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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

What do you desire most?

More ships
- 285 (55.4%)
More weapons
- 101 (19.6%)
Something else?
- 128 (24.9%)

Total Members Voted: 514


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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 453230 times)

kruqnut

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Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
« Reply #60 on: November 29, 2015, 04:12:53 PM »

Update soon I hope
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MesoTroniK

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Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
« Reply #61 on: November 29, 2015, 05:04:00 PM »

It will be soon, you don't have to worry :)

MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #62 on: December 06, 2015, 08:27:07 PM »

Evening everyone, I apologize for taking so long to update the faction but there was many technical issues that held things up but without further delay I present THI 1.05.

So go ahead and grab the new version from original post and if you have any comments or suggestions please let me know.

This is an important milestone in the development of the faction, now updated for SS 0.7.1a (requires RC5 or newer), three new ships, SS+ boss bounty ship, three new weapons, global balance pass of virtually everything, a new mission, quality of life improvements, polish, some sprites were improved, unique campaign mechanics and more... Instead of a wall of text it is time for pictures.

Shouren-class cruiser (Eagle Retrofit)


Hujing-class destroyer (Hammerhead retrofit)


Tuolu-class auxiliary destroyer (Tarsus retrofit)


Liberty-class mod-cruiser (SS+ boss bounty)
A once esteemed commander lost their sanity and now carries on against the Sector in the name of a fictional empire
Spoiler
[close]

Apsis LRT Launcher


Retrofitting submarket now has a proper tooltip to show the actual conversion table info


Tiandong began life by providing security services during troubled times and can still be relied upon to do so.
THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them


Changelog
Spoiler
1.0.5

- General campaign rig updated for 0.7.1a compliance.
- THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them.
- Expanded tooltip detailing the specifics of the Tiandong Retrofitting submarket.
- Attempting to install incompatible hullmods on THI ships now displays a notification in the refit screen.
- General campaign layer ship stats updated for 0.7.1a compliance.
- THI ships are immune to slowdown from campaign layer nebula (and combat layer like they always have been).
- Added Liberty-class mod-cruiser (SS+ boss bounty).
- Added Shouren-class cruiser.
- Added Hujing-class destroyer.
- Added Tuolu-class auxiliary destroyer.
- Hanzhong ordnance points increased to 85 from 80.
- Guandu sprite was improved.
- New ship variants added, many old ones adjusted for 0.7.1a compliance.
- Added Apsis LRT Launcher weapon.
- Added Concussion Missile Pod weapon.
- Concussion Missile contact HE damage increased to 600 from 500, AOE frag damage unchanged.
- Concussion Missile launch sound volume lowered slightly.
- Concussion Missile Rack sprite was improved.
- Punisher Torpedo projectile hitpoints increased to 350 from 225.
- Heavy Mining Laser sprite was improved.
- Mauler Battery projectile speed increased to 700 from 660.
- Rotary Autocannon animation now respects rate of fire bonuses from ship systems.
- Added A Game of War mission.
- Rebalanced all missions.
- Improved descriptions for various things.
- Save file optimization.
- Changed file structure and naming conventions for some art assets to reduce VRAM consumption when THI is ran alongside certain other mods.
- Probably some things I don't recall.
[close]

--

Like always I welcome comments, suggestions, and especially ship and weapon suggestions.
Next up on the list for THI is more ships and possibly refinements of the custom campaign mechanics.

Nanao-kun

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #63 on: December 06, 2015, 08:35:16 PM »

Oh man that mod cruiser. :D

Oh god it has
Spoiler
red white and blue flares.
[close]
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OOZ662

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #64 on: December 07, 2015, 02:26:17 AM »

I kinda hope it goes
BRRRRTTTTT

EDIT: Holy crap, URL tags of YouTube videos auto-embed? That's a little weird.
« Last Edit: December 07, 2015, 02:28:17 AM by OOZ662 »
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Creepin

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #65 on: December 07, 2015, 02:58:45 AM »

Quote
THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them
That is so cool, both for immersion and gameplay!
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CrashToDesktop

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #66 on: December 07, 2015, 05:09:26 AM »

Huzzah, awesome!  Time to play with that Shouren.
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Bastion.Systems

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #67 on: December 10, 2015, 05:32:52 AM »

I think this is one of the best mods for Starsector, the faction is very lore friendly and the ships fit with the original art perfectly. Even the faction specialty of big turret mounts makes these very interesting to play as.
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StarSchulz

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #68 on: December 10, 2015, 10:41:34 AM »

Yo! i have been having a whole lot of fun using this mod, i really like the design of the ships. wanted to say that the station Chaozhou in Arcadia is producing an absolutely ridiculous amount of supplies. so much, that for more than two cycles it was selling them for as low as 3 and as high as 11 credits each. which is insane, because other places were willing to buy them for as much as 600 each. Huh? why do i have so many credits? uhh... bounty hunting. i assure you.  ;)

MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #69 on: December 10, 2015, 02:11:07 PM »

Quote
THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them
That is so cool, both for immersion and gameplay!

Currently, that behavior only works in standard games and Nexerelin Corvus mode. It does not work in standard Nexerelin games and this was a foolish oversight of mine that will be corrected in 1.0.6 soon which will have a few random fixes and a new ship.

I think this is one of the best mods for Starsector, the faction is very lore friendly and the ships fit with the original art perfectly. Even the faction specialty of big turret mounts makes these very interesting to play as.

If you like ships with big guns hehe... Some of the near future plans are pretty deliciously evil :)

Yo! i have been having a whole lot of fun using this mod, i really like the design of the ships. wanted to say that the station Chaozhou in Arcadia is producing an absolutely ridiculous amount of supplies. so much, that for more than two cycles it was selling them for as low as 3 and as high as 11 credits each. which is insane, because other places were willing to buy them for as much as 600 each. Huh? why do i have so many credits? uhh... bounty hunting. i assure you.  ;)

What other mods are you using?

StarSchulz

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #70 on: December 10, 2015, 04:12:06 PM »

Everything else specifically compatable with starsector plus, i am guessing it probably is the templar killing every trade convoy. though the trade disruption seems to have gone away, even though they are killing just about everything. The same thing happened to me in a vanilla save file on Agreus.

MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #71 on: December 11, 2015, 04:37:15 PM »

StarSchulz, could you please contribute to this thread?
http://fractalsoftworks.com/forum/index.php?topic=10282.0

It would help refine the economy of all the mods.

StarSchulz

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #72 on: December 11, 2015, 04:41:02 PM »

StarSchulz, could you please contribute to this thread?
http://fractalsoftworks.com/forum/index.php?topic=10282.0

It would help refine the economy of all the mods.

Absolutely! thank you for pointing me toward that.

Lakis

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #73 on: December 11, 2015, 04:42:19 PM »

Also, that boss ship... That is amazing dude...
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http://fractalsoftworks.com/forum/index.php?topic=8100.0 - Metelsons Faction Mod - Occasional contributor - mostly a cold dead planet.

SpacePoliticianAndaZealot

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« Reply #74 on: December 18, 2015, 11:07:24 AM »

Quick question - why do Independents and Tiandong declare hostilities on each other? Suddenly changing from friendly (+50) to hostile (-50) is brutally nonsensical.
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