Hello All!
Here I present the
EVE Online mod for Starsector. A lot of improvements have been made since the first version, making the mod much more solid.
The mod is a total conversion, so don't look for vanilla stuff and don't try to integrate with other mods.
Working with v0.65.2a (RC2)
Current build: 6 (2.3) (22 February 2015).
Requires LazyLibDownloadWhat does the mod have in its current state:- More than 100 original EVE Online ships: frigates, destroyers, cruisers, battlecruisers, battleships, carriers, dreadnoughts. More to come
- Bunch of weapons: autocannons, artillery, blasters, railguns, missiles, pulse and beam lasers
- Campaign integration. Campaign has 8 star systems
- Factions: Caldari, Gallente, Amarr, Minmatar, Angel Cartel, Servant Sisters of Eve, Sansha's Nation, Blood Raiders, Guristas Pirates, Mordu's Legion, Rogue Drones. Plus pirates and independent
- 15 missions
Campaign map:
Talking about ships, systems, hullmods and weapons, I tried to make the game correlated with EVE universe as much as possible. This means, that you can generally apply the EVE rules here: blasters for short range and high damage, Amarr having bonuses for lasers, Gallente focusing on drone swarms, Heron quite useless in rough combat, etc.
Ship hull types:
Spoiler
- Fighters [Fighter size]: nuff said - ships coming out of the carrier deck. Note, that in this mod fighters are EXPENSIVE and almost useless without a carrier support. But a single fighter is just a bit less powerful than a frigate.
- Frigates [Frigate size]: often even smaller than vanilla frigates, these tiny ships have incredible speed and mostly close-range weapons. Hit and run. Stealth bombers also belond to frigate size.
- Destroyers [Destroyer size]: being much bigger than a frigate, they are easier to hit, and lack defence capabilities. Though, they carry tons of light weapons, making them specialized frigate-killers.
- Cruisers [Destroyer size]: the main strike force of a small fleet. There are plenty of them around, so these ships are very versatile. Make them super-tanked of fast enough to catch a frigate.
- Battlecruisers [Cruiser size]: more powerful and protected version of cruisers. And slower too. Biggest their problem is low vent rate, so watch the flux level. These are mostly useful in large fleets.
- Battleships [Cruiser size]: these beasts usually carry stockpiles of heavy weapons and have excellent armour and shields, but they lack light armament and are an easy prey for a couple of frigates, which are fast enough to evade battleship main caliber.
- Carriers [Cruiser/Capital size]: the same as in vanilla - a support base for fighters, having tons of hitpoints. In EVE there are no light carriers, so expect these ships to be quite an end-game stuff - they are the most expensive vessels in current version of the mod. Later, logistics capabilities will be added.
- Dreadnoughts[Capital size]: currently the only capital combat ships. These are true behemonts of the battlefield with powerful "siege mode" system, allowing to fire at incredible distances with powered-up weapons. But they are almost useless without escort: swarm of small ships will easily deal with them.
Ships:
Special systems/weapons:
- Target painter[beam weapon]: increases damage done to a hit ship. Less effect on big targets.
- Jammer[system]: disables some weapons on enemy ships nearby for a few seconds. Number of affected targets ranges from 1 (frigates) to 2 (cruisers and battleships).
- Stasis webifier[system]: greatly reduces speed and turn rate of enemy ship for some time. This system changes the gameplay A LOT, because with the web even slow clumsy ships are able to catch agile opponents, so don't rely on your speed too much.
- Energy Vampire[system]: drains energy from nearby ships, adding flux to enemies and releasing some flux of host ship.
- Remote repairer[beam weapon]: this weapon targets allies and slowly regenerates their hull hitpoints. It can not be found on market, but it is a built in weapon on carriers, support cruisers and some other dedicated ships.
- Energy transporter[beam weapon]: this weapon targets allies and slowly reduces target flux level. It can not be found on market, but it is a built in weapon on carriers, support cruisers and some other dedicated ships. Impact of the beam immediately stops overload.
Introduction of these systems/weapons makes the gameplay quite different from vanilla, so do not underestimate these little helpers.
Screenshots:Changelog for last build (2.3):Spoiler
- Added new star system Y-4CFK
- Added Guristas Pirates and Mordu's Legion
- New ships: Garmur, Orthus, Barghest + skinned ships for Guristas. Some of the skinned ones changed ship system and are quite different from the original ones.
- Fixed problems with bounties by adding comm relays in every system. Bounties are no longer offered by minor factions.
- Angel Cartel and Guristas will trade while hostile, just like the pirates.
- Greatly reduced number of asteroids, should have positive impact on performance.
- Weapons rebalance (again). Ballistic guns now reload in clips and regenerate ammo.
- Reduced number of drones for small ships (1 at a time for under-cruiser ships).
What is planned for next major release:Spoiler
- Sleepers, W-space exploration
- Serpentis factions
- Tracking disruptor, sensor dampener
- Convert EWAR and other utility systems to weapons and make them interchangeable. This depends on the implementation of my suggestion though.
What is planned, but might be not soon to come:Spoiler
- EoM, ORE, Jovians
- T3 cruisers, but I don't promise
- Blueprints and production
- Skills redesign
If you would like to see some of these (or other) things in the next release, please post your opinion - I will adjust priorities.
What is NOT planned:Spoiler
- I have no intention to introduce every single ship. Mostly this is because it is difficult to specify a role for them. Also Oracle and Myrmidon will not be added because they look ugly from top :-)
- The same about the weapons. Hullmods, damage type and mount type classification together give pretty various configuration possibilities. Though I suppose I will add a bit more weapons in future.
- Realistic economy: though trading in Starsector is very simplified, while EVE is a vast self-regulated economy, I'm not going to make things complicated here. Really, admit that it's a different game.
- Solar system security status and CONCORD: I don't think that it will be fun having whole star systems without battles. And it is difficult to implement, too.
Copyright:Spoiler
I prepared ship and weapon sprites, but they are a render of original EVE content, and thus remain the property of CCP. Commercial use of this content is not allowed. This copyright notice should be displayed, if you are going to use the images somewhere else.
Here is the message from CCP support, kinda giving the permission to use all the stuff in the non-commercial mod (here the talk is about the fansite, but this is because the official rules are described only for them, the idea is more general):
Your mod would not qualify as a fansite. However, you can consider the following rule to apply to the mod:
"Non-commercial sites may use content and resources from the official EVE Online website under the condition that the copyright notice below is displayed prominently on each page where those items appear. When using materials or content that was originally published elsewhere, proper credit must be given to the original author and used only by permission. When using content, including forum posts or blog entries, from the official EVE Online site, please include the name of the contributor and a link to the post or location of the content you're using."
To sum up: free to use for non-commercial purposes.
KudosFirst, thanks to CCP, who allowed to use their wonderful art and to introduce their universe in a mod!
Also, though I'm rather new to this forum, I have received plenty of help from answers to my dumb questions)
Apart from that:
-partly the code for target painter (
EnderNerdcore),
-hard flux beams script (
Debido and
Xenoargh)
-game creation options in rules.csv (
akeean)
-some sounds from freesound.org
Hope, the authors do not object. So, thank you guys!
And the developers of Starsector, of course, your game is awesome =)
Enjoy!