

I also bashed my ships together by taking some parts from Psiyon's free spaceship repository.

In addition to all of this I have cut and pasted lines of code from half a dozen other mods to create various content for this faction, including but not limited to Cycerin's BRDY and FlashFrozen's Neutrino so um, thank you all for either knowingly or unknowingly giving me that.
« Last Edit: June 17, 2021, 01:33:35 AM by Zudgemud »
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haloguy1

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #1 on: November 25, 2013, 04:56:15 PM »

Nice mod going to try them out tomorrow.


Edit: tried them and i find them too weak for my taste but good things to look at and "shoot at" lol.
« Last Edit: November 25, 2013, 10:08:36 PM by haloguy1 »
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NITROtbomb

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #2 on: November 25, 2013, 04:56:54 PM »

the sprites look really good, but one thing is the glow from the ships that go past the ship bounds may not look good on the black background of space,
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Zudgemud

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #3 on: November 25, 2013, 05:06:11 PM »

the sprites look really good, but one thing is the glow from the ships that go past the ship bounds may not look good on the black background of space,

Well, that part with transparent glow on black did actually look good, what didn't look nice was that the automatic ship damage textures cover the whole sprite area, so even the glow parts gets scratches and dents... I'll try to fix that during the week.

Some feedback on playtesting of this mod would be nice later, so far I think I made them a bit too expensive for how fragile they are, especially since random collisions are a not insignificant cause of premature shipdeath, especially when piloted by the AI :)
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Gotcha!

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #4 on: November 25, 2013, 06:00:07 PM »

Grade A sprites. Nice work! :o
Edit: Maybe you can create some decorative mounts for those glows.
« Last Edit: November 25, 2013, 06:02:02 PM by Gotcha! »
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NikolaiLev

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #5 on: November 26, 2013, 04:44:27 AM »

Oooo!  I like these a lot!  They look to have extremely distinct gameplay to them.  I hope they get vanilla balanced, polished and fleshed out soon; I love seeing extremes in Starsector mods as most mods seem to hover around the Tri-Tachyon point of gameplay (high-tech, all around good).  There are few deliberately underpowered factions or just specialized factions.

Not to say they aren't, but I hope they're vanilla balanced.   ;D
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HELMUT

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #6 on: November 26, 2013, 09:07:33 AM »

I like the sprites as well, even though it's kinda weird that an abandoned Tri-tachyon colony managed to develop new ships with such alien design. I'll try it now.
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Zudgemud

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #7 on: November 26, 2013, 01:42:34 PM »

I like the sprites as well, even though it's kinda weird that an abandoned Tri-tachyon colony managed to develop new ships with such alien design. I'll try it now.

Well, the idea is that they themselves developed this glowing ball reactor after they were shafted by Tri Tach, and made ships that utilized this tech while also making their ships resistant against the favored weapon type of Tri Tach, beams.

Also, regarding the balancing of the ships, for those of you struggling with keeping the suckers alive, try skilling up so that you can place 2x the normal amount of flux capacitors, it helps a lot. So far I think I will make all P9 ships cheaper, they go down in droves and are kinda expensive to run a fleet with since even minor collisions cause so much hull damage, and they sure do like to collide with each other. :P
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NikolaiLev

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #8 on: November 26, 2013, 02:50:15 PM »

I like the sprites as well, even though it's kinda weird that an abandoned Tri-tachyon colony managed to develop new ships with such alien design. I'll try it now.

http://tvtropes.org/pmwiki/pmwiki.php/Main/BellisariosMaxim

 ;)
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HELMUT

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #9 on: November 27, 2013, 09:30:26 AM »

Ok i played the campaign with them. That was pretty fun, i encountered some issues tough.

First of all, the shield for the ships is a bit short. I'm not talking about the shield radius but rather the proximity with the hull. For some reason, it happened some times that projectiles were able to hit my ship even though i was totally shielded. So increasing the size of the shield bubble should prevent that kind of bug.

Also some issues when your ship get hit, the damage sprite is all weirded up. I think it is due to the glow sprite of the purple ball.

Spoiler


[close]

Another thing, the slt-t2 and t3 large mounts are hidden mounts. Given that the "mount bit" appear without weapon but can still fire make me think it's not supposed to be hidden. It looks very weird with HILS firing.

Other than this, i don't think i saw any other "bugs".

Now for the balance, they seems balanced even though they are very deadly in the hand of the player, much less for the AI who don't grasp the lack of armor of the ships.

However i need to ask you to improve a bit the armor, from 5 to something like 15 or 20. I understand that the identity of the faction come from their paper armor, but gameplay wise, every single impact with ships or asteroids is a death sentence. For your flagship it is not that problematic, but for the AI controlled ship, it can be very frustrating to see your entire fleet explode because their bumped into that Talon wreckage. Also, at the beginning of the battle when your fleet use the travel drive, it is possible that an asteroid  happen to be on the way and colliding with one ship, which will very likely explode, and in the worst case, the explosion would cause a chain reaction with the rest of your fleet who can't raise its shield yet.

So yeah, just improve a bit the armor to avoid that kind of stuff. And even with 20 armor, they are still made of paper.

About the ships themselves. The Stress fighter is quite underwhelming. With only one ion cannon, it can't do much, i only use them as cannon fodder to keep enemy fighters busy (Talons are super scary when you play with P9). But i guess it's what it's supposed to be, and as the carrier that come with it is pretty much necessary anyway...

The Mite isn't really a useful ship in battle. It may be bloody fast but that's all it can do. The extra cargo/fuel space is very handy early game though but its usefulness fade later.

The RS however is much more efficient. It's fast, it has ECM to counter fighters and missiles. And when fitted with two AM blasters it can unleash hell on pretty much everything. Right now it is probably one of the best frigate in the game.

The Sike is also very powerful, i wasn't very impressed by its performance with the default variant loadout. I switched with pulse lasers, it have gotten much more deadly. Also work very well with Graviton or Phase beams.

Its cousin, the Sike-M however... I have no idea what to do with this one. With 6 built in annihilators it will kill more allies than enemies. Also as it is faster than the missile sit launch, it is very likely that is will blow itself up. It would work infinitely better if the 6 mounts weren't built in. Right now, it is the unwanted child of the family. By the way, the weapons positioning is aligned with the rest of the ship.

For a long while i hated the sl-t2, mainly because of its 180° shield. The front shield emitter is a must have for this one. Otherwise it is a very, very good ship, even better in my eyes than the sl-t3. The thing that make it so good is the weapon arc, it can't handle two plasma cannons but just with one it's already better than its brother. The slt-3 have more OP available (it don't need front shield emitter) but the built in plasma cannon can turn a single degree. The two smalls mounts are handy but i think they aren't worth the second large mount of the sl-t2. Add a plasma cannon with a HIL and it's all around better (will run very hot though), or just replace the HIL with a large missile launcher.

The Tick is slow as hell, i tried to find some use in battle for them but they don't even have the shield power to be a good tank. So for now, they just sit on the other side of the map, resupplying the fighters.

But yeah, basically there isn't much things to change, that seems good. Something you could do would be to remove the purple orbs in your sprites and replace it with a decorative weapon. By doing this you could add some cool details (glow, lightning, whatever you want) and also avoid the damage sprite splurge i talked earlier.

In conclusion, that's a very good first attempt at modding, good job!

Edit: holy crap, i posted such a massive wall of text!
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Zudgemud

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« Reply #10 on: November 27, 2013, 12:38:34 PM »

Ok i played the campaign with them. That was pretty fun, i encountered some issues tough.

First of all, the shield for the ships is a bit short. I'm not talking about the shield radius but rather the proximity with the hull. For some reason, it happened some times that projectiles were able to hit my ship even though i was totally shielded. So increasing the size of the shield bubble should prevent that kind of bug.

Also some issues when your ship get hit, the damage sprite is all weirded up. I think it is due to the glow sprite of the purple ball.

Spoiler


[close]

Another thing, the slt-t2 and t3 large mounts are hidden mounts. Given that the "mount bit" appear without weapon but can still fire make me think it's not supposed to be hidden. It looks very weird with HILS firing.

Other than this, i don't think i saw any other "bugs".

Now for the balance, they seems balanced even though they are very deadly in the hand of the player, much less for the AI who don't grasp the lack of armor of the ships.

However i need to ask you to improve a bit the armor, from 5 to something like 15 or 20. I understand that the identity of the faction come from their paper armor, but gameplay wise, every single impact with ships or asteroids is a death sentence. For your flagship it is not that problematic, but for the AI controlled ship, it can be very frustrating to see your entire fleet explode because their bumped into that Talon wreckage. Also, at the beginning of the battle when your fleet use the travel drive, it is possible that an asteroid  happen to be on the way and colliding with one ship, which will very likely explode, and in the worst case, the explosion would cause a chain reaction with the rest of your fleet who can't raise its shield yet.

So yeah, just improve a bit the armor to avoid that kind of stuff. And even with 20 armor, they are still made of paper.

About the ships themselves. The Stress fighter is quite underwhelming. With only one ion cannon, it can't do much, i only use them as cannon fodder to keep enemy fighters busy (Talons are super scary when you play with P9). But i guess it's what it's supposed to be, and as the carrier that come with it is pretty much necessary anyway...

The Mite isn't really a useful ship in battle. It may be bloody fast but that's all it can do. The extra cargo/fuel space is very handy early game though but its usefulness fade later.

The RS however is much more efficient. It's fast, it has ECM to counter fighters and missiles. And when fitted with two AM blasters it can unleash hell on pretty much everything. Right now it is probably one of the best frigate in the game.

The Sike is also very powerful, i wasn't very impressed by its performance with the default variant loadout. I switched with pulse lasers, it have gotten much more deadly. Also work very well with Graviton or Phase beams.

Its cousin, the Sike-M however... I have no idea what to do with this one. With 6 built in annihilators it will kill more allies than enemies. Also as it is faster than the missile sit launch, it is very likely that is will blow itself up. It would work infinitely better if the 6 mounts weren't built in. Right now, it is the unwanted child of the family. By the way, the weapons positioning is aligned with the rest of the ship.

For a long while i hated the sl-t2, mainly because of its 180° shield. The front shield emitter is a must have for this one. Otherwise it is a very, very good ship, even better in my eyes than the sl-t3. The thing that make it so good is the weapon arc, it can't handle two plasma cannons but just with one it's already better than its brother. The slt-3 have more OP available (it don't need front shield emitter) but the built in plasma cannon can turn a single degree. The two smalls mounts are handy but i think they aren't worth the second large mount of the sl-t2. Add a plasma cannon with a HIL and it's all around better (will run very hot though), or just replace the HIL with a large missile launcher.

The Tick is slow as hell, i tried to find some use in battle for them but they don't even have the shield power to be a good tank. So for now, they just sit on the other side of the map, resupplying the fighters.

But yeah, basically there isn't much things to change, that seems good. Something you could do would be to remove the purple orbs in your sprites and replace it with a decorative weapon. By doing this you could add some cool details (glow, lightning, whatever you want) and also avoid the damage sprite splurge i talked earlier.

In conclusion, that's a very good first attempt at modding, good job!

Edit: holy crap, i posted such a massive wall of text!

Love you for doing this!

I'll fix the shields to be a bit more generous, your observation is totally correct, on some ships the corner of some bounds are slightly outside the shield.

In regards to the sprite and the glow stuff, I'll remove the glow and hopefully be able to replace it with some glow mount, it's on my todo list.

The mounts were actually intended to be hidden, though mainly on the t3, but I can change that on the t2.

Will increase the armor.

The Stress fighter was made to be a distraction with a disable, I really wanted to make a gun of my own for it, like a slow fire flak cannon with EMP aoe, the gun right now is a more of a placeholder, but I agree, it is useless now.

The Mite is supposed to be underwhelming in combat (though with an AM blaster it hurts quite a lot in player hands), it is a hauler that can act as light support frigate for your early fleet, like a lower damage hound.

The RS seem to be pretty OK, maybe a bit OP, but it seems to perform the role I intended for it.

For the Sike I have thought of replacing the heavy blasters with something like heavy maulers or similar, as the blasters are simply too cap hungry to feed. I have earlier passed over the mounting of beams, the problem is that I'm afraid it might work a bit too well with them if I put in on the factions ships as the AI seems to be really good at using beam weapons to keep range and be a ***.

Sike-M is a turd right now, what I wanted from the ship was for it to rain down a constant barrage of really fast no guidance rockets to keep PD weapons busy, and I intend to try and make this happen by making my own version of that weapon, might still be terrible though but I don't know until I have tried it! Until I have made this I should probably simply make the slots open missile slots as you suggested.

The SL-T2 (like most P9 ships) works best with continuous fire weapons like beam weapons or autocannons, anything that fires in bursts or has long reload times will top the flux too fast.

The SL-T3 is supposed to have it's own custom gun, I was thinking a capital sized flak cannon with energy damage. The current plasma thrower is a stopgap solution that I chose because I thought the projectiles matched the P9 colors ;D

The Tick is slow as hell and has no weapons, this was intentional so that if you want to utilize it in combat to supply fighters, you will have to make sure it stays out of combat or else it dies. Maybe I'll make it a bit faster but I also want it to be a guaranteed reward for any eventual chase battle that you do, because obviously most of the frigates will simply evade your forces with their speed.

Again, I love any feedback given! Even if you would tell me it is all crap!


Edit: Fixed the shields, armor and Sike-M according to what was suggested above, new download in the link above.
« Last Edit: November 27, 2013, 02:14:40 PM by Zudgemud »
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NITROtbomb

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1.1)
« Reply #11 on: November 28, 2013, 02:57:17 AM »

yeah what i think i meant was the damage making the glow very weird, so the decorative weapons are a must. 
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Zudgemud

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Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1.1)
« Reply #12 on: December 01, 2013, 03:24:02 PM »

yeah what i think i meant was the damage making the glow very weird, so the decorative weapons are a must. 

I updated the mod with some stuff, some of the stuff I fixed was giving the Sike ships a better glow effect that should not interfere with the damage model, however the decorative mounts that I fixed that with looks dumb in the fitting screen, so I'm holding off on changing this on all other ships until I figure out what makes the fitting screen so annoying.

Also, in addition to this I added 3 faction specific guns and special snowflake phase cruiser which is fun but dangerous to fly (go berserk with any weapons you like but oh god don't let the enemy swarm you).
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Zudgemud

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Added lore, and the Spore, which is a tiny frigate, for all your fighter flying needs!



In non rhyming news I also updated the texture of the Korlo-SKT and arranged some stuff so that my mod will be compatible with the next Exerelin relese.
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HELMUT

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Sad there is not more feedback for this mod, it's pretty fun.

The Korlo is quite a weird beast. A phase ship without armor? Never put this in the hands of the AI. It's pretty damn deadly when armed with the STK cannon, you can unleash a constant stream of bullets at ludicrous range. You can potentially take down pretty much anything with it, as long as you don't get too close of course.

The Sike-M is now better but still suffer from the friendly fire of its own missiles. letting the AI control this one is absolutely out of question. Also projectiles happen to go through the shield of this ship a lot, haven't really tried other ships since then.

I look forward for the Exerelin compatibility

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