lordkosc lordkosc

LordKosc's Vasari Mod (Truthful to the LORE)

LordKosc's Vasari Mod (Truthful to the LORE)

I Felt the Vasari were missing that extra kick-ass-ness I figured they would have... I am working on Version 0.2 , I might reduce the shield and hull buffs to both 20% on the cap ships (once cap ships reach level 5-6 along with shield an hull research buffs they become GOD LIKE), and increase the default beam damage by 5% along with a longer duration for the beam so its less "flashy disco like"...

Change log:

LordKosc's Vasari Mod Version 0.2

Change Log

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Increased Vasari Flash Beam Weapons Effect as follows:

TravelSpeed 0.000000 increased to TravelSpeed 0.050000

Duration 0.100000 increased to Duration 0.200000

**Changes made to all Capital Ships and the Vasari Anti Fighter Frigate.

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LordKosc's Vasari Mod Version 0.1

Change Log

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Capital Ships:

Use 50 slots now , instead of 40

Build time Increased to 100 seconds from 75

Cost per ship is 4000 credits , up from 3000

Hull points (BASE) increased by 25%

Shield points (BASE) increased by 30%

Wave based weapons get +10 hitpoints per bank, per volley (before research upgrades)

Colony Capital Ship MAX speed increased by 50 (now 450)

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Frigates and Cruisers

100 shield points added to all ships

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Missile Defense Turrets

Range +500 (now 8000)

Burst Count is now 5 (was 3)

Damage per volley is 200 (+50 increase)

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Fighters and Bombers

Each ship takes 5 seconds longer to build.

2 additional bombers per squad (5 total now)

2 additional fighters per squad (6 total now)

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Backup Files WWW Link

Vasari Modded Files v0.2 WWW Link

Vasari Modded Files v0.1 WWW Link

** Files are also hosted on sins.bz
51,786 views 105 replies
Reply #26 Top
Oh well... At least he's right about them being horrific cheese with a slow start even if he is a complete asshat on every level.
Reply #27 Top
Schem's like the nerd who has no social skills, he is right almost all the time, but he never likes to be wrong, and when he is he express it as such.
Reply #28 Top
re-uploaded working ORIGINAL files, so you can revert back to the current beta state .034

thanks for the heads up multi
Reply #29 Top
thanks for the heads up multi

your welcome
Reply #30 Top
I never meant to insult Kosc's work, I'm sure he did a great job. but the thread, thats just goading me on.
Schem's like the nerd who has no social skills, he is right almost all the time, but he never likes to be wrong, and when he is he express it as such.

Schem, blah blah blah blah, blah blah, he's right blah all the time, blah blah he never bliash blah blah wrong, blah blah blah blah blah blah.

thanks TGE!
Reply #31 Top
Schem, blah blah blah blah, blah blah, he's right blah all the time, blah blah he never bliash blah blah wrong, blah blah blah blah blah blah.


Point proven(albeit very comicly)

thanks TGE!


You're welcome.

Oh and Kosc, though I haven't gotten a chance to try this mod, it does seem very tempting
Reply #32 Top
I never meant to insult Kosc's work, I'm sure he did a great job. but the thread, thats just goading me on.


He does have a point. It was rather gauche of him to come in here like that, rather that silently lurk, but the name was rather clearly chosen to poke at him, which could be construed as an invitation for what happened.
Reply #33 Top
He does have a point. It was rather gauche of him to come in here like that, rather that silently lurk, but the name was rather clearly chosen to poke at him, which could be construed as an invitation for what happened.


Well I would think that in his infinite wisdom and knowledge he would not stoop down to Kosc's level of taunting.
Reply #34 Top
well do look at the escalation in this thread, hardly can it be called my fault.
Reply #35 Top

Well I would think that in his infinite wisdom and knowledge he would not stoop down to Kosc's level of taunting.


Wisdom? Out of Schod??!!

Oh, wait, was that sarchasm?
Reply #36 Top
oh, dont you all be complementing me at once now.  
Reply #37 Top

Question: If you can fiddle around with the various weapons graphics, could you change is so that TEC lasers are no longer firing like their auto cannons (dots streaking outward), and instead use the "flash disco" effect that the Vasari have (its a laser -- it functions are light speed, not like a little dot flying across the screen!)?


After playing with this, I made a couple of videos. I didn't want to directly rip from the Vasari, so I used the Kol's beam style (but thinner) for the "disco lasers". Personally, I think they make combat look more interesting.

Low res kinda kills the effect (because they're pretty thin), but here's a pair of videos to see if this is what you were going for:

Short video showing the Sova firing off flashbeam-type lasers.
Longer video, but zoomed out a bit, difficult to see well after encoding
Reply #38 Top
Is there any way you can mod out the stupid looking "energy waves" that the Vasari ships fire?

Maybe a Kol beam energy wave to replace them, but the color green or something.

Or am I the only one that feels that weird boomarang shapes doesn't make sense for a weapon effect?
Reply #39 Top
Considering it is an "energy wave" weapon i suppose that was the best effect they could think up for it. We still have yet to see the Advents "hands of doom" fighter push effect in action (effect is in the files, but not used in game yet). If it is just a set of hands that come out, and swat fighters like a fly swatter not only am i gonna laugh my ass off, because of the cheeze factor, but that will prolly be the motivation i need to do my 1st effects mod... because of the cheeze factor. I still need to see if i can port over the old effects from the sacrifice of angels mod :/

As for the Vasari sickles of death, they sorta fit in with the weapon, but i do agree that the effect itself leaves much to be desired. I'll try, and screw around with them later.

Kosc ill check out your mod later, but i need to do some more online in game test, and i dont feel like having to uninstall/reinstall like multi had to do today.
Reply #40 Top


Question: If you can fiddle around with the various weapons graphics, could you change is so that TEC lasers are no longer firing like their auto cannons (dots streaking outward), and instead use the "flash disco" effect that the Vasari have (its a laser -- it functions are light speed, not like a little dot flying across the screen!)?


After playing with this, I made a couple of videos. I didn't want to directly rip from the Vasari, so I used the Kol's beam style (but thinner) for the "disco lasers". Personally, I think they make combat look more interesting.

Low res kinda kills the effect (because they're pretty thin), but here's a pair of videos to see if this is what you were going for:

Short video showing the Sova firing off flashbeam-type lasers.
Longer video, but zoomed out a bit, difficult to see well after encoding


Those look lovely! The "disco lasers" could probably use a fraction of a second longer existance, but they still look nice for what they are.

Now, if only you could convince the Kol's primary beams to track along the hull of the enemy, instead of just burn in at one place
Reply #41 Top
But burning in at once place is sort of the whole point of a weapon designed to kill a starship, innit?
Reply #42 Top

But burning in at once place is sort of the whole point of a weapon designed to kill a starship, innit?


Depends on the strength of the weapon -- if you have to burn through armor, maybe. But if your really smashing your way through armor, hull, and people, moving it across the ship spreads the damage around.
Reply #43 Top
I would think that most of the sins ships are heavily armored. So yea burning it at 1 spot makes sense to pierce it.
Reply #44 Top

Those look lovely! The "disco lasers" could probably use a fraction of a second longer existance, but they still look nice for what they are.

Now, if only you could convince the Kol's primary beams to track along the hull of the enemy, instead of just burn in at one place


Unfortunately the best I can seem to do is de-syncing their targeting :/

In any case, I'm also working a replacement effect for the Vasari waves, but I don't want to clutter Kosc's topic with my random stuff. I took your advice and upped the duration on the beams ever-so-slightly (well, doubled it, but given how quick they were before...). Feel free to let me know what you think over in this thread.



Reply #45 Top
While flashy beams aren't displeasing to the eyes, there's a reason why TEC lasers look the way they do:  they're pulse lasers.  The TEC use a variety of weapons, each with their own look to them, including: autocannons, railguns, pulse lasers, missiles and beam weapons (only found on the Kol, as beam weapons are uber).
Reply #46 Top
Why would a pulse laser travel in little dots though?
Reply #47 Top
its a laser that fires in pulses
Reply #48 Top
SO it would be a straight beam for a very short duration. Lasers are not a projectile.

It doesn't matter what word you attach to laser, it should still be a line connected to the ship, no ammount of word play will distort physics. Except the word Quantum.
Reply #49 Top
So then it's a quantum pulse laser
Reply #50 Top
Well in that case it does whatever you want 1/2 the time every time it rains.