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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 335617 times)

pairedeciseaux

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #450 on: March 15, 2020, 12:35:29 AM »

Oh yeah, the new sprites are so much better. Cleaner while retaining their soul/identity. Nice work!
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AxleMC131

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #451 on: March 15, 2020, 10:30:12 PM »

Lookin' fab.  :D
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Gwen

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #452 on: March 16, 2020, 06:25:17 AM »

Very nice job on the qianzi. Glad to see its not a greeblepear anymore.
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beaster9999

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #453 on: April 12, 2020, 05:26:23 AM »

Hi Getting a weird crashing bug when you save the game if you have hyperdrive 1.2 mod installed.
it says at least one class is marked as dontobfuscate hope this helps
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Sundog

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #454 on: April 12, 2020, 08:22:25 AM »

Hey, beaster9999. I have some questions for you about this crash in the Hyperdrive thread, if you don't mind.

Speeda325

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #455 on: May 02, 2020, 04:59:13 AM »

Hi. the music running-dark is good but it plays to often. what about having it so when transponder is off or using the going dark ability it plays?
assuming that its not to hard to do. if so when what about having it play less frequently. or when in deep space. kinda weird having it play while beside jangala : )
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #456 on: May 02, 2020, 08:22:37 PM »

Evening, and thank you for the feedback. The plan is, when time, eventuallyâ„¢... To have Running Dark play on a loop in the Shaanxi star system and to only play there, a star system theme :)

I am not sure when this will be done, perhaps in the next update and perhaps not. This remains to be seen.

Luckspeare

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #457 on: May 04, 2020, 03:05:37 PM »

Love your work in this mod!
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Unnamed_Shadow

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #458 on: May 06, 2020, 08:44:24 PM »

i love this mod!

Hope the next update brings us a Legion Retrofit. Tiandong really needs a Big Carrier.

An Onslaught Retrofit would be the icing on the cake for such a fantastic fleet.
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Gezzaman

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #459 on: May 07, 2020, 04:28:53 AM »

An onslaught upgrade would be terrifyingly beautiful =]
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #460 on: May 08, 2020, 11:22:44 PM »

Love your work in this mod!
Thank you!

i love this mod!

Hope the next update brings us a Legion Retrofit. Tiandong really needs a Big Carrier.
And thank you too!

A Legion retrofit is not on the table, unless someone wants to sprite it for me lol. Need is a strong word though my friend. But rest assured they will be getting more carriers in good time. Though how much they need them is very debatable since they also use vanilla tech.

An Onslaught Retrofit would be the icing on the cake for such a fantastic fleet.
An onslaught upgrade would be terrifyingly beautiful =]
Heh. Also, I would be hesitant to call the retrofits "upgrades". I try to make all of them sidegrades, though the Dingjun if I had to call out one? Is probably the only retrofit that is a straight upgrade over the original ship. But even then it has a few downsides that the Venture does not possess and costs more to operate as well.


As the next update of THI approaches ever closer to completion, I feel it once again might be a good time to show some of the reworked art.


The Tianshui, once a bulbous mass of impossible Z-axis shapes and noisy volumes. Has been cleaned up and redefined, also with changed weapon arcs and a new rear turret in addition to various stat tweaks. A moderate buff!

The Chengdu, once a simple death box, uh... Has become even more boxy, but much better looking overall. Also is that a new turret mount you see? Well, yes but also no. Wait and see heh.

The Wujun, kept its soul and spirit while becoming significantly less greebly but still remaining skeletal in nature.

The Luoyang, is no longer a silly conehead. And overall became more lithe and sharp in appearance.

The Laohu, had its overly noisy armor plating homogenized into a less nonsensical shape and became more monolithic and heavily armored in appearance. While also being painted in livery that is more bold than usual for THI. Laohu does mean Tiger after all.

eidolad

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #461 on: May 10, 2020, 11:16:06 PM »

Returned after a year away from SS and am very glad for this mod.   The ships are solid and well balanced IMO.   In fact my favorite thing about this mod is how well is integrates with other well-balanced-with-vanilla mods.

Though I might be having trouble with

Spoiler

Zheng.  When i began my Nex campaign as a young THI captain, I spoke with her and she talked about a mystery in the sector.  I investigated and found that it was too much for my single ship.

After building up a small task group, i was able to address the situation and she was happy, but then said no additional work was available.

A few months later, I returned to her and same story.

It's been two years and I now have a three-cruiser-weight squadron, and a million credits.   Zheng still says:  no new work.

[close]
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #462 on: May 11, 2020, 12:14:01 AM »

Hi and thank you eidolad.

Also thank you for stating the "trouble" without revealing any spoilers! Really, I appreciate that :) Anyways as of this point in time there is only a single mission offered by her. There will be more added in time.

eidolad

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #463 on: May 11, 2020, 06:05:34 AM »

Thanks for the quick feedback!

This motivates me to write a quick thank you note on how your mod made me rush for the download button:

1.   flavor ships that have a consistent "company theme" and meta-mod/Nex aware?   OK I'm in.
2.   chunky fight and upgrade experience with them.   Check.  (Even a tactical siege ship built around a BFG.   Still gotta gets me one of them)
3.   ooh several spoiler/surprise flavor experiences I wasn't expecting.    More than a bonus...
4.  More on that last item...a quick review of my favorite portion of the THI mod:

Spoiler

That storyteller with the targeted bounties that appear to dip into many (all?) of the mod fleets in my collection of 20 some odd mods and compose fleets of them for optional hunting.    AND perhaps reveal the location of random derelicts that have mini-story lines?   AND the feature integrates with the Starship Legends mod and gives the random derelict ship/crew extra experience/history if the player recovers it?   Sheesh.

If I was to suggest a "path" for added lore/content to THI to make the corp fleshed out:  I would say that my preference is for "procedural stories that add various random content rather than a long static single-experience story".   As a player I tend to rush and gobble up the static story lines asap, as I have an insatiable hunger in SS for "lore and chunky stories to give me a reason to have this fleet...more than just having a colony that pays for my fleet".  So that means that a static story would need to be staged for a full multi-colony time period *and* remain fresh for multiple play-throughs.  That's a tall order.

That storyteller above is a perfect example:   it is a mod-flavored bounty and derelict mission experience...basically mod-worthy on its own.

_____

hmm if I could grab time away from Angular work and Unreal blueprints hobby coding...hmm  how would I add more THI procedural story goodness?

1.  upgrader bounties:

a.   THI needs the young captain to capture a progression of heavier (note:   perhaps specific hulls of advanced faction who are current enemy?) hulls and "sell them to the upgrader" as part of a corporate research initiative into a new line of hulls.

  - perhaps let the player, through a dialog choice..."choose" their factional enemy.   Gotta say that choosing "Luddic Path" as factional enemy and having the end-stage derelict compute to "Cathedral-class" would be...yikes.  I don't even know if that ship is ever a derelict.   But a Pandemonium class from the Diable Avionics mod faction would be no picnic to recover either and surely and end-game-worthy goal.

b.   storyteller (or Zheng?)  let's the young captain know from time when the next ship needs to be recovered.

c.   as each hull is sold to THI (not in the market, but in that upgrade ui as if the player is upgrading it), more "research progress" is made

d.  I'm not sure what the end result should be:
      - a custom ship from the class/role that the player chooses (could be a THI ship with new skin a two custom hull-mods?)

d.1 Or bigger bonus:   the ENTIRE THI line of available ships changes for the rest of the game  (not sure that is possible for a modder to do to an existing game/save).   And changes in a way that the player "influences" somehow in how they solve each level of the quest:  i.e. maybe the player would like THI to be faster (so the new ship line includes a 5-10% speed and maneuver bonus).

[close]
« Last Edit: May 11, 2020, 06:17:16 AM by eidolad »
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #464 on: May 11, 2020, 10:31:43 PM »

Evening again eidolad.

3.   ooh several spoiler/surprise flavor experiences I wasn't expecting.    More than a bonus...
I wonder if you found all of them? Or even in general how many players have found THI's semi-REDACTED fleets out there in the boonies or noticed the mercs escorting NPCs :)

Spoiler
That storyteller with the targeted bounties that appear to dip into many (all?) of the mod fleets in my collection of 20 some odd mods and compose fleets of them for optional hunting.    AND perhaps reveal the location of random derelicts that have mini-story lines?   AND the feature integrates with the Starship Legends mod and gives the random derelict ship/crew extra experience/history if the player recovers it?   Sheesh.

If I was to suggest a "path" for added lore/content to THI to make the corp fleshed out:  I would say that my preference is for "procedural stories that add various random content rather than a long static single-experience story".   As a player I tend to rush and gobble up the static story lines asap, as I have an insatiable hunger in SS for "lore and chunky stories to give me a reason to have this fleet...more than just having a colony that pays for my fleet".  So that means that a static story would need to be staged for a full multi-colony time period *and* remain fresh for multiple play-throughs.  That's a tall order.

That storyteller above is a perfect example:   it is a mod-flavored bounty and derelict mission experience...basically mod-worthy on its own.

_____

hmm if I could grab time away from Angular work and Unreal blueprints hobby coding...hmm  how would I add more THI procedural story goodness?

1.  upgrader bounties:

a.   THI needs the young captain to capture a progression of heavier (note:   perhaps specific hulls of advanced faction who are current enemy?) hulls and "sell them to the upgrader" as part of a corporate research initiative into a new line of hulls.

  - perhaps let the player, through a dialog choice..."choose" their factional enemy.   Gotta say that choosing "Luddic Path" as factional enemy and having the end-stage derelict compute to "Cathedral-class" would be...yikes.  I don't even know if that ship is ever a derelict.   But a Pandemonium class from the Diable Avionics mod faction would be no picnic to recover either and surely and end-game-worthy goal.

b.   storyteller (or Zheng?)  let's the young captain know from time when the next ship needs to be recovered.

c.   as each hull is sold to THI (not in the market, but in that upgrade ui as if the player is upgrading it), more "research progress" is made

d.  I'm not sure what the end result should be:
      - a custom ship from the class/role that the player chooses (could be a THI ship with new skin a two custom hull-mods?)

d.1 Or bigger bonus:   the ENTIRE THI line of available ships changes for the rest of the game  (not sure that is possible for a modder to do to an existing game/save).   And changes in a way that the player "influences" somehow in how they solve each level of the quest:  i.e. maybe the player would like THI to be faster (so the new ship line includes a 5-10% speed and maneuver bonus).
[close]
Whew, ever the dreamer and schemer just like me and I respect that.
Spoiler
Starship Legends and Sundog's mods in general are pretty great yea.

Personally I am a big fan of overarching narratives, storylines, and meaningful things that occur, changing things within the Sector at large. All is well at first, then foreshadowing occurs, and then the precipice of destruction and existential threat. But with a twist, a Big Bad can be so much more than that... After all the destruction usually comes from within.

Sure I could do procedural missions and stuff like that, but it can only be done so many times before one sees through the cracks. I would rather tell a Big Story with some branching paths so it has some replay value. But there will be *some* random stuff as well, but it will be finite in nature and not of the sort of scope of Sundog's work. Instead it would complement the hand made portions at certain points.


Well I can tell you right now, that a system like you described as you described it? Is a really hard sell. It would be a metric *** ton of work, and not very compelling. Since isn't like I can do retrofits from the choose your own enemy faction like you described. It would be wearing the mantle of infinity in terms of work. So in regards to it being not compelling? All I could do is generic rewards, or unrelated new ships being created.

And things like your "bigger bonus" suggestion could certainly be done, but I don't think that would be very interesting in terms of end result either. It would in effect just be grinding to enable power creep? Not a fan heh.

Anyways, some of what you said is actually very close to some of my own plans. Player captures X ship for THI, and then Things Happen. But it would be hand made events and rewards, and perhaps semi randomized in nature, and or *some* of them would depend on what other mods are running if they are supported.
[close]
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