The Fighter Mod

Why hello, my comrades. I’ve decided that I’d like to make a mod around my favorite class of ship, the fighter. I’ve already started on making ships, and have so far completed three new Imperial fighters. I intend to add several new fighter hulls to every race, as well as adding new modules to make fighters much more diverse.

Also, would the folks that posted modules here that are fighter-based mind if I based some modules off of those, balancing and tweaking where needed?

PS: I’ll be on vacation for the two weeks after tomorrow, and thus there will be no updates in this topic for quite a while. (maybe) However, I intend on at least making the sprites for the fighters while I’m away and without internet.

[size=150]Imperial Rubicon Bomber[/size]

Crossing the Rubicon means death, as Julius Caesar once found.

The Rubicon bomber is probably my favorite new fighter thus far. It features three standard module slots and two hardpoints, making for a bomber that can actually be heavily armed, unlike the original empire fighters, which consisted of two standard modules and a single hardpoint.

[code][config]
classname = fighter
name = Imperial Rubicon Bomber
guiname = Imperial Rubicon Bomber Hull
sprite = Imperial Rubicon Bomber.dds
damagetexture = Imperial Rubicon Bomber_damaged.dds
hulktexture = imperial_hulks.dds
hulkUVstart = 0
hulkUVend = 3
width = 9
height = 9
powerproduced = 4.0
cost = 45
racename = empire
unlockcost = 4200
lockable = 1

[bonuses]
0 = SHIELDBOOST,0.10
1 = ARMOURBOOST,0.10

[runninglights]
0 = 128,177,200,3,2

[contrails]
0 = 80,214,40,200,2.0,4
1 = 176,214,40,200,2.0,4

[targets]
0 = 43.00,153.50,1,1,4.00,99.00,82.00,208.00,SHIP_EMMITER_SMALL,
1 = 116.00,89.00,0,0,
2 = 181.50,104.00,1,1,150.00,39.00,213.00,169.00,SHIP_EMMITER_SMALL,

[slots]
0 = 112.00,172.00,STANDARD,
1 = 92.00,110.00,TURRET
2 = 164.00,110.00,TURRET
3 = 128.00,60.00,STANDARD,
4 = 148.00,172.00,STANDARD,

[explosions]
0 = 0,128,128,EXP_STARTBREAKUP
1 = 0,128,128,EXP_FIGHTER_DESTROYED_LOD
2 = 0,128,128,EXP_FIGHTER_DESTROYED
3 = 0,128,128,EXP_BLASTGLARE
[/code]

[size=150]Imperial Fortuna Heavy Bomber[/size]

O Fortuna, like the moon, ever changing.

The Fortuna Heavy Fighter has four slots for standard modules and one hardpoint. This makes it not much more armed than a standard Imperial fighter, but probably more armored and shielded, and it might have a generator than can provide power to a stronger weapon than the standard.

[code][config]
classname = fighter
name = Imperial Fortuna Heavy Fighter
guiname = Imperial Fortuna Heavy Fighter Hull
sprite = Imperial Fortuna Heavy Fighter.dds
damagetexture = Imperial Fortuna Heavy Fighter_damaged.dds
hulktexture = imperial_hulks.dds
hulkUVstart = 0
hulkUVend = 3
width = 12
height = 12
powerproduced = 2.5
cost = 32
racename = empire

[bonuses]
0 = SHIELDBOOST,0.1
1 = SPEEDBOOST,0.1

[contrails]
0 = 128,240,40,100,2.0,4

[targets]
0 = 62.50,205.50,1,1,29.00,168.00,96.00,243.00,SHIP_EMMITER_SMALL,
1 = 152.50,127.00,1,1,119.00,87.00,186.00,167.00,SHIP_EMMITER_SMALL,
2 = 193.00,215.00,0,0,

[slots]
0 = 198.00,160.00,STANDARD,
1 = 70.00,160.00,STANDARD,
2 = 90.00,100.00,STANDARD,
3 = 174.00,100.00,STANDARD,
4 = 132.00,72.00,TURRET,

[explosions]
0 = 0,128,128,EXP_STARTBREAKUP
1 = 0,128,128,EXP_FIGHTER_DESTROYED_LOD
2 = 0,128,128,EXP_FIGHTER_DESTROYED
3 = 0,128,128,EXP_BLASTGLARE[/code]

The ships posted thus far need some editing in the sprites, but those are the basic images. I’ll be posting more of these in this post as I make them.

sure, you can use anything i post up, just put me in the credits or something…, i Realy need to get around to finnishing that site

Thank you! I’ll be sure to put your name in the readme file. I made a few minor adjustments, such as changing the GUI sprites and making them sort properly.

My goal for this mod is to produce at least two new fighters for every race, and more where they are needed. The Empire in particular needs a better airforce, so I started there.

And would i recomend that every Fighter with a Rocket Launcher In the Sprite have a Seperate hardpoint?, it just makes fighters a whole lot better as long as you nerf the Missiles to only be good vs. Fighters

There are some anti-fighter modules in the mod, but I don’t see a reason why a missile shouldn’t hit a cruiser or frigate just as well. I will, however, decrease their armor penetration values somewhat.

think about it, There Missiles, Not Bloody Nukelar Rockets. they could damage a frigate but torpedos Should have the job of busting those tin cans (cruisers Included)

Good point. I’ll make torpedoes not suck, along with making higher level engines worth it.

Barbaros,
Would you like to get the work I have done on fighter modules? I have a few that I have done in the past, including several modules that need crew and a small crew module that I made for my corvettes, witch can be made into dedicated bombers inside your mod. big slow ugly but armed to the teeth, as with thick armor for defence.

just a though, let me know whatca think and how much you want.

Lone Starr

Barf: I know we need the money, but…
Lone Starr: Listen! We’re not just doing this for money!
Barf: [Barf looks at him, raises his ears]
Lone Starr: We’re doing it for a SHIT LOAD of money!

That would be great! I’m still on vacation, so I won’t have time to work for a while yet, but it’ll help greatly.

Forgive me for being a noob, but how exactly would one go about installing this?

Well, first you’d wait until the mod was released. Afterwards, you’d stick it in the data file. There’s going to be a readme file, so hopefully that helps with the specifics.

Sorry for the double post/bump, but I’m now back and creating more sprites. After I import some of Lonestar’s modules, I’ll have the Empire fighters out. Other races will soon follow.

For anyone working on mods, I strongly recommend using inno setup to do an installer. It makes everything a simple one-click install that way, and it works just like the main game, because that uses inno setup too :smiley:
jrsoftware.org/isinfo.php