[SHIPS] The Droneships

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porcu93
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[SHIPS] The Droneships

Postby porcu93 » Sun Nov 15, 2020 3:57 pm

WARNING: THIS SHIP PACK REQUIRES HYPERSPACE TO FUNCTION.
I'm also 90% sure this mod is not compatible with Multiverse, so don't blame me if stuff broke on your save or something.

NEW: starting from V 4.0 the pack comes with a vanilla bugfix, a new expanded store that will replace the vanilla one and 3 new ships. Also, the ships in this pack can install the Temporal Manipulator system, have a higher reactor cap with lowered scrap prices, a system cap of 9 and have my Clonebay Gas Remover mod incorporated. It will also revert the Hyperspace hacking fix, so now in this ship pack you can power down hacking while it's mid-space without making it explode.
After a "Kestrel recolouring with a twist" ship pack, I present you something new that came in mind after playing with The Skimmers, a ship pack made by Gencool, with one of the ship with the gimmick of 8 weapon slots plus weapons that gave power to the Weapon Control: 6 ships, spliced from some vanilla Engi ships gibs, based on using 8 drones at a time, defensive drones that give the system power and no Weapon Control system at all, replaced by new external drones.
"But how can I defeat the Flagship with just drones?" you may ask, so I gave you a quite powerful weapon used by the Artillery system: a bomb launcher that fires three Ion Bombs, each dealing 4 ion damage PLUS 1 system damage and 1 bio damage to the enemy crew. Why is it so powerful? Because screw RNG giving enemies too much stuff to kill you. Every ship in this pack is also equipped with a Defense Scrambler because screw RNG giving enemies Anti-Combat Drones that will destroy your drones 100% of the time, a Scrap Recovery Arm as an hidden augment that will give you 10% more scrap but can't be used for blue options (because drones do cost a bit), a Drone Recovery Arm as another hidden augment and a Drone Reactor Booster with its speed bonus doubled as the third hidden augment just in case you want to also use on board drones. And speaking of drones, I've created some special drones myself that will give you a lot of attack and defensive power; some may be utterly OP (but who cares ;) ), others may be kind of meh and so on. Here are the drones, with an image to showcase its look in case they don't use the vanilla sprites, in alphabetical order, before showing you the ships:

Anti-Ship Hull Beam Drone
Image
Power required: 2
Speed: 13
Cost: 55
Rarity: 3
Attack: 35 pixel long beam, which deals 1 damage per rooms and double damage in systemless rooms.
Trivia: the body comes from the Beam Drone II, I've just put in parts of the Hull Beam weapon.


Anti-Ship Piercing Beam Drone Mark I
Power required: 2
Speed: 15
Cost: 55
Rarity: 3
Attack: 20 pixel long beam, which deals 1 damage per room, 10% fire chance, pierces 1 shield layer.
Trivia: this is basically a clone of the original Beam I drone, I've simply cloned the blueprint of the vanilla drone and gave it an edited version of the weapon with shield piercing.


Anti-System Combat Missile Drone
Image
Power required: 2
Speed: 14
Cost: 50
Rarity: 4
Attack: 1 missile, deals 2 system damage, 2 bio damage, 20% fire chance, 20% breach chance, ignores all shields and supershield layers, the missile can be intercepted by any Defence Drone.
Trivia: the reason it also ignores supershield is because the missile doesn't do hull damage. The drone is based on the actual blueprint in the game, but making it deal hull damage would have been excessively OP. You can use this for a slow but chaotic crew kill, if you want.


Augmented Combat Drone Mark I
Image
Power requred: 2
Speed: 15
Cost: 55
Rarity: 3
Attack: 1 laser, dealing 1 damage and 1 ion damage, 10% fire chance, 10% stun chance.
Trivia: if you know how RGB works, the colour of the lights have Blue added to them to indicate the ion capabilities. I wanted to included an unused sprite for a laser ion projectile for the drone's weapon, but the size was the same as the heavy laser, so I edited the one used by the drone to be the same color.


Capacitor Anti-Combat Drone
Image
Power required: -4 (it means it will give the system 4 power)
Speed: 5
Cooldown: 1.75 seconds
Cost: 70
Rarity: 5
Attack: ion blasts which temporary stuns every incoming enemy drones, which might also destroy them.
Trivia: this drone uses the same weapon as its standard counterpart, the reduced cooldown comes form the drone's blueprint, not from the weapon's.


Capacitor Defense Drone Mark I
Image
Power required: -4 (it means it will give the system 4 power)
Cooldown: 250 ms
Speed: 5
Cost: 80
Rarity: 5
Attack: lasers which destroys every enemy incoming missile, flak projectile, boarding and hacking drones and asteroids.


Capacitor Shield Overcharger
Image
Power required: -4 (it means it will give the system 4 power)
Speed: 5
Cost: 80
Rarity: 5
Details: it periodically creates a supershield layer, like the standard versions of this drone.
Trivia: before a certain Hyperspace update got published, all modded versions of the Shield Overcharger drone couldn't be changed from the vanilla sprite.


Heavy Combat Drone Mark I
Image
Power required: 2
Speed: 13
Cost: 55
Rarity: 3
Attack: 1 laser, dealing 2 damage, 20% fire chance, 20% breach chance, 10% stun chance.
Trivia: the blueprint of this drone's weapon is an edited version of the Heavy Laser I.


Ion Combat Drone Mark I
Image
Power required: 2
Speed: 13
Cost: 50
Rarity: 3
Attack: 1 ion blast, dealing 1 ion damage, 10% stun chance.
Trivia: I've used the actual blueprint available in the game, I've edited it a bit and gave the drone a new look.


NEW DRONES INTRODUCED IN V 4.0:

Anti-Ship Piercing Beam Drone Mark II
Power required: 3
Speed: 11
Cost: 60
Rarity: 4
Attack: 40 pixel long beam, which deals 1 damage per room, 10% fire chance, pierces 1 shield layer.
Trivia: this is basically a clone of the original Beam II drone, I've simply cloned the blueprint of the vanilla drone and gave it an edited version of the weapon with shield piercing.


Augmented Combat Drone Mark II
Image
Power requred: 3
Speed: 28
Cost: 80
Rarity: 4
Attack: 1 laser, dealing 1 damage and 1 ion damage, 10% fire chance, 10% stun chance.


Capacitor Defense Drone Mark II
Image
Power required: -3 (it means it will give the system 3 power)
Cooldown: 230 ms
Speed: 7
Cost: 100
Rarity: 5
Attack: lasers which destroys every enemy incoming projectile, boarding and hacking drones and asteroids.


Capacitor Flak Defense Drone
Image
Power required: -3 (it means it will give the system 3 power)
Cooldown: 242 ms
Speed: 7
Cost: 90
Rarity: 5
Attack: group of 3 flak debris with 3 decoys which destroys every enemy incoming projectile, boarding and hacking drones, asteroids and enemy combat drones.


Flak Combat Drone Mark I
Image
Power requred: 2
Speed: 13
Cost: 60
Rarity: 3
Attack: group of 3 flak debris, each dealing 1 damage.


Flak Combat Drone Mark II
Image
Power requred: 3
Speed: 22
Cost: 80
Rarity: 4
Attack: group of 3 flak debris, each dealing 1 damage.


Flak Defense Drone
Image
Power required: 3
Cooldown: 968 ms
Speed: 7
Cost: 80
Rarity: 3
Attack: group of 3 flak debris with 3 decoys which destroys every enemy incoming projectile, boarding and hacking drones, asteroids and enemy combat drones.
Trivia: it has been a while since Hyperspace added the ability to use Flak-like weapons on drones, so I decided to give it a go, and because I wanted to make a completely different type of defense drone, I gave this one the ability to target anything that would endanger the ship.


Heavy Combat Drone Mark II
Image
Power required: 3
Speed: 22
Cost: 80
Rarity: 4
Attack: 1 laser, dealing 2 damage, 20% fire chance, 20% breach chance, 10% stun chance.


Ion Combat Drone Mark II
Image
Power required: 3
Speed: 24
Cost: 75
Rarity: 4
Attack: 1 ion blast, dealing 1 ion damage, 10% stun chance.


Overclocked Combat Drone Mark II
Power required: 3
Speed: 28
Cost: 75
Rarity: 4
Attack: 1 laser, dealing 1 damage, 10% fire chance.


And with the drones taken care of, here are the ships I've worked on, each one starts with 20 drones:


Image
The first ship of the pack offers quite the attack power since sector one. You can either go aggressive and destroy you enemies or just take it slow by using the Anti-System Combat Missile Drone to kill the enemy crew (if it will actually hit them). And if the enemy is going to attack you with drones and/or missiles, you're covered on that front.


Image
This ship, painted in red, is going to take down and/or ignore the enemy shields with the Anti-Ship Piercing Beam Drone I and II and the Ion Combat Drone II while also deploying some supershield layers. You also get a Defense Drone I because screw missiles.


Image
This ship, painted in green, packs quite a punch with the drones it's equipped with, and what gives the system power is also what is going to protect you from missiles and other stuff. Perfect if you keep going for an aggressive loadout.


Image
You know how the player's Engi ship has ion weapons and drones as its setup? Good, this takes that concept and makes it into a drone-only version of that, with all its drones dealing ion damage, with two of them being the damage dealers. Also has the vanilla Engi C ship looks.


Image
Fast drones for a ship that comes with Cloaking in place of Shields, making this ship kind of like a Stealth-Engi ship, with a decent drone setup to make a quick work of enemies. Something that came out after I chose the colour of this ship is that it's similar to the cloaking image of the newly added ships in this pack.


Image
An orange ship that comes with the bare minimum of drones: two defenders and two attackers, with many ways to develop its drone setup, even flaks only (up to a certain point) if you want. And even with the low number of deployable drones, this ship still packs a punch, as the name suggests.


Bonus tip: because every drone added in this mod can be bought, make sure to have enough scrap to buy another Capacitor Drone, because free power is still free power.


Now, because I've also changed a lot of stuff, I've made some changes to some systems and system related augments:
- the Drone Control system can be upgraded up to level 10, the upgrade costs from level 5 to 8 are 30/40/50/65 instead of 45/60/80/100, level 9 and 10 requires 80 and 100 respectively, the extra levels are there just in case you're not able to get another Capacitor drone and need more system power;
- the Crew Teleporter and Weapon Control systems can't be installed, so the augments Reconstructive Teleport, Explosive Replicator, Stealth Weapons and Weapon Pre-igniter won't be available on stores.


People who played the ships:
Rand118
- 2.1 Droneship C Hard Difficulty: https://www.youtube.com/watch?v=8RHHRsOCFE8
- 2.1 Droneship B Hard Difficulty: https://www.youtube.com/watch?v=WDU6ClPI-44
- 2.1 Droneship A Hard Difficulty: https://www.youtube.com/watch?v=-s-lfO5X_s8
- 4.0 Droneship D Hard Difficulty: https://www.youtube.com/watch?v=LOAgF1OSP3c
- 4.0.2 Droneship E Hard Difficulty: https://www.youtube.com/watch?v=QA_G3b9dTPY
- 4.0.2 Droneship F Hard Difficulty: https://www.youtube.com/watch?v=807mqcNAe5k

And with this wall of text finally written and taken care of, here are the download links, enjoy ^_^
v 4.1.2: https://drive.google.com/file/d/1Rnp6qBqC3vJwzZtHj7EedbQ8jPpi_KgL/view?usp=sharing

Code: Select all

Changelog:
v 4.1.2: changed the sprites of the ships and their gibs to use flat images instead of reusing images from vanilla, not changing the ship image previews because the room layout and the ship's stats haven't changed.

v 4.1.1: added a missing blue option for the Temporal Manipulator on the Stasis Pod event if you use the Rock Plating blue option.

v 4.1: lots of changes to the pack:
- removed shield and cloaking image duplicates;
- removed parts of code no longer needed;
- reordered and commented the XML code to be more readable for others;
- minor grammar fixes and text changes;
- changed the ship cloaking images a little bit to be more "glow-y";
- fixed the Droneship D drone control system image;
- the Capacitor Shield Overcharge will now use the actual custom image I wanted to have the drone to use;
- changed the custom store: the last page will show vanilla and modded drones on the top and just modded drones on the bottom, while the augments section will never show stuff not useful such as Weapon Pre-Igniter and Drone Recovery Arm.

v 4.0.5: Minor text fixes.

v 4.0.4: Removed redundant images.

v 4.0.3: Code clean-up and grammar fixes.

v 4.0.2: Fixed a Temporal Manipulator blue option.

v 4.0.1:
- fixed an event with a duplicate blue option (which even was in the wrong point);
- fixed the Ion Combat Drone II not having its complete name.

v 4.0: MASSIVE EXPANSION UPDATE:
- added 3 new ships;
- added a lot of new combat drones and 3 new defensive drones;
- updated the old 3 ships with new room images and a slight different loadout on type B and C;
- remade the blue options given by the drones;
- reduced the scrap given by the hidden Scrap Recovery Arm from 20% to 10% (which is the vanilla amount);
- changed the level cap of the Battery subsystem back to 2;
- the reactor cap has been increased to 35, the scrap cost has been reduced;
- the system cap has been increased to 9;
- added the Temporal Manipulator as an installable system;
- incorporated the Clonebay Gas Remover standalone mod;
- hacking will not explode when deactivated while it is travelling;
- added a new store, which replaces the vanilla one;
- Combat Beam II now uses the correct images when on and when firing (vanilla bug fix);
- included a much needed level 2 Clonebay blue option for Slug sectors (vanilla bug fix, probably).

v 3.0.1:
- removed the custom Artillery charge bar indicator in preparation for the upcoming Hyperspace release;
- fixed some typos plus some minor rewording in some places;
- removed my failed attempt on making the bomb animation smoother;
- minor buff to the ships, just an extra reactor power or two added.

v 3.0: MAJOR UPDATE:
General changes:
- I took the time yet again to change the hull images and gibs to have a better shading;
- updated the miniship icons with the new hulls and centred them;
- lots of room images have been changed;
- remade the glowing image of the Hull Beam drone;
- removed Hacking as a starting system from all three ships to give you the possibility for the Cloaking + Mind Control system combo;
- improved the Artillery weapon's animation to be more smooth after it fires the first bomb;
- changed some system level pricing, more after the ship descriptions;
- the mod will now show a short description on Slipstream Mod Manager;
- probably other things I forgot to write down.
The Shield Disruptor:
- changed the venting layout.

v 2.2: Added a blue option to recover a certain ship intact by using the Anti-System Combat Missile Drone.

v 2.1.1: Minor graphical changes and a new projectile sprite for the Augmented Combat Drone Mark I.

v 2.1: A few changes in this version:
- minor graphical changes to the hull colour of The Mass Assaulter and added a glow effect to all the hull and gibs images;
- a change or 2 regarding room floor images, the layout hasn't changed;
- graphical change to the Hull Beam Drone, having the glow in its charged image tone down quite a bit;
- all ships will now give you 20% more scrap, as a setup based on drones only isn't cheap, especially on hard mode.

v 2.0: MAJOR UPDATE, now requires Hyperspace to function, as it uses hidden augments to free up the augment slots and 2 new oxygen-less rooms for the Drone Bay rooms I've made on the spot. Yup, no need to use the Low O2 Icons mod.

v 1.2: Upon thinking about it, I've decided to:
- lower the prices of level 8, 9 and 10 of Drone Control and the prices of all drones excluding the Augmented Combat Drone Mark I and the Capacitor Anti-Combat Drone;
- reduce by 75% the cooldown on the Capacitor Defense Drone Mark I and the Capacitor Anti-Combat Drone.
After doing some research I was able to edit events so that the drones in this pack will be usable for blue option like their vanilla counterpart, and the Ion Combat Drone also has its own blue option, even though it is made redundant by the Engi.

v 1.1: Changed the tooltips for the artillery system to show the actual cooldown times and modified the charge bar of the artillery to perfectly match the times.

v 1.0: Initial release.
Last edited by porcu93 on Sun Jun 25, 2023 10:09 am, edited 43 times in total.
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porcu93
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Re: [SHIPS] The Droneship Cruisers

Postby porcu93 » Sun Nov 15, 2020 4:01 pm

Just a quick thing before anyone else has to say something: unlike the weapon system, for the drone control system there's no need to have the first slot powered by something else than a "capacitor" drone, so you could technically put all of them in the first slots with no issues.
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porcu93
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Re: [SHIPS] The Droneship Cruisers

Postby porcu93 » Sat Feb 13, 2021 7:05 pm

v 2.2: new blue option added for the Anti-System Combat Missile Drone
zeGman
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Re: [SHIPS] The Droneship Cruisers

Postby zeGman » Thu Apr 22, 2021 7:46 pm

I've always had an idea like this, but for some reason never thought about the carrier being engi...
I always thought it would be like some kinda federation cargo ship, like the ones in Escort Duty.
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porcu93
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Re: [SHIPS] The Droneship Cruisers

Postby porcu93 » Thu Apr 22, 2021 8:08 pm

zeGman wrote:I've always had an idea like this, but for some reason never thought about the carrier being engi...
I always thought it would be like some kinda federation cargo ship, like the ones in Escort Duty.

Given that I haven't played many modded ships, I decided to make something that may be a 100% new concept, as there may be a few "more than 4 weapons slots" ships or a "weapons only" ship, but never a "drones only" ship.
zeGman
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Re: [SHIPS] The Droneship Cruisers

Postby zeGman » Thu Apr 22, 2021 8:25 pm

I once had an engi run where I sold all my weapons (because I couldn't power them) and then went full drone. Combat MKII, CombatMKI, and BeamMKI. (plus drone recovery arm) It all went well until the flagship kept constantly dodging my drones' attacks.
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porcu93
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Re: [SHIPS] The Droneship Cruisers

Postby porcu93 » Sat May 22, 2021 5:59 pm

V 3.0: Major changes on the graphical side, a small rebalancing in system level costs and a minor venting change layout for the second ship.
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porcu93
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Re: [SHIPS] The Droneships

Postby porcu93 » Wed Jul 13, 2022 11:40 am

V 4.0 is out faster than anticipated, containing tons of new stuff related to this pack, more info in the main post.
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porcu93
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Re: [SHIPS] The Droneships

Postby porcu93 » Thu Oct 27, 2022 10:09 pm

V 4.0.5 is out, just some minor text fixes.