Hi folks, how are you? Got some little announcements for my mod's future updates. First, as you may already know, I've started working on my 7th shipset (since it's my most ambitious one, I'll really appreciate any feedback you can give about it). Moreover, I've started working on the possibility to add custom color palettes for my sets, however (as I just scratched the surface of what can I do) don't expect anything soon. S
AegisWolf78
So far things seems going good (at least none said they're ugly :) ), so let's continue with the Small hull ships (btw, I changed the color palette, this one looks better to me). As you can see (here's the Kinetic unit), the main differences with the Tiny units are the weaponry (now with a pair of cannons mounted on the back) and the propulsion (with bigger main thrusters, as well as secondary ones). <img src="https://cdn.stardock.us/forums/68/61/6861444/f567a9a
Hi guys. Despite the lack of enthusiasm about my previous prototype, I've decided to stick to the mecha train. So I spent the last months tinkering and studying to improve my grasp on this type of units and now I've decided to start a new shipset based on them (basically, it's a race of sentient machines that travel through space by using giant mechanical bodies instead of spaceships). However I want this set to be really good, so I'll go slowly than usually to refine t
Merry Christmas folks! I hope you'll have fun today. I just passed by to release a new version of my mod, update 5.7 . It's just a small update, focused on 2 fields: - a reorganization of the Shipset Template files (now compatible with "Retribution" expansion) - an overhaul of the Earth Confederation Space Navy set, with updated custom parts and various corrections and
Dear fellow modders, got a little question for you: when you use a custom shipset, if you try to create a new design the Designer shows you both your custom templates and the standard ones to choose from as basis (for example, when I'm using my Earth Confederation set it shows me both my custom designs and the standard Terran ones). There's a way (by modifing the shipset template files) to force the Designer to show you only the custom templates?
This new design is something different. Actually I'm not working on new shipsets, just tinkering around with some ideas. So, after studying several pictures of similar units from Steam Workshop (btw, a big "thanks" to Steam user Gato00 for providing me plenty of material), I've decided to try creating my own mecha-style units. I've chose to go on a more "Mobile Armor" oriented approach (so thrusters in place of legs and generally weapons installed
I'm afraid there's no chance for that. Right now hotseat multiplayer is a relic of the past (like LAN multiplayer), when internet connections where way slower than present day.
Work is done and now update 5.5 for my mod is up and running (as usual, get it here )! The highlights of this version are: - a new shipset, the Zendorak set - a large update for the Denorian set Also a little note: I just got my hands on Retribution and Villains of Star Control DLC (man, those Scryve parts look soooo good! - btw, it's me or their
Last batch of pictures for my new shipset. Of course, it's time for the Huge hull. It may seem that this model is underpowered, since it has only 12 turrets like the Large hull (although they're all heavy type). However, its main strenght is a super weapon installed in the bow. For Balance and Beam units is a huge hyper beam cannon. <img s
My shipyard keeps working and now it's time for the Large Hull (the peculiar placement makes hard to spot the turrets in the pictures). <img src="https://cdn.stardock.us/forums/68/61/6861444/625
[quote who="DMF" reply="1540" id="3761096"] Riddle me, though. For many reasons, the sphere seems to be the optimal general form. But I don't think I've seen anyone use it. Does the toolset not support it well? [/quote] You mean why people don't make ship designs with a basic spherical form (like the Slyne ships)? I think it's the current sci-fi paradigm, born when we shifted from the flying saucers and the rockets of the '50 to the more e
Let's keep going with the new set by introducing the Medium hull. From this hull onward, you will notice I introduced another peculiarity of this set: the ships will be taller and narrower than my previous designs. <img src="https://cdn.stardock.us/forums/68/61/6861444/a13cbcf6-23ca-4415-a68e-a66cc79780c6.jpg" alt="" width="642" height="35
My shipyard is working on a new shipset, but this time the story is a bit different. This time the theme is "Retractable Equipment" (turrets and other stuff are normally kept inside the hull, ready to pop out when needed). However the peculiarity of this new set is the designing process itself: usually I choose a standard set and use mainly parts from it to create my designs from Tiny hull onward, but this time I chose the Arcean set and the process went a bit off track
I'm also thinking that rising looks better, but it has a problem: with that type of movement I need to put a cover on top of the turret, or else there will be a hole in the ship's hull (although partially filled by the turret itself). Of course, I could make a mobile cover, but synchronizing the different animations can be a pain. Mmm, maybe I need to spend some more time doing experiments.
Mmm, I don't think you can rename ship design files, if I'm right that long string of characters is a sort of check system with the details of your design (date of creation, version and, of course, pointing system that link together the 3 files), changing that means the game can't put together the 3 parts and render the design.
Ladies and gentlemen, I officially announce you that I've started to work on a new shipset for my mod. Although the production is still in its early stages, I already chose the theme for the set: instead of a structural one, this time the theme is "Retractable Equipment". This means that all equipments (turrets/weapons, radars and so on) are normally stored inside the hull, ready to pop out whenever they're needed. However I have a little dilemma on how to do it; of all the wa
The only "easy" solution would be to add the possibility to save and/or export your custom palette (but honestly I don't know if the devs can add such feature).
Ok guys, here comes version 4.0 of my mod (downloadable here ). This version adds over 50 new ship designs, mainly in the Starbase Hull, as well as several redesigns. As usual, if you notice issues or bugs, please report them here.
[quote who="Gauntlet03" reply="26" id="3752792"] Just use the console command to give you all techs? [/quote] Ok, I tried but maybe (mmm, to be honest it's more "surely" than "maybe") I'm doing something wrong: the wiki says I need to use the internal name of a tech to unlock it (so, for example, if I play as Terran I should unlock the Harpoon tech by typing unlock TerranHarpoonTech), but everytime I try the game gives an error saying that the tech is not in my tech tree.</p
Hi guys. I'm starting to tinker with some ideas for Drone Carrier models and I need your help to figure out a little thing: we know that the Ship Designer is not a very reliable source about the real attack/defense stats of a ship (since they depend on your research level), which means that a Drone Carrier (listed to have the same stats of a Tiny Kinetic ship) must have a quite high firepower (since it's a mid-to-late-game ship). Since I was never been able to unlock it
[quote who="Gauntlet03" reply="22" id="3748783"] 2) Create the full level 5 version of the starbase you want (econ lets say) 3) Remove components to produce the level 4 model. Then repeat to create the level 3 model... etc.[/quote] Actually I do the opposite: I design the level 1 then I start adding stuff to create the various levels until I arrive at the level 5 model I pictured in my mind. I suppose this method is ok if you already have a pretty good idea on how you
Speaking of starbases, among the 4 types the Economic is the one I found the most difficult to design. I mean, I think Mining and Military are the easiest to design, while Cultural is essentially a residential station. Instead Economic doesn't have a clear theme, because it can be use to boost Manufacturing (so you may imagine it as an orbital industrial complex), Research (and you may design it as an lab complex), Income (thus becoming an orbital shopping mall) or all of them simulta
Happy Easter folks! I hope you'll have fun today. Just passing by to inform you that, even if I haven't started yet to work seriously on a new update, I'm tinkering with ideas popping in my mind from time to time, like this one for example (a prototype lvl 0 starbase - what you think of it?).
As I promised, today I'm releasing the update 3.5 for my mod. The highlights for this update are basically the arrival of: - a new shipset, the Akros Sovereignty - the first set of starbases, added to one the old sets As always, you can reach it here . This update does not contain the new ship classes introduced with "Retri
Ok, this one was a tough customer. I had to bang my head on the desk for a couple days before finding a good design, then I spent half the week fighting with non-optimal proportions, but in the end I managed to complete the project. So without further delays, I show you the Huge Hull for my new set. The design is a sort of evolution of the one used in the Medium tier, this time the separation between main and secondary decks is more visible. <img src="https://cdn.stardock.us/f