TCM: Fragmented Sectors

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Okim
Posts: 2164
Joined: Sat Aug 25, 2007 9:03 am

Re: TCM: Fragmented Sectors

Post by Okim » Wed Jan 16, 2019 7:10 pm

3 new sections for RSF DE:

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Point-Defence Prow section + Enforcer Core + Ion Drives.

PD Section comes with 4 pd turret mounts divided into 2 banks.
Enforcer is a police cutter section with 2 pd turrets and 3 small turrets for destroyer. Good for freighter guard or as an armed escort for specialist ships.
Ion Drives have the longest range possible before Anti-Matter, but otherwise are the same as fission drives. Not very useful to RSF (since they are 'hivers').

Drive tech comparisons:

Speed and range:

Fission - 40 combat speed, 0.5 STL, range 5, no FTL (since RSF are 'hivers')
Ion - 40 combat speed, 0.5 STL, range 15, no FTL
Plasma - 40 combat speed, 0.75 STL, range 5
Fusion - 55 combat speed, 0.6 STL, range 10
Anti-Matter - 70 combat speed, 0.95 STL, range 20

Structure points and speed:

Standard Drives: 500 structure points +100 per era (fusion 600, AM 700)
Armored Drives: +500 structure points, -15 combat speed, double the cost
Fast Drives: -100 structure points, +30 combat speed, 1.5x cost

These are all rough values for now and may be subject to change in future.

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Okim
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Re: TCM: Fragmented Sectors

Post by Okim » Wed Feb 06, 2019 5:21 pm

Sensors Suit Prow + Torpedo Core + Plasma Drives Aft sections:

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Sensors Suit Prow can be set to act either as deep sensors or fire control sections. Regardless of the core role you choose this section still increases tactical sensors range quite a bit!

In TCM: FC torpedo-class missiles (which are also reffered to as 'anti capital ship missiles') are very large and extremely deadly weapons. They are fired from a 1-shot tubes available to DE and CR sections and from much larger launchers that can only be fitted on BB / Titans and some of the sattelites. These larger launchers act as regular missile weapons (they have a reasonable reload time between shots opposing to just one shot smaller versions).

These torpedoes deal damage equal to 25% of total structure points of a basic combat cruiser, but tread slowly and are very sluggish. With microfusion drives these missiles might be able to hunt DE sized vessels, but don`t expect much from it!

For now 4 types of such torpedoes are planned:
- Nuclear Torpedo with just plain damage on impact
- Plasma Torpedo that deals splash damage over large area and can be fired at empty space much like corrosive / nanite missiles / cols.
- Fusion Torpedo that delivers slightly less damage than Nuclear, but this damage is multiplied by the total structre point boost of the target (given by armor).
- Anti-Matter Torpedo deals greatest damage of all and in addition weakens the target as vanilla kelvenic torpedo.
Last edited by Okim on Fri Feb 08, 2019 4:45 pm, edited 2 times in total.

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Mecron
Kerberos
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Re: TCM: Fragmented Sectors

Post by Mecron » Wed Feb 06, 2019 7:14 pm

Very nice!

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Okim
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Re: TCM: Fragmented Sectors

Post by Okim » Fri Feb 08, 2019 4:16 pm

Mecron wrote:
Wed Feb 06, 2019 7:14 pm
Very nice!
Thanks!

Seems that you are my only visitor these days. Which is both an honor and a shame.
I expected to see more folks around here and elsewhere on SOTS1 forums, but where ever i go there isn`t many players left (

Never the less - some more update!

Tried to create an avatar for RSF keeping in mind SOTS1 art style. Didn`t go really along the lines of the arts, but still looks ok for me:

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Mecron
Kerberos
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Re: TCM: Fragmented Sectors

Post by Mecron » Sat Feb 09, 2019 12:05 am

The old girl is old, unfortunately

Darloth
Posts: 1885
Joined: Thu Apr 26, 2007 4:38 pm

Re: TCM: Fragmented Sectors

Post by Darloth » Mon Mar 04, 2019 3:26 am

I'm keeping track of your progress Okim (admittedly... after you posted them on another forum - but I do check here once a year or so!)

What you've got so far looks amazing, by the way, and I hope you continue to feel inspired to create more.

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Okim
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Joined: Sat Aug 25, 2007 9:03 am

Re: TCM: Fragmented Sectors

Post by Okim » Sat Mar 09, 2019 12:05 pm

Hey there, Darloth!

Nice to see you comming here to support me. Means a lot! ))

I`ve been sick and busy at work, so progress on the mod wasn`t really meaningful over these months. Here is what i was able to add:

A maneuvering section for prow. Greatly increases mobility of the ship while retaining some armor and weapons.
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Good for 'spinal' weapons. Thuster effects appear for the logical direction the ship is trying to orient itself, so it looks rather great (though effects need some more love).

Also made a torpedo model and weapon stats for it.
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Quite remarkable weapon class - deals a lot of damage to ships and to population. Restricted to one use per combat only, manually launched.

Azrael Ultima
Posts: 3052
Joined: Thu Jan 27, 2011 3:20 am

Re: TCM: Fragmented Sectors

Post by Azrael Ultima » Sat Mar 09, 2019 11:20 pm

You've made quite some improvement on your modeling skills, i have to say.

On that note, you might want to give your old ACM post a once-over, it's got some dead links by now.
I've got a lovely bunch of coconuts.
The zeppelin of bluster Feldman excoriated Freddy with suddenly popped into a cloud of humility. (David Grand, The Disappearing Body, 2002)

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DervMan
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Joined: Sat Jan 20, 2007 6:23 pm

Re: TCM: Fragmented Sectors

Post by DervMan » Wed Mar 27, 2019 10:55 pm

I keep tabs too.

And still play SotSq. 😎
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Knecht Ruprecht
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Joined: Tue Aug 16, 2011 2:30 pm

Re: TCM: Fragmented Sectors

Post by Knecht Ruprecht » Sat Jun 29, 2019 8:36 pm

I'm checking in, too, from time to time. Great to see you at work again, Okim! I really loved your Sol-designs for ACM, so you doing an all-human mod sounds awesome! :D

BlueInstinct
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Joined: Thu Nov 04, 2010 10:48 am

Re: TCM: Fragmented Sectors

Post by BlueInstinct » Tue Jul 09, 2019 8:30 pm

Wow Okim, those ships look absolutely gorgeous! It would be a shame if they never make their way into the sots space!

Keep up the good work, iam sure you will get the attention sooner or later!

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