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Author Topic: [0.8.1a] Flu-X v1.15 (on haitus/dead mod)  (Read 101724 times)

Spoorthuzad

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[0.8.1a] Flu-X v1.15 (on haitus/dead mod)
« on: December 31, 2014, 11:18:36 AM »

Hello Everyone, So this is my first mod ever....
With that I mean that I haven't made any mod in my life so this is all new to me.
Second thing is I am not experienced with coding and spriting..... don't expect much from this mod...(All ship sprites are 80% Vanilla taken from the core game, I just put them together and put some details on it)
I'm not a native English speaker either so prepare for some cringe worthy grammar or sentence building style thingy.

Anyway here is the: Download v1.15
Compatible with: Nexerelin

WARNING! Delete the older version, instead of copying over it. This will avoid problems with the mod

What this mod currently adds:
    +Ships
    +Missions
    +Custom Weapons
    +A faction hullmod
    +Some custom shipsystems
    +Campaign integration

Infected ship/weapon pros/cons
Spoiler
+Low maintenance costs
+High amount of turret and hardpoints

*Varying quality of ships
*They mostly use vanilla weapons
*faction specific weapons often have high/unlimited "ammo" but low range.

-ugly
-Mostly non-symmetric ships with odd/awkward turret and hardpoint placements.
-Ships often have trouble maintaining low flux levels.
[close]

Ships (also WIP) :
Spoiler
(skin) Infected Kite


(skin) Infected Hound


(skin) Infected Cerberus


(skin) Infected Wolf


(skin) Infected Brawler


(skin) Infected Lasher


(skin) Infected Tempest


(skin) Infected Vigilance


(fighter) Necro Bug (interceptor)


(fighter) Necro Hornet (Fighter)


(fighter) Necro Spitter (Bomber)


(ship) Necro Raider (Frigate)


(ship) Necro Gunner (Gunship)


(ship) Necro Array (Frigate)


(ship) Necro Scab (Frigate)


(ship) Necro Spearhead (Frigate)


(ship) Necro Hauler (Micro Hauler)


(ship) Necro Skinner (Destroyer)


(ship) Necro Ghoul (Destroyer)


(ship) Necro Tarantula (Carrier)


(ship) Necro Reaper (Heavy Cruiser)


(ship) Necro Mover (Mega Hauler)


(ship) Necro Mother (Capital Hivemind)

[close]

What I still want to do with the mod is:
Spoiler
  • Campaign Integration Done! Can still use some work though since it is still very early.
  • (more) Custom Weapons
  • More balancing/Tweaking
  • Better sprites? (have "improved" and overhauled all sprites, Still can be vastly improved though)
  • More ships
  • etc.
[close]

Programs used:
Spoiler
  • Gimp 2 for the sprites
  • Trylobot's ship editor (Without it this mod wouldn't exist)
  • Notepad / Sublime Text
  • IntelliJ IDEA Community
  • Starsector (Well duh)
  • This forum and you guys! (Again without you guys this mod wouldn't exist!
  • Got some textures from here.
[close]

So thats it... Critisism is always appreciated (Just be gentle :) )
Be it on grammar/Lore/Graphics or the mod itself, Also please report any crashes that is caused by the mod (or if you think the mod has caused it)

Download is on the top of the page.

As always ENJOY!

Changelog:

Code
Changelog v1.15 (still no content Update)

*Now with a jar file
*Now compatible with Nexerelin random mode.
*Reworked living hull Hullmod (now reduces monthly supply costs and increases peak performance)
*cleaned up some code
*Decreased harpoon range.
*Halved Atropos damage (1500>750)
*Fixed spitter firing all weapons on firing atropos
*Switched prices ghoul/skinner
*Replaced Scab system to Fast Missile Racks
*Changed Spearhead speed to 125
*Changed Array speed to 125
*Changed scab speed to 100

-Removed any sprite floaters

Changelog version v1.1 (Weapon update and 0.8.1a update)

+Compatible with 0.8.1 (Yay)
+Added Mjolnir Cannon (I)
+Added Guardian system (I)
+Added Assault Chaingun (I)
+Added Mining Blaster (I)

*reworked variants (most ships now use 1 of 3 possible variants. there are exceptions ofcourse)
*Reworked (I) Light machinegun 
*Buffed (I) swarmer damage
*Various other small changes
*changed large missile mount to medium on reaper
*Changed Radikius Custom star to using a vanilla star instead
*Changed Cargo consumption to more balanced levels
*Changed the orbits of Radikius III, The outer belts and the The independent station

-Removed Ant-Hauler (Adding cargo via wings doesn't work anymore :C)
-Removed some unnecessary files

Changelog version v1.0 (Corvus mode activated)

+Nexerelin Corvus mode now works! (thanks to Histidine!)
+Added IR Pulse Laser (I) weapon
+Added Mining laser (I) weapon
+Added GUIDE_POOR to ai hints atropos (Single and dual) (I)
+Added 2 portraits

*Changed damage/shot Infected swarmer from 10 to 25
*Changed mission descriptions of human missions to be more generic.
*Changed mission descriptions of infected missions to be more about the infected Sentient hivemind and his/her/it's motivations.
*Correcting spelling mistakes and changed/added more flavortext
*Changed unconfirmed relations with modded factions to Inhospitable
*Various small graphic changes (nothing worth mentioning)

Changelog v0.9.1

This update is needed for the latest version of nexerelin (v0.7.4b "head start")

*Changed Infected weapons/skins name to (weapon/skin name)(I)
*Reduced weapon damage and/or range of infected weapons significantly
*Reduced burnspeed ghoul from 10 to 9

-Removed "Necro" from all ship class names and variants (names where too long)

Changelog v0.9

(nothing broke with the 0.7.2a update)
+added Custom Station Sprites
+Added 4 portraits (3 Male and 3 Female for now)
+Infected also offers commission now.
+Added new weapons :
                        Infected Pulse laser
Infected harpoons (single, Tripple and pod)
Infected light mortar
Infected Atropos

+Added new ship systems
       +Frenzy (Increases Rate of fire of ballistic and energy weapons)
               (Decreases flux consumption of ballistic and energy weapons)
               (When activated. Lets out a scary dragon-like Roar!)
               (currently only on necromother)
       +Defense drones
               (vulcan defense drones)
               (Currently only on Necro Mover)

*Infected-player relations start Inhospitable (same as independents)
*(Balance) Changed burnspeed ghoul from 9 to 10
*(Balance) Changed burnspeed skinner from 10 to 9 and decreased combat speed a little
*(Balance) Changed raiders shield efficiency from 1 to 0.8 and made him a little cheaper to maintain and repair.
*(Balance) Changed missile policy from unlimited ammo to alot of ammo.
*Corrected some spelling and grammar mistakes

Changelog v0.8

+Added 2 Custom engines (instead of using the ship editor built in engine editor)

*Completely overhauled Necro Mother and added variants
*Completely overhauled Necro reaper and added variants
*Changed fleet composistions a little bit
*Made elite/scrapped/hyper variants a little less common
*Fixed necro spearhead spelling mistake

-Removed .mp3 files. they didn't do anything and caused the mod being 12-13 mb bigger. (yay for memory improvements)

Changelog v0.7

+added Necro Array/Scab/Spearhead to the simulator
+added 4 more faction soundtracks (in total 6 now instead of 2)

*Completely overhauled necro Tarantula
*Completely overhauled necro Hauler
*Completely overhauled Necro Skinner
*Changed and added alot of variants (this will spice up combat involving the infected a little)
*Reworked weapons
*Made sure infected skinships only have 1 negative buff instead of 2-3
*Changed the system slightly to try to fix stuck fleets in star (will have to start another save to apply)

-Removed an engine slot from the infected kite

Changelog v0.6

+Added (infected) kite
+Added (infected) Cerberus
+Added Necro Spearhead
+Added Necro Array
+Added Necro Scab
+Added Necro Ant Wing

*Overhauled Necro Hornet Completely
*Overhauled Necro spitter Completely
*Changed brawler skin sprite
*Changed Lasher skin sprite
*Changed Tempest skin sprite
*Changed vigilance skin sprite
*Changed Necro Ghoul sprite
*Changed a lot descriptions.
*Changed up faction comp. again
*Changed faction dialog
*Infected skin ships are 80% of the original price
*Increased turn rate and decreased range on Infected tactical laser (Its being used by the Necro Spitter)
*Other various changes


Special thanks:
  • NikolaiLev : For the campaign scripts
  • Trylobot for the ship editor! (seriously you're a genius!)
  • Histidine for helping me with my mod
  • Fractalsoftworks for the amazing game!
« Last Edit: November 26, 2023, 06:09:09 AM by Spoorthuzad »
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Spoorthuzad

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Re: The Flu-X Mod
« Reply #1 on: January 01, 2015, 07:42:51 AM »

[reserved]
« Last Edit: October 18, 2015, 01:51:06 PM by spoortje1 »
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Lcu

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Re: The Flu-X Mod
« Reply #2 on: January 01, 2015, 08:03:37 AM »

Well some WIP mods (such as mine), and many-many discontinued WIP mods somehow posts in the modding section. I don't know if thats the right thing to do but i guess its okay for now.

EDIT : Haven't tried it yet but that's a nice lasher kitbash right there.
« Last Edit: January 01, 2015, 08:10:50 AM by Lcu »
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Spoiler
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Ctrl+F, type 6
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ValkyriaL

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Re: The Flu-X Mod
« Reply #3 on: January 01, 2015, 09:05:44 AM »

a moderator will move the mod to the mods subforum in time, and on request from the author, it will be added to the appropriate mod index.
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Spoorthuzad

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Re: The Flu-X Mod
« Reply #4 on: January 01, 2015, 09:56:44 AM »

a moderator will move the mod to the mods subforum in time, and on request from the author, it will be added to the appropriate mod index.
Ah Alright, good to know.
Thanks for the information :D
« Last Edit: January 01, 2015, 10:01:55 AM by spoortje1 »
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Spoorthuzad

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Re: The Flu-X Mod
« Reply #5 on: January 01, 2015, 10:01:29 AM »

Well some WIP mods (such as mine), and many-many discontinued WIP mods somehow posts in the modding section. I don't know if thats the right thing to do but i guess its okay for now.

Alright then
Quote
EDIT : Haven't tried it yet but that's a nice lasher kitbash right there.
Well thank you :)
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Erick Doe

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Re: The Flu-X Mod
« Reply #6 on: January 03, 2015, 03:47:51 PM »

Moved the topic. And your English is fine, vriend.  ;)
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Sabaton

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Re: The Flu-X Mod
« Reply #7 on: January 04, 2015, 03:14:07 AM »

 This mod reminds me of The Scourge and The Abomination, aka other attempts to give SS ships cancer.
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Spoorthuzad

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Re: The Flu-X Mod
« Reply #8 on: January 04, 2015, 03:56:57 AM »

Moved the topic. And your English is fine, vriend.  ;)

Glad to hear that :D
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Spoorthuzad

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Re: The Flu-X Mod
« Reply #9 on: January 04, 2015, 03:58:42 AM »

This mod reminds me of The Scourge and The Abomination, aka other attempts to give SS ships cancer.

True, only they look probably better
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Sabaton

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Re: The Flu-X Mod
« Reply #10 on: January 04, 2015, 04:36:24 AM »

 Looking better is a matter of practice, I have seen modders start from ,,meh,, and reach ,,OMFG,, with practice, tutorials and patience.
 Im sure you will get better in time.

 That being said, the Necro Raider reminds me of SPAZ zombie ships, all glued together by flesh, as a matter of fact you could have different stages of disease: mere vines growing on singular ships---ships/ship parts cobbled together---large indistinguishable lumps of flesh and metal etc ( what you already probably did as I cant play right now).
 One advice thou: tear the ships apart,make them look damaged, the Necro for example, putting three frigates on top of one another isnt very impressive.
« Last Edit: January 04, 2015, 04:52:52 AM by Sabaton »
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Spoorthuzad

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Re: The Flu-X Mod
« Reply #11 on: January 04, 2015, 05:56:32 AM »

Looking better is a matter of practice, I have seen modders start from ,,meh,, and reach ,,OMFG,, with practice, tutorials and patience.
 Im sure you will get better in time.
Lets hope so

That being said, the Necro Raider reminds me of SPAZ zombie ships, all glued together by flesh, as a matter of fact you could have different stages of disease: mere vines growing on singular ships---ships/ship parts cobbled together---large indistinguishable lumps of flesh and metal etc ( what you already probably did as I cant play right now).
The SPAZ zombie ships have indeed been an inspiration. I had that idea too of having different stages (The skin ships are most likely early infected and the hybrids are ships where most systems didnt work anymore so they (the infected) just put them together and improvised). About the big lumps of fleshpart, I initially had the idea to make the bigger ships (destroyers / cruisers / capitals) have more actual flesh then hull, then I remembered that I suck at spriting. However this may come in the future (most likely actually)

One advice thou: tear the ships apart,make them look damaged, the Necro for example, putting three frigates on top of one another isnt very impressive.

I have some ships that are not whole anymore and are just half put on another half which sorta makes them look damaged... But i get what you mean
Im also gonna put all the sprites in the post because I dont wanna be a secrecy douchebag. (Edit: Its done)

Anyway thanks for the feedback :D
« Last Edit: January 04, 2015, 06:14:01 AM by spoortje1 »
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Histidine

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Re: The Flu-X Mod
« Reply #12 on: January 04, 2015, 07:20:17 AM »

The Ghoul's two-face design is delightful.
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Spoorthuzad

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Re: The Flu-X Mod
« Reply #13 on: January 04, 2015, 07:26:56 AM »

The Ghoul's two-face design is delightful.

Thanks! I like that one too!
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Sabaton

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Re: The Flu-X Mod
« Reply #14 on: January 04, 2015, 12:14:06 PM »

  Nailed it with the ghoul, really seamless blending, the gunner isn't bad as well. What program are you using?  Part of a good sprite is a good program and the vines look like they were done in paint.
Again, for reference look up The Abomination made by Tsony, some of the best cancer ships you'll ever see.
As for the rest, tutorials ( there are some on the forums made by good modders) and practice.

Peace.
« Last Edit: January 04, 2015, 12:25:24 PM by Sabaton »
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