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

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What do you desire most?

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

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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 453104 times)

Chairman Suryasari

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #495 on: September 24, 2020, 08:44:25 AM »

Based. And it's kinda redundant to make hotfix just for bitbucket problem anyway, that's why Nia move the file from there, you can spend 5 minutes to check the update on the forum or jump simply jump into the Unofficial Discord.
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Neitronus

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #496 on: September 25, 2020, 08:53:47 AM »

Speaking of updates and support. That would be great to see support for Industrial Evolution: Ambassadors are not showing up in Tiadong planets. I'm not sure even if they should design-wise, but Tri-Tach has theirs so probably Tiandong should too.
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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 #497 on: September 25, 2020, 05:53:52 PM »

Is on the ToDo list, it would be crazy for me to not do that. I do already offer support, for every mod that has things that other mods can support. I update this stuff every time I update my mods, near the end right before putting my update out.

Akogishi

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #498 on: October 17, 2020, 09:37:06 PM »

Thank you for the time and effort you have put into this mod.
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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 #499 on: October 17, 2020, 10:12:43 PM »

Thank you, and I am glad you enjoy it Akogishi!


Left is 1.2.1a sprites, middle the ones I showed last page, right the newest for the dev.

Super mega tiny teaser post here, heh. Went back and revised the Ultra Autocannon and Mauler Battery sprites again. Mostly making them not so grotesquely oversized (the Ultra AC especially). Was bothering me, how they looked silly and even more so were causing problems for other mods in regards to things like deco weapon masks etc etc.

Also, working on the Xu sprite rework now... Which is the last one left to do :)

Akogishi

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #500 on: October 18, 2020, 08:33:43 PM »

Hey MesoTronik, whatever happened to the Kuixiu and Hushi? Both looked pretty intriguing!
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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 #501 on: October 19, 2020, 02:43:13 PM »

They simply have not been added yet, but will be when time. The sprites were created alongside the ongoing (but nearly complete) journey of revising the old assets.

Akogishi

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #502 on: October 19, 2020, 06:13:08 PM »

Awesome! Looking forward to it when it is ready. Thanks again.
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Helldiver

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #503 on: March 02, 2021, 12:18:31 PM »

The level of polish in this mod always amazes me. It's one of those few mods that feel like a core part of the game rather than a simple mod, and it deserves all the visibility it can get. That being said, I have two (three) things to say about the big sprite rework that has been teased in various posts:

Color:
In the sprite rework teasers, many of the new sprites replace the original dark green color with a desaturated, lighter color. I feel sad that the iconic dark THI color is being lost :(

Shading:
In the reworked sprites, the shading has been lightened heavily for various reasons. However, this also causes the new sprites to lose much of their depth and shape, making some of the ships look like pancakes with detail stickers. The author also calls the old shading a "crutch". However, in a 2D game without dynamic shadows, this crutch is needed to some extent to have a sense of volume.
Homogenizing with the vanilla sprites is great but I think that the shading removal seen in the teasers is too much even compared to newer vanilla sprites.
Of course, this is based entirely on the teasers and for all I know the final sprites will be quite different from the WIPs shown so far.

Xiakou-class:
Love the Xiakou-class and I have a suggestion regarding the design. It being a combat-capable freighter, I always felt that the cargo containers on it could be covered in some way instead of being fully exposed. Maybe having one large metal panel covering each container block would make it look like they have a thin sheet of blast-armor on them, also simplifying the sprite. And it would make for a great spot to have big chinese characters written on the side!
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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 #504 on: March 03, 2021, 08:16:57 PM »

The level of polish in this mod always amazes me. It's one of those few mods that feel like a core part of the game rather than a simple mod, and it deserves all the visibility it can get
Evening, and thank you!

Color:
In the sprite rework teasers, many of the new sprites replace the original dark green color with a desaturated, lighter color. I feel sad that the iconic dark THI color is being lost :(
The problem with a dark overall color like they had is it stood out in a bad way mostly when mounting vanilla weapons. Way too much contrast between them, like this dark green ship then a bright weapon put on it as a simple example.

Shading:
In the reworked sprites, the shading has been lightened heavily for various reasons. However, this also causes the new sprites to lose much of their depth and shape, making some of the ships look like pancakes with detail stickers. The author also calls the old shading a "crutch". However, in a 2D game without dynamic shadows, this crutch is needed to some extent to have a sense of volume.
Homogenizing with the vanilla sprites is great but I think that the shading removal seen in the teasers is too much even compared to newer vanilla sprites.
Of course, this is based entirely on the teasers and for all I know the final sprites will be quite different from the WIPs shown so far.
The thing is the new art *still* has a greater contrast range (between light and dark) than most of the vanilla art. And most of the time equal to or greater apparent depth. Also the teasers *are* basically finals, with some small exceptions here and there. For example on the Hujing I went and adjusted the brightness of it a little later after posting the teaser.

Teaser as shown in the past on the left, slightly adjusted later one to the right

Xiakou-class:
Love the Xiakou-class and I have a suggestion regarding the design. It being a combat-capable freighter, I always felt that the cargo containers on it could be covered in some way instead of being fully exposed. Maybe having one large metal panel covering each container block would make it look like they have a thin sheet of blast-armor on them, also simplifying the sprite. And it would make for a great spot to have big chinese characters written on the side!
I have thought about such things before, but the thing is it only has 750 armor and making it *look* more armored might kind of fly in the face of that. Already the hull itself looks a lot more protected than the Atlas, not sure I want to visually armor the containers as well, but it is hm inducing at the least.

GhostReconZB

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #505 on: March 27, 2021, 04:27:49 AM »

Just for the large ballistic trio (Mauler battery, ultraautocannon, superheavy machines gun) I list this mod as my favourite faction mod, and with all those glorious ships in this mod? Damn, I just wanna say I really appreciate your work. The new work in progress artworks and sprites are as always: fantastic (especially with the size nerf of mauler and ultracannon sprites lol yeah they were too big)
And I got an idea about a sister ship to Wuzhang. Wuzhang as descripted is basically a ship built around its cannon which always remind me of spaceships in the game: Halo, to be more specific the Stalwart-class frigate (here's a link: https://halo.fandom.com/wiki/Stalwart-class_light_frigate). It is also a ship built around a cannon: a Magnetic Accelerator Cannon (MAC) like a rail gun. More interestingly, the Stalwart-class frigate is very simliar to wuzhang if viewed from top (with its cannon serve as the spine of the ship and engines on both side of the rear) So what I think is a sister ship looks just like wuzhang but its main cannon swapped to be a kinetic railgun with a ways faster projectile speed, a much longer projectile trail (like the fire effect of solenoid from Blackrock DriveYard) and maybe less damage considering it will travel really fast? And I hope this will be a small project since it can reuse a lot of the existing texture and stuff.
Anyway, love your mod and keep up the good works! ;)
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Midnight Kitsune

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #506 on: March 27, 2021, 11:38:32 PM »

Just for the large ballistic trio (Mauler battery, ultraautocannon, superheavy machines gun) I list this mod as my favourite faction mod, and with all those glorious ships in this mod? Damn, I just wanna say I really appreciate your work. The new work in progress artworks and sprites are as always: fantastic (especially with the size nerf of mauler and ultracannon sprites lol yeah they were too big)
And I got an idea about a sister ship to Wuzhang. Wuzhang as descripted is basically a ship built around its cannon which always remind me of spaceships in the game: Halo, to be more specific the Stalwart-class frigate (here's a link: https://halo.fandom.com/wiki/Stalwart-class_light_frigate). It is also a ship built around a cannon: a Magnetic Accelerator Cannon (MAC) like a rail gun. More interestingly, the Stalwart-class frigate is very simliar to wuzhang if viewed from top (with its cannon serve as the spine of the ship and engines on both side of the rear) So what I think is a sister ship looks just like wuzhang but its main cannon swapped to be a kinetic railgun with a ways faster projectile speed, a much longer projectile trail (like the fire effect of solenoid from Blackrock DriveYard) and maybe less damage considering it will travel really fast? And I hope this will be a small project since it can reuse a lot of the existing texture and stuff.
Anyway, love your mod and keep up the good works! ;)
Your design reminds me of mine when I designed the Shadow Claw, which has a three shot magazine gauss cannon  that is built in. You should check it out! It is in the Underworld mod by Dark Revenant
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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 #507 on: March 27, 2021, 11:41:19 PM »

Thank you GhostReconZB, and yea still pugging away on this. Also yea, those weapons really were a bit bloated heh.

The thing is if we look at your suggestion purely in a game mechanics sense? It isn't really a very good idea. Excessive kinetic alpha damage is not fun or balanced since it hits shields so hard, yet at the same time still punches armor. HE doesn't have this problem so much, since shields defend against it just fine and are a regenerating resource so to speak. Also, having a variant of a ship like that just doesn't feel very compelling to me in general when you get down to it.

Also lore wise, THI isn't really keen on using magnetically propelled projectile weapons. And also lore wise, like think of it this way. If you read the codex entry, the ship really is the gun with engines, life support etc bolted to it. And this gun also is some ancient design, and just ripping it out and replacing it with an equally large different weapon that they don't have a blueprint for... Especially one that is based on tech they do not often deal with doesn't make much sense.

Punkinguy

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #508 on: April 01, 2021, 12:46:04 PM »

love the mod! can't wait for the next update! ;D
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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #509 on: April 09, 2021, 11:03:38 PM »

Can't wait for the update. New artstyle looks really great. BTW would there be any new ship with Salvage Gauntry Hullmod? It's somewhat strange that THI lacks one for their large Survey Fleets. Maybe their version of Venture should have one, considering it's low speed and combat freighter role? Might even be something specialised, kitted out to recover unfired munitions from disabled ships after battle, resulting in more supplies and weapons recovered but less of everything else.
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