The Stars Beyond

Planning, discussion, release and support of registered extensions, libraries, adventures and other content is here.
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Aury
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Current implementation of the Wolfen II (the Wolfen III will also get some remodeling done in addition to the scheduled addition of details (see below)

ImageImageImage

To add some credits on the Wolfen II for helping with input on its design:
Alterecco
Hades
Atarlost
and of course George for having made the original wolfen anyways...

-------------------------------------

Also...
Regarding all playable ships, these pre-alpha images WILL BE REPLACED later on with somewhat more finalized, more detailed versions later on.

Other ships with impending changes (more details):
Super Heliotrope Harvester
Ranx Imperial Dragon
Charon Freighter
crate ship (new mask)
large crate ship
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Aury
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The wolfen III is currently being partially remoddeled...
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Atarlost
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Sweeet! Much better calls to mind the original Wolfen than the last version.
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Aury
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Thanks!
With the redesign of the wolfen II, I decided to change the wolfen III (and add details while I was at it) so that it would fit more with the wolfen II as its predecessor (and the wolfen I as the predecessor of the Wolfen II)
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Aury
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New feature!

Deployable turrets! - you guys can figure out what this is - its self explanitory.
Comes in several flavors: turbolaser, particle cannon, Tev9, ion cannon

Really handy for "defend the station" missions, and even those convoy missions! They also work nicely to drop one off your rear when someone is chasing you. :D

If you dock with one, all you have to do to pick it up is select "Re-pack" and the turret will go into your cargo bay!

ATM no special graphics, possibly coming soon.

I might also add in some other variants, perhapse even shipyard ones that deploy autons or whatnot. I'll see what I can think up and make work
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Aury
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Hi- finally back from vacation! :)

With the help of Aeonic, I now have a number of teraton ships working in-game (though the custom shields I made for them are somewhat unbalanced at the moment)

I also have custom bio-armor for the teratons, and I also refined and rebalanced the K-series shields: they are expensive and power-hungry, but they have a fast regen rate, and a good amount of HP. The overall HP is somewhat less than before, and they nolonger have bonuses against any damage types.

I dropped in a few new waepons for the teratons, including a dual kytryn blaster, a plasma bolter, and a dual plasma bolter.

I also drew up some possible ideas for the teraton fleet at the end, and I also gave the Therrusians a complete redesign (story-line and aesthetically)
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Aury
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The big post of all the stuff I brainstormed up:

1) new shield series:
(implemented):
K series - energy guzzlers with fairly good HP and high regen (nowhere near as crazy as the lazarus though), and a massive price tag (mostly for the 7 and 9, not so much the 1 and 4)
CR series - [only partially implemented] - CSC shielding systems, they require shield emitters: the more emitters you have, the more HP and regen you get (but they boost power use and the mass of your ship as well). The base shield has mediocre stats, and a whole lot of mass
Teraton series - big boost to plasma resistance, which helps vs. the iocrym. They also get small, hardly noticable boosts to blast and thermo as well), and are highly vulnerable to all energy type weaponry (less so for the lower-end ones than higher ones, like ion/positron).
Type series - very generic, low-cost shields, I and II being the cheapest and least-cost systems on the market, going all the way up to the V, which is somewhere between the Class II's and III's. The cheapest are meant really for AI ships, such as hardening up the centauri raiders and such.
(to be implemented):
X series (experimental, each does something special)
-One simply has really high resistances (near invulnerability) to the damage types the ares use most (positron/ion)
-One will give near-total invulnerability for a short amount of time, after which it shuts down and has to recharge for quite some time (so find a planet or star to sit on), similar to the domina survive power
-One will accept any type of fuel item and will boost its regen rate temporarily
-One acts on the same principal as the invincible class deflector - but here, when it goes down, it has a chance of:
a) shutting down normally
b) becoming damaged and running at lower efficiency
c) exploding and heavily damaging your ship (and it blew up, so it ceases to exist)
Thunderhead series - might look somewhat inferior to a normal shield system, but what's special about it is that it converts some of the damage taken into an ion damage counter-attack: the more damage the projectile deals, the more damage the counter-attack does (also dependent on the damage type: 100 units laser damage < 100 units thermo damage)
Structural integrity fields - similar to the trenton: they have little HP, but regen immediatly, they absorb certain amounts of damage so as to act as a boost to your armor. They are affected by the bonuses on your armor however (well I hope I can do that)
Disposable emergency deflectors - these are one-use, non-rechargable deflectors: they can be slapped on in a moments notice to your hull (U and then S on the "use menu"), and once depleted, they automatically restore your normal shield generator and jettison themselves from your ship.

2) Iocrym fleet:
Fighter - rather generic type of ship
Repeller ship - these patrol around the deactivated gate - they are incredibly tough (same armor and shields as command ship), but have only measly little repellers
Artiliary ship - they are armed only with a heavy long range plasma weapon
Cruiser/destroyer - also a generic type of ship, sports a pair of kytryn missile pod launcher things or whatever they were called (these home in on the target)

3) Therrusians: An advanced race, living out of a pair of ships, they are descendents of the humans, but have heavily modified themselves, similarily to the ares/ringers/teratons. They were the first to find the gate, having left in the mid 21'st century when EI was starting up its colonies in sol. However, they just kept flying for the next decade, heading through gate after gate after gate. They eventually stumbled upon an uninhabited, rocky world, rich with resources, though fairly cold and inhospitable. They modified themselves to live in this environment, and had no contact with humanity for centuries - when they ventured back towards human space, they found the gates were deactivated - they were on the wrong side of the quarantine zone! During the 300 or so years they were outside of the quarantine zone, they had met with alien races, including the iocrym, none of whom realized the Therrusians were originally human, trading technologies for the ores found in that system, especially on their planet. They developed a science-oriented society, focussing on developing the technologies given to them by alien races, gravity control being the most interesting to them. Thus they built gravitron-based weaponry, ships with artificial gravity fields, and even two giant dyson ships - which a good portion of their populace lives on (the dyson ships being monstrously huge ships, each far larger than a CW metropolis, built around a sphere containing a living environment complete with an artificial star (way to small to be a real star or even a planetoid - it's really just a super-compressed (via artificial gravity) ball of hydrogen less than a kilometer in diameter that functions like a star, and lights the sphere's interior), and the entire ship being several times larger than the sphere, built as a weapons and armor platform to protect the precious cargo, reaching the size of a small moon (100-200km in length). Eventually, the therrusians began experimenting with gate technology, and built a system similar to the gate network, but each gate is a one-way ride, so their gates empty out into a "white hole", and a second gate is built in the receiving system to complete two-way traffic. Unfortunatly, when the Therrusians projected a white-hole into the quarantine zone and built an exit gate there, the Iocrym moved in to stop them. Now the Therrusians (who have technologically outstripped the Iocrym ships used to defend the quarantine zone) and the numerically superior Iocrym are in a state of un-declaired conflict: the Iocrym feel that the exit gate must be deactivated at all costs, and the Therrusians who have an interest in re-establishing contact with humanity, are fighting - not a true war, but it is open conflict.
Therrusian Battle Auton - armed with only a graviton pulse gun (the weakest of Therrusian gravitronic weaponry), it is none the less a potent ship (if expensive)
Therrusian Cargo Auton - its slow, but packs an omni-grav pulse gun.
Therrusian Cargo Controller - an auton command ship for cargo convoys, they are seen leading and defending Cargo autons and the occasional battle autons. They are armed with an omni gravitronic bolter (this weapon has the shatter ability, but its a weak level of shatter)
Therrusian Fighter - fast and agile, and superior to the Battle Auton, it has better everything (except speed and size), and is armed with a grav bolter.
Therrusian Gunship - has a dual grav pulse gun setup, as well as a single grav bolter
Therrusian Destroyer - has a dual grav bolter, and a pair of turreted grav pulse guns on either side
Therrusian Battleship - has a rift-cannon (this is similar to the bolter, but has more damage and a better shatter value), a set of grav bolters in "wall" configuration as well as a pair of turreted micro-singularity guns on either side (they do a small amount of singularity damage, but have 100% passthrough chance, and have some momentum)
Thurrusian Dysonship - has a massive rift-cannon (really slow-firing weapon, but a shatter of 7, and a lot of grav damage, so it HURTS), as well as a pair of grav bolter turrets, a pair of micro-singularity cannons, and a pair of quad grav pulse gun turrets.
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Prophet
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I like the ideas for shields, expanding the functionality beyond just the normal use, especially the CR series utilizing emitters for the CSC.

I look forward to seeing the teraton ships, I always wondered why their stations only had other races' ships docked.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
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Aury
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TX2 pre-alpha release coming soon!
It'll probably be out once:
a) I implement the CR series shield emitters correctly
b) I fix the plurals on the teraton items ("you have 2 teratons bio-armor segment") [easy enough to do, just delete "first plural")

NOTE: The pre-alpha is being run through my forums so that all feedback and bug reports are kept out of the way.
Yes, registration to use the pre-alpha is required, but I don't have to activate your account - just click on the link in the activation email you get once you register, and your account is good to go!
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Atarlost
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Wouldn't it be better to use "segments of teraton bio-armor" to be consistant with most other armor?
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Aury
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Atarlost wrote:Wouldn't it be better to use "segments of teraton bio-armor" to be consistant with most other armor?
Ok, good idea - less to change ^^

eh, I'll just release it right after I fix that >.>

[edit] - http://eternalmodding.50.forumer.com/viewforum.php?f=20
This is where the pre-alpha is being run out of. The sub-forum is for downloads. It can only be viewed by registered members, so if you don't see anything, that's since you arn't logged in
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Aury
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http://eternalmodding.50.forumer.com/vi ... ?f=21&t=32

First version up! (you need to register to view the download thread)
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Aury
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New version up!

0:1:0000:0000:c

Changelog:
-organized and neatened up resource files into a pair of folders to keep the extentions folder nice and clean


BTW- don't post bug reports for the pre-alpha here!
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Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5421
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

Yet another update:

0:1:0000:0026:e is now up and ready to download (replacing the short-lived 0:1:0000:0019:b that had loading issues due to a missing file that I pasted into the wrong spot)
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
User avatar
Hatsuya Kanzaki
Militia Lieutenant
Militia Lieutenant
Posts: 145
Joined: Wed May 13, 2009 6:10 pm
Location: leading an armada of Realians driving sword-shaped gunships and WearGears

Say, mind if your Xelerus Exotics may sell my Star Light Breaker for 400,000 Rin?
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