We are currently looking for help with skinning. We lack this extremely important job. If you would like to do this, please PM me. If you have things you have done in PS or GIMP, please send those as well.
Also, for more detailed information on what we are adding, you may click on the external link above which will take you to the Aurora Games forum which has backstories and statistics. Ultimately, it will have images as well.
Features:
9+ new ships
2 new capital ship classes: Lancer and Destroyer
2 new cruiser class: Troop Transports and a Utility Cruiser
2 new SC classes: Interceptors and Torpedo Bombers.
Reworked SC: Fighters are now multi-purpose and Bombers are Gunships
3+ new researchables that increase the power of capitals [for once]
Currently, we have five capital ships, each with their own capabilities. We have the support, the colonizer, the battleship, the dreadnought, and the carrier. This mod is dedicated to adding two more classes to that list: Lancer and Destroyer.
Lancer: These ships are the snipers of the game. They carry very heavy forward guns with little defense on their sides. They do not maneuver well, but have very long range and carry an axial cannon to damage targets from long range.
Destroyers: These ships are pure damage dealers. These are not to be confused with battleships as these have greater damage and less health.
Pictures: I will post these as I get time to do so.
Unfortunately, I'm do lazy to hunt through the thread to find the other pics of ships. I'll get around to it eventually. Here is one though.
Astrom:
http://i180.photobucket.com/albums/x111/VoltCruelerz/Astromv3.jpg
Special Thanks:
TheRezonator: created the thread that spawned this idea
Eadtaes: balanced many of the statistics
Guywhoyoudontknow/CI: created Sinners which is referenced in the Backstory
Whiskey: has posted here more than anyone else aside from me... (he's kept the thread alive)
Darvin: Came up with the idea of an Artillery Cruiser which caused me to think of a way to
Other:
If you see typos, pleas alert me to them.
EDIT: Wow... In the typo line, I type something wrong. Because of the irony, I'll leave it.
We lack someone who can skin, so if you are good at such, we could use you.
LOL @ GENOCIDE
This looks interesting. I'm definetly going to keep an eye on this
Now the key is making awesome models.
Genocide is an ultimate ability, right? Why do you have three levels for it?
Unity seems a bit like Malice, except scaled higher.
This... will be interesting coupled with the Mad Scientist Mod. (100% fire rate, 40-100% Base damage, a percent for Vasari culture, damage buff ability... heck, the Javelis can get out 50 dps with research, marza's got 200, starbases get 400-500, methinks...)
I figured it was about time something like geno was created to kill those stupid illum spammers...
Good
Well, I'll upload one pic now...
Oh... Sorry, typo.. I'll fix it. If you find another typo like that, please tell me...
Something else, I need someone who can skin... So far we have a balancing, coding/modeling guys but we lack someone who can skin...
Sounds like a very cool idea!!! And the model looks gorgeous!! I will keep my eye on this one!!
-Teal
As far as the MS mod goes, this would be interesting... Last thing you want is a fully upgraded Lancer smashing your precious level ten flagship
@Teal:
Thank you.
Oh, and this is nothing for the moment, but this mod will likely expand eventually to have Darvin's suggested Artillery cruisers as well as multiple new types of SC's... For now, it is just Lancers and Destroyers though...
Sweet!
I added in "Total DPS:" for all the ships. Please note that the Lancers have almost no ability to defend their flanks as such, they only have forward guns. These will be nerfed some however, but they will in the end have the highest DPS of any ship in the game unless in-game balancing determines otherwise...
hey guys,
a tip- destroyers are actually light ships, being only slightly smaller than frigates or cruisers; Lancers or Snipers should be done as scouts with ERL (Extremely Long Range) weapons. A mod I am currently working on will feature a new race with scout ships armed with ERL railguns capable of firing across a gravity well.
Why Lancers should be scouts- because they are designed to be the 'sniper' ships of the mod, and snipers are most often deployed as scouts. Scout ships typically have the ability to get and get out, allowing them to easily perform recon. A Lancer as a capital ship would be too big to effectively perform that role, and would likely be extremely susceptible to SC.
hope this has some good suggestions.
I know that destroyers as smaller than battleships and frigates, however, we are already far enough along and I also prefer it this way... As do Ead and Rezo...
that's understandable, just thought that maybe I'd put in my ideas too.
Maybe you could change the name to heavy destroyer.
Perhaps... At that point, I guess we could add in destroyer frigates... So that leaves Destroyers, Artillery Cruisers, Flak Turrets (another idea of mine) as optional additions...
would Flak Turrets pretty much be defense turrets that only fire on fighters (much like the Flak upgrade for the TEC Hangar Defense in Entrenchment)?
also, what would the Artillery Cruisers' purpose be?
Yes. Similar in that they require one tactical slot and carry very powerful anti SC weapons. Using some of these along with repair bays and normal turrets would allow your fleet a much better shot at winning.
Artillery cruisers have long range AoE attacks. If possible, minimum ranges would also be added and I believe I know how to do it... It was originally Darvin's idea, so you could get some general info by talking to him, but since they are not the main purpose of this mod, I have not yet cleared it with him, but I would guess that he would be alright with it.
Personally, I like the name "Destroyer" It's always bugged me that modern-day destroyers are called "destroyers" When I think of a destroyer, I think of a large battleship-like thing.
My $0.02
True... Destroyers conjure up ideas of massive death tolls and single-handed mass destruction. In reality Battleships are just super-sized destroyers, but here they are not the same:
Destroyers: Deal massive damage and can use abilities to increase said amount
Battleships: Have massive health and can increase resistance while dealing good damage
To compensate for this, I will likely buff the battleships' health so as to keep them balanced with the destroyers... The point here is:
Destroyers beat Lancers
Lancers beat Support and Colonizers
Support and Colonizers beat Dreadnoughts (may have to do some adjusting to get this result, but the egg is already there)
Dreadnoughts beat Battleships
Battleships beat Destroyers
In other words... Destr>Lance>Suppo>Dread>Battl>Destr Its a combat pentagon!
The reason for Destroyers beating lancers is that Dest's are quite fast for caps and have massive broadside attacks which can obliterate lancers... I will explain this more with the backstories...
Edit: Well, consider the backstories complete. I don't intend to add anything else to them for a while.
Something I didn't cover in the new backstory was the order in which these things were created for the sake of lore.
1. Astrom (destroy caps at long range)
2. Kramrock (destroy the Astrom)
3. Eyron (to protect allied ships from the Astrom)
4. Gartel (to counter the Kramrock)
5. Kol II (upgrade to withstand the fire of the Kramrock and the ability to take it out)
5. Rashnak (to destroy the Kol II)
6. Nolane (to cut wide swaths of destruction through enemy fleets)
7. Heavenly Radiance (upgraded Radiance)
8. Kortul Annihilator (upgraded Kortul)
The Kol II, HR, and KA are all upgrades that can be researched. Upon research which is tier 4-5ish, these ships receive large health buffs that make them perfect counters for the massive firepower of destroyers. Destroyers work against each other moderately well, but it generally comes down to who brings their broadside to bear faster. With super battleships, they could take plenty of a beating while knocking away at the destroyer's low health.
Hope that made sense...
instead of having the Kol II, HR, and KA an UPGRADE research, why not put it a little but higher (say tier 5/6) and have it instead be a prototype-based research that unlocks the new ship type. Another post I've been on is about adding new ships to the existing factories, so I'd check that one if your unsure (I think you've also been on that one Volt_Cruelerz).
Hooray for Capital Ship research!
And running a destroyer straight into the center of a fleet will be interesting. Especially with Broadside.
Is there a way to use research to increase the potency of capital abilities? Since you can upgrade the scout abilities and the Vasari ship self-repair abilities...
Why not put flak on the regular defense turrets? Not enough as to make them as powerful as a stand-alone, about half as much as a standalone (build two to get as much power as a stand-alone...)
Question: Do axial cannons disable with the ability enabled or just as normal weapons? If as normal weapons, how often do they fire? Does this ability work on capships? This would be a wonderful anti-starbase capship if it worked on starbases...
well...
@Wiskey:
I was thinking about having a super ship, but I don't really want to be doing that at the moment... For now, I am still adding in two capitals to every race for free and adding a researchable upgrade to battleships.
@End:
Yes it will... I will enjoy doing just that.
I have not tried, but likely so... The battleship upgrades will likely increase the potency of their primary damaging ability as well (gauss cannon, power surge, det AM).
There is a limit of three weapon types per ship and thus, I find other weapons to be more useful... There is the possibility that I could give carriers and anti-SC ability
They behave as normal weapons until "overcharged" at which point they act like nukes. When firing as the level six ability, all weapons, engines, and regen are disabled.
Oh, I "finished" the model for the Rashnak Obliterator. I would like some opinions on it even though small things like side turrets don't yet exist...
The primary cannon is in the center of the arms and each arm has a phase missile tube on the end...
It kinda reminds me of a squid, hopefully you were going for that
Anyway, it looks good, although the back end looks kind of lacking, although maybe that's just because we can't see it clearly. I think that things should be a little more curved and pointy to make it match the Vasari style a little more. Like the arms could be kind of like the front of the Skinestra carrier or the Maruader.
I don't know if you can do this, but it would be really cool looking if the weapon "formed" by the arms. When you use it a ball of energy "charges" up in the center of all the arms, then a giant beam fires from it, if you know what I'm talking about. And of course, assuming you like that idea.
As I said before, it looks good. Keep up the good work
Yeah... Originally, it was going to be the advent one, but after completing the front, I decided it looked more Vasari-ish, so I changed a few things to make it look more like it should...
Thanks, and yeah, I haven't done much with that part yet... I stretched the rear part because before that, it looked almost exactly like a strange cylindrical squid... It was weird... Because of this, I just haven't done any detail with that part yet. And believe it or not, curving something is one of the hardest things to do... its a HUGE pain in the rear to do... so I only curved the tips...
I have no clue as to PF as it won't work on my computer due to a defective dll, but at any rate, that was the intention... Energy would be fed into a central ball from the hooks at the end of the arms and would create a giant ball of energy in the center which would in turn fire. So yes I like the idea you said because it is the same as mine...
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