[Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18/08

Distribute and discuss mods that are functional. Moderator - Grognak
alexmaths
Posts: 1
Joined: Tue May 28, 2013 4:26 pm

Re: [SHIPS/WEAPONS/DRONES] Omicron Dynasty [WIP] Updated 27/

Postby alexmaths » Tue May 28, 2013 4:33 pm

:D This My Favourite Mod And I Love This Mod (Do Something Epic For The Crystal Cruiser Maybe A Crystal Capital Ship) :D
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [SHIPS/WEAPONS/DRONES] Omicron Dynasty [WIP] Updated 27/

Postby speedoflight » Tue May 28, 2013 6:55 pm

Im glad u like it.. :lol: lol. Wat abput a little feedback..?? :(

Anyways, in the hurry i uploaded the wrong file and the last little changes i made the past 2 days were not present!.

I changed the quaintity of the stores in the map, now u will have 1 or 2 more stores in the map (probability raised a little bit) since i noticed sometimes will be literally impossible to advance without repairs in only 1 store. I also included the omicron event in the sector file, so now the omicron event will pop up just sometimes (3 to 6 times) , not so often like before.

I uploaded it again, sorry guys.

Be aware i use a delay fleet mod as well, and this mod is tested with that in mind. I think the regular game will be almost impossible on some cases like science ships without this extra addon. But since i dont know how it will be (im too lazy to uninstall the delay pursuit mod.. xD) and nobody can give some feedback, thats the way it is.

About the free slots i have left, i intend to make transport ships, battleships, boarding ships and the planet killers.

Capital ship.. i cant do that, since a capital ship will be only 1, u cant have 2 capital ships (thats the term "capital" means..) so instead of that, think battleships will be the closer thing as a capital ships. And capital ship doesnt mean that ship will have more power than a destroyer, for example, capital ships are just flag ships, thats all. And killer planets will be tremendous ships loaded "only" with the most powerful beams u ve ever seen lol (beams with the same aspect than the artillery beam cannon). Of course, the "con" of this ship will be the cooldown of the loaded weapons will be really big, but once they are charged maybe with 1 or 2 hits u will be killing any ship of the sectors 1-2. Thats more or less the idea of planet killers. And if u want to use those weapons, but u are thinking on selling em , i advise u the price of those weapons will be really really huge xD, so keep that in mind.
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speedoflight
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Joined: Mon Feb 18, 2013 11:08 am

Re: [SHIPS/WEAPONS/DRONES] Omicron Dynasty [WIP] Updated 27/

Postby speedoflight » Thu May 30, 2013 2:54 pm

Uploaded again with the Traveler event included (and some little fixes here and there, as always).
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Jon Dough
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Joined: Sat Jun 01, 2013 1:48 am

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 27

Postby Jon Dough » Sat Jun 01, 2013 1:55 am

This mod is amazing! I thought at first that it seemed a bit OP, but after playing for a while I realized that it's actually not THAT overpowered. The Omicron Grinder is the one that I played, and I think that the fact that the player starts with all of the weapons beforehand makes it so that there isn't as much strategy on the players part, but I think its still very fun. Thanks for making this amazing mod!
-Jon Dough
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 27

Postby speedoflight » Sat Jun 01, 2013 12:21 pm

Jon Dough wrote:This mod is amazing! I thought at first that it seemed a bit OP, but after playing for a while I realized that it's actually not THAT overpowered. The Omicron Grinder is the one that I played, and I think that the fact that the player starts with all of the weapons beforehand makes it so that there isn't as much strategy on the players part, but I think its still very fun. Thanks for making this amazing mod!
-Jon Dough


Lol, if u think my mod doesnt have too much for the player to think, then u will hate all the mods out there, since all of em are just "i pick a ship, and i kill everything in my way without worrying about anything (basically)". I precisely did this mod because i was really bored with the game, and some mods out there, and i wanted a mod that makes me to think and to feel hard times trying to advance. Carriers are easier than other classes, u should try the science vessels, they can be really painful if u dont use other weapons to advance (of course, thats the reason i made the prices really high, so u cant just buy watever u want if u dont feel "comfortable").

Of course, i suposse u playing in normal mode, since i dont think anybody plays in easy anymore (there is no point, its really tooooooo easy no matter wat ship u use).

The idea as well is that u will sometimes stucked with the basic systems, since u will get to sector 7 without teleport / cloak / artillery beam. This means u will need to think wat u want, since due to the high costs of everything, its probably that u dont have enough time / Resources to buy all the special systems. This makes more reliable to plan a strategy for the game (if u want a boarding ship, buy teleport and thas it u focus on that, an so on).

I tell u this must be maybe the less OP mod of all the community.

Anyways, im about to finish the sketch of the first transport ship, posting a screenshot soon.
Last edited by speedoflight on Sat Jun 01, 2013 2:25 pm, edited 1 time in total.
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speedoflight
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 27

Postby speedoflight » Sat Jun 01, 2013 2:21 pm

Next classes -> Transport / Freighter or something like that (dunno yet)

The Triton
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Nimbus
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Skylord Jazz
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Joined: Mon Jun 03, 2013 2:46 am

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 27

Postby Skylord Jazz » Mon Jun 03, 2013 2:57 am

I absolutely love this mod. The idea of having yields only protect a portion of the ship is great. I would love see a small addition in the form of a separate room for the reactor. This would add some interesting challege to the game play. After looking at most mods on the list I think that this idea would best fit with the lore of the omicron. They could have been force to have thrown together reactors.
speedoflight
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Joined: Mon Feb 18, 2013 11:08 am

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 27

Postby speedoflight » Mon Jun 03, 2013 12:22 pm

Hi Skylord Jazz, im glad u like the mod. I dont understand wat u mean with "separate room from the reactor", wat is the reactor? the engines? u mean placing the engines far away from the rest of the rooms? well, the idea is to have the engines and weapons always protected by shields, no matter wat. If i move the engines, they will be not protected and, it will be almost impossible to advance far away sector 1.
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UndeadKnightmare
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 27

Postby UndeadKnightmare » Mon Jun 03, 2013 11:53 pm

LOVE IT! LOOKS GREAT! keep up the good work! can u make frigates as the next class? i know there are destroyers, but frigates are supposed to be like big command type star ships. also, can u make the class known as interceptors? they can be like single or double piloted space fighters that are fast and nimble, but small and very week.
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 27

Postby speedoflight » Tue Jun 04, 2013 1:21 am

Hmm, frigates are just regular ships, not command ships, frigates are just ships with sizes between fighter sizes and cruiser sizes.. but they dont have any special feature.. u can see assault frigates, escort frigates, destroyers (some of em could be frigate size, others cruiser size), etc

About the interceptor.. aw. Im afraid the rest of the slots are reserved to Battleships, Boarding ships and the planet killers.. i dont have space for interceptors!. Its a good idea, but the design of the interceptor will be a nightmare. An interceptor should have far less hp points than the other classes, but the problem is, the scout classes already have only 20 hp!!, i cant make a ship with less hp points than that, otherwise, it will be almost impossible to advance. And due to the actual configuration of omicron ships, im afraid i will not have space to make an small ship with all the systems included and as well the shield design thing. That will be a real problem.

Assault ships and scouts are maybe closer to the interceptor, the only difference is the size, and maybe other augmentation like the pre igniter or the ftl booster, but since i already gave those classes more engine power, i cant add another augmentation or i will lose the balance of the ships. I mean, i could lower the engine starting power and add an augmentation, but i think it fits better more engine power for those classes.
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