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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: The Ashkurr Commonwealth (WIP)  (Read 12124 times)

ORMtnMan

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Re: The Ashkurr Commonwealth (WIP)
« Reply #15 on: September 15, 2014, 05:49:28 AM »

Congrat on the good mod finally out, but a bit let down by the imagevin process :p

HAH!

Well, I got too lazy to finish them this weekend. I had old pictures up originally. So the conundrum was: I don't want confuse people with old sprites, but I don't want to loose the ship lore (as basic as it was). I'll do what I can to finish them this week ;)
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Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

ORMtnMan

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Re: The Ashkurr Commonwealth (WIP)
« Reply #16 on: September 16, 2014, 09:51:38 PM »

Alright,

Updated again,

Finished the Katar (for now), fixed the Aegis again, added WIP pictures for some ships so you can get a feel for them and finished all the intended drones.

Let me know what you think.
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Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

ORMtnMan

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Re: The Ashkurr Commonwealth (WIP)
« Reply #17 on: September 19, 2014, 01:35:04 PM »

Alright,

Updated all the ship images that needed some revamping.

Added two more ship silhouettes of ships to come (one I am very excited about and have been devising for a while (the Petard))

Progress continues
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Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

ORMtnMan

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Re: The Ashkurr Commonwealth (WIP)
« Reply #18 on: October 14, 2014, 10:07:35 AM »

Updated

I redid all the existing art assets with the help of Debido, MesoTronik, and Ryxsen (suggestions, critique and moral support mostly)

Added 1 fighter and a weapon series.

I also fleshed out the lore a bit more...

I am postponing the alpha download until after .65 comes out (and I figure out why the EAS system isn't working right)
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Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

Sleepyfish

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Re: The Ashkurr Commonwealth (WIP)
« Reply #19 on: October 14, 2014, 12:54:36 PM »

You got quite a lot going now, MtnMan! Can't wait to fire that Big Arse Gun myself!
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ORMtnMan

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Re: The Ashkurr Commonwealth (WIP)
« Reply #20 on: October 14, 2014, 01:32:28 PM »

You got quite a lot going now, MtnMan! Can't wait to fire that Big Arse Gun myself!

Thanks, Foxer! Maybe that will be the next ship I make, just for you. Though, I am at a loss on how to balance something like that and keep the feel of it...

If anyone has any suggestions... (He is talking about the Petard I am assuming)
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Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

Sleepyfish

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Re: The Ashkurr Commonwealth (WIP)
« Reply #21 on: October 14, 2014, 07:20:11 PM »

Personally, I think the Mars will be most like the Ruger cannon-thingy from the Templars. Slow moving shots that deal energy damage, but with gauss-cannon-like up/down properties and sounds. As for the ship, maybe you could look to the Driver class from Citadel. 10 base combat speed, but maneuvering jets to perk up its speed/maneuverability. Or maybe it is moderately fast but has a burst turning jets to allow it to aim?
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ORMtnMan

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Re: The Ashkurr Commonwealth (WIP)
« Reply #22 on: October 14, 2014, 10:10:25 PM »

The only problem is that the Templars are a boos-like OP faction... mine... not so much... not as technologically advanced as them either... I had some ideas to balance it in regards to time to fire flux usage etc... but it is all theory until I get it up and working...
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Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

c0nr4d1c4l

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Re: The Ashkurr Commonwealth (WIP)
« Reply #23 on: December 31, 2015, 08:45:46 AM »

Is this still alive?
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ORMtnMan

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Re: The Ashkurr Commonwealth (WIP)
« Reply #24 on: December 31, 2015, 11:10:34 AM »

Yes and no.  I'm considering picking up modding for this game now that I have gotten a lot more practice worth lua programming. Though I don't know if it will be worth this faction or a new one I start from scratch.

Why do you ask?
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Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

Takion Kasukedo

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Re: The Ashkurr Commonwealth (WIP)
« Reply #25 on: December 31, 2015, 05:51:45 PM »

It's more worth finishing progress on something started than starting anew in my opinion, but eh, do what pleases you or the community the most.
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c0nr4d1c4l

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Re: The Ashkurr Commonwealth (WIP)
« Reply #26 on: December 31, 2015, 06:00:58 PM »

Yes and no.  I'm considering picking up modding for this game now that I have gotten a lot more practice worth lua programming. Though I don't know if it will be worth this faction or a new one I start from scratch.

Why do you ask?

I'm still playing 0.65.2a and I'm trying to cram it full of mods (currently 25)
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ORMtnMan

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Re: The Ashkurr Commonwealth (WIP)
« Reply #27 on: December 31, 2015, 09:50:53 PM »

Yes and no.  I'm considering picking up modding for this game now that I have gotten a lot more practice worth lua programming. Though I don't know if it will be worth this faction or a new one I start from scratch.

Why do you ask?

I'm still playing 0.65.2a and I'm trying to cram it full of mods (currently 25)

Wow take it easy! ;) Well, this particular mod never made it out of the initial development phases. E.G. it isn't really playable in any version of the game. You did remind me that this is something I should be working on.

It's more worth finishing progress on something started than starting anew in my opinion, but eh, do what pleases you or the community the most.

Well, I will finish this one eventually, but as I was telling Meso I got inspired during some brainstorming to make a new possibly related faction. Another corporation isolated nearby and turning into a "empire"
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Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries
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