[SHIPS][AE]Yizzzy's Ships

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Yizzzy
Posts: 79
Joined: Sat Aug 22, 2015 2:29 pm

[SHIPS][AE]Yizzzy's Ships

Postby Yizzzy » Thu Sep 10, 2015 12:10 am

~WELCOME TO THE ARMADA, CAPTAIN!~

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You will need SlipStream Mod Manager to run these ships.
All ships are made from scratch in GIMP, no splicing. FTL files were made in Superluminal. I plan on making at least 1 or 2 for each race. When I finally finish making ships I'll put them all in one file.
[NOTE: All ships are tested and have beaten the flagship on Hard: AE]

http://www.mediafire.com/download/mcaam ... boros2.ftl
The Ouroboros (replaces Engi B) (Note: This ship is difficult, especially on hard. Prepare yourself :twisted: )
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http://www.mediafire.com/download/99cws ... ryana4.ftl
The Kubaryana (replaces Slug B)
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http://www.mediafire.com/download/a36sk ... ifier4.ftl
If you want the Old Purifier ship (which is just a recoloring of The Aurora) click the link below.
http://www.mediafire.com/download/yc156 ... gship1.ftl
The Purifier (replaces Kestrel C)
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http://www.mediafire.com/download/4u9qk ... aryan4.ftl
The Askaryan (replaces Zoltan C) (Note: This ship only starts with 3 power, hence the level 1 battery)
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http://www.mediafire.com/download/m3zq7 ... ships4.ftl
Strike Team Escort (replaces Fed B) (NOTE: There is no moving between ships like some other split hull mods. This requires a different strategy when approaching weapon setups.)
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http://www.mediafire.com/download/jaqd5 ... goona5.ftl
The Dragoona (replaces Mantis C)
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http://www.mediafire.com/download/owcct ... hterA2.ftl
The Aurora (replaces Kestrel B)
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http://www.mediafire.com/download/kpc88 ... Juke+3.ftl
The Juke (replaces Stealth B) (NOTE: Ship has been updated to have all systems available.)
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http://www.mediafire.com/download/k792o ... Aries3.ftl
The Aries (replaces Stealth C)
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UPCOMING SHIP PREVIEW:
Rock ship slowly in the making as well. Real slowly though cause can't get a good design I'm happy with lol.

VIDEO RUNS:
(The Juke run) By: Stylesrj https://www.youtube.com/watch?v=aECFXKE ... e=youtu.be

HEAD-CANON:
Over 20 years since the fall of the Rebellion...

With the fall of the Rebellion and the weakening numbers of the Federation, the remaining galaxy was plunged into chaotic war. The different races and governments split apart into smaller groups and factions. With no overarching galactic ruling body strong enough to unite the galaxy remaining, bloody wars and skirmishes were commonplace. The struggle for galactic power between enemies and former allies reached a fatal climax. At what is known as the Battle for the Core, all sides saw conflict near the center of the galaxy. This battle raged in core space for nearly a year, and it threatened to destroy all hopes of recovery for eras to come. Seeing the outcome of destruction in visions and foresight, the Crystal people and a few select Zoltan Sageseers joined together to finally bring an end to the conflict.

They created a reality warping time flux weapon, named The Initium. When fired, it would theoretically cover around 80% of the area of space in which the Battle for the Core was taking place. The ships and armies caught in the battle would be sent to different realities into the past. They deemed it would save their own galactic dimension while giving the fighting races and governments a chance to create new futures in these dimensions. The Initium was fired soon after it's completion and seemingly fulfilled it's duties. Now YOU are in control of these ships.

Will you defeat the Rebellion with these new ships and create a galaxy under your control, or will you explode trying?

RACES/FACTIONS:
Human:
The New Federation (Grey and Red) – Though arguably still the strongest and formidable force in the galaxy, it has seen many defectors and loss of presence after the Rebel defeat. Human's still largely remain loyal to the New Federation. (Ships: The Aurora, The Juke, The Aries, part of Strike Team Escort)

Engi:
The New Engi Brigade (Grey/undecided) – Almost completely annihilated after the Federation/Rebellion war. It has since been reconstructed into a force based on larger vessels.

The Engi Republic (Blue/Purple/Yellow) – Based on the fundamentals of function to define form, the Engi Republic is responsible for many breakthrough technologies, which are often sold or traded to other factions. (Ships: part of Strike Team Escort)

Mantis:
The Mantis Monarchy (Red) – Retaining their lust for battle and loyalty to their Queen, the Mantis Monarchy has held on to little over half of the remaining Mantis Territories after the war. (Ships: The Dragoona)

The Mantis Dynasty – coming soon

Zoltan:
The Zoltan Sages (green) - leaders of all the Zoltan Castes, they form the backbone of Zoltan society and government

The Zoltan Infiltrators (black) - members of the Infiltrators are part of the Death Caste. They are tasked with seeking out the energy (lifeforce) of other lifeforms. (Ships: The Askaryan)

(More races added after more ships are made!) :)

EDITS:
-Fixed the Clonebay/Medbay problem that Stylesrj brought up.
-Fixed something that caused the Drone Control to not work on certain ships - 9/16/15
-Added a weapon power to The Dragoona and longrange scanners + titanium system casing to The Juke, because through further testing I felt they were underpowered. 9/30/15
-Changed the Juke's wings slightly as well as a couple colors to make it look more sleek - 10/2/15
-Updated the Art for The Aries - 10/31/15
-Updated The Juke room layout to be able to get all systems. - 11/2/15
Last edited by Yizzzy on Wed Nov 11, 2015 9:32 pm, edited 45 times in total.
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stylesrj
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Re: [SHIPS][AE]Yizzzy's Ships

Postby stylesrj » Thu Sep 10, 2015 1:05 am

These all look like interesting ships. If I was to do a video run, I honestly don't know which one to fly. The Aurora has a killer, reliable combo of guns that can see you through the early sectors, the Juke is the Kestrel B but with one less gun slot (and no shields, but hopefully if I time my firepower right, that won't be an issue to raise 125 Scrap) and the Aries, while it has no shields, I could sell that System Casing and get another gun after a battle or two and hopefully a nearby store.

Then again, I actually can't fly the Federation A very well or the B variant and those have shields!
Yizzzy
Posts: 79
Joined: Sat Aug 22, 2015 2:29 pm

Re: [SHIPS][AE]Yizzzy's Ships

Postby Yizzzy » Thu Sep 10, 2015 9:51 pm

Thanks Stylesrj. I will make more ships for you to fly my friend, in the coming times. :)
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stylesrj
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Re: [SHIPS][AE]Yizzzy's Ships

Postby stylesrj » Sat Sep 12, 2015 1:08 am

I've done a video run (or at least the Mantis Swarm from Charlie Hive has) and I've found some problems with the Juke...

No teleporter or Clone Bay. Such lack of devices with no warning can drive a Mantis into a rage, especially after they bought several Mantis warriors to go with it only to find nothing...

This might mean there are other such room problems on the other ships that need to be looked into.

As for the Clone Bay, you can stack rooms. The Clone Bay is normally stacked on the Medbay and only one or the other will show up on a ship depending on how you set its availability.

Lastly, the medbay itself. Only 1 healing slot? I assumed it'd be replaced with a Clone Bay but because there isn't one, madness lies in there and more Mantis Rage.

EDIT: Video run is uploaded and processed!

https://youtu.be/aECFXKEy9Fc
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mr_easy_money
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Re: [SHIPS][AE]Yizzzy's Ships

Postby mr_easy_money » Sat Sep 12, 2015 5:49 am

stylesrj wrote:As for the Clone Bay, you can stack rooms. The Clone Bay is normally stacked on the Medbay


yeah, I think it's a little strange that superluminal doesn't do this by default -- you gotta select em both for that spot then select just the medbay

stylesrj wrote:Lastly, the medbay itself. Only 1 healing slot?


I hope this wasn't intentional; just get rid of the manning station on the medbay, which brings up another interesting thing that manned stations can be applied to non man-able things thereby decreasing the space of a room (because you can't make a non-rectangular room).
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stylesrj
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Re: [SHIPS][AE]Yizzzy's Ships

Postby stylesrj » Sat Sep 12, 2015 6:56 am

yeah, I think it's a little strange that superluminal doesn't do this by default -- you gotta select em both for that spot then select just the medbay


Some ships might want the Clone Bay to be elsewhere when you swap it out. It can be done too. I think I did it with my Police mod. The Clone Bay was moved from one ship to another.

But you are right, it should be a default option.
Yizzzy
Posts: 79
Joined: Sat Aug 22, 2015 2:29 pm

Re: [SHIPS][AE]Yizzzy's Ships

Postby Yizzzy » Sat Sep 12, 2015 3:09 pm

Ahh, thank you for the feedback guys I will definitely fix the medbay and clonebay problem later today. As for the teleporter thing on The Juke, it was done on purpose. It lacks a room for a teleporter and battery (mainly cause it's a small ship and because as a fighter I felt they didn't fit). I definitely should have mentioned that in my description. Sorry. :(

Stylesrj, I also added your video run to the top. I didn't expect anything like that. Thank you. :)

EDIT POST: Fixed the clonebay/medbay problems mentioned earlier.
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stylesrj
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Re: [SHIPS][AE]Yizzzy's Ships

Postby stylesrj » Sun Sep 13, 2015 3:25 am

I'd never notice any problems with the Backup Battery :lol:
My videos have that habit towards Drone Control and Backup Batteries.
Yizzzy
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Re: [SHIPS][AE]Yizzzy's Ships

Postby Yizzzy » Thu Sep 17, 2015 2:12 am

Added a New Ship, "The Dragoona" and fixed a drone control problem with certain ships. Art for upcoming ship(s) is next on the menu with maybe some headcannon. :)

Ideas for next ship include a 2 ship convoy, a large engi ship, and a sleek Zoltan ship. Not sure which I want to try and do.
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PLIOU
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Re: [SHIPS][AE]Yizzzy's Ships

Postby PLIOU » Thu Sep 17, 2015 6:37 pm

Those are awesome looking ships! And have the FTL style all over. I can't say anything else , just take your time and do more! I made many ships and I made many mistakes! From what I learned I shall give some advise . When you make the ship consider that the weapon mount has to be able to accept all of the ftl weapons available , you might have to create special places for the weapons . A perfect ship hull doesn't look cool with a hidden or half visible weapon , during the game weapons might be replaced or reordered . I suppose you can make some cool weapons too , it's not that difficult after you try and make a simple one , or somebody else might make some for your ships . The ships are exactly how it should look like , just give some space for the weapons .