Fractal Softworks Forum

Starsector => Mods => Topic started by: mendonca on July 26, 2013, 07:13:33 AM

Title: [0.6.2a] P.A.C.K. v0.17 [ShaderLib support with Normal Maps]
Post by: mendonca on July 26, 2013, 07:13:33 AM
(https://dl.dropboxusercontent.com/u/66536185/pack_logo_full_size.png)

PLEASE NOTE: This mod has been integrated with the Junk Pirates mod, single faction support has been discontinued going forward:

FIND THE P.A.C.K. HERE! (http://fractalsoftworks.com/forum/index.php?topic=161.0)

Post-Anarchist Canis Kollective

HEGEMONY CIRCULAR - 189.11.17

Non-standard signals have been detected emanating from Canis 3 (Gas Giant).

The planet is confirmed resource non-viable as recorded within the current quarter-cycle assessment, ratified by guidance note X2.13.6a.

All Hegemony Fleets and those supporting our cause, with encryption access level 6a or above, who are scheduled to pass through the Canis system within the next quarter-cycle should report to your nearest Hegemony Station for a detailed itinerary of instructions.

Any Tri-Tachyon contact in this area should be treated with added vigilance. Additionally, contact with non-standard technology should be reported immediately.


GAMEPLAY VIDEO (http://youtu.be/ZWxpHJsg4qA)

(Requires ShaderLib (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

The Fleet
Spoiler
Bedlington class frigate. Harasser.
(https://dl.dropboxusercontent.com/u/66536185/pack_bedlington.png)

Wirefox class frigate. Glass jawed with a nasty jab.
(https://dl.dropboxusercontent.com/u/66536185/pack_wirefox.png)

Schnauzer class frigate. Agile frigate with excellent flux dissipation, but again - very lightweight under fire.
(https://dl.dropboxusercontent.com/u/66536185/pack_schnauzer_v2.png)

Samoyed class frigate. All purpose freighter.
(https://dl.dropboxusercontent.com/u/66536185/pack_samoyed.png) (https://dl.dropboxusercontent.com/u/66536185/pack_samoyed_decoupled.png)

BRT class destroyer. Guard dog.
(https://dl.dropboxusercontent.com/u/66536185/pack_BRT.png)

Pitbull class destroyer. Giant killer.
(https://dl.dropboxusercontent.com/u/66536185/pack_pitbull_2.png)

Komondor class destroyer. All round ass-kicker.
(https://dl.dropboxusercontent.com/u/66536185/pack_komondor.png)

Shar Pei. Capable of wrinkling through p-space.
(https://dl.dropboxusercontent.com/u/66536185/pack_sharpei.png)

Ridgeback and Ridgeback X. Jack of all trades.
(https://dl.dropboxusercontent.com/u/66536185/pack_ridgeback.png)  (https://dl.dropboxusercontent.com/u/66536185/pack_ridgeback_x.png)

Mastiff, heavy hitting light cruiser.
(https://dl.dropboxusercontent.com/u/66536185/pack_mastiff.png)
[close]

About the P.A.C.K.
Spoiler
The P.A.C.K. are a group of like-minded individuals who fractured from the Domain of Man at some point during the Expansion Epoch, as a sociological experiment in Anarchy as a valid method of governance. After intermittently rising and falling, with minor successes punctuated by spectacular failures, over many cycles, a step change in engineering knowledge and technological brilliance allowed them to subsist entirely from the matter within the inhospitable atmosphere of Canis 3, a corrosive gas giant.

The technology allowed them to harvest matter from the elements within the atmosphere, from where they were able to synthesise many types of matter and energy, to a point where they became able to retreat from the rest of the Domain. Slowly the technology became more advanced, and they fell in to hiding to refine their ideals outside the corrupting influence of the Domain. The Anarchy (eventually) settled in to a well balanced, but insular, society, where capital became redundant and equality thrived.

The P.A.C.K., as they were then, were forgotten - and generally speaking - this society forgot about the Domain.

With time, the synthesis plants are becoming less and less efficient, and the dangerous by-products of these processes are becoming more and more prevalent in the atmosphere. The slowly-floating arcologies where the P.A.C.K. have lived out their lives, under the protection of the acid blanket of Canis 3, are starting to be smothered.

Some eminent sociologists amongst the group preach a do-nothing agenda, declaring their social and technological experiments a success - and asking for acceptance of death - leaving an archealogical testament to their brilliance.

Those with a more practical bent accept a need for action.
[close]

Design Philosophy
Spoiler
The P.A.C.K. fleet are formed by smaller, light craft - the core based around frigates and destroyers. They are typically light on OP, but generally have reasonable armament capability if operated by high level characters. A beginner will have to compromise on what to fit in those mounts, and may struggle to operate them at their capacity. With additional OP, higher level weaponry and increased flux management come in to play - the medium mounts become more flexible - and the craft become more deadly in combat. The P.A.C.K. fleet are generally in line with Expansion Era craft, and the available technology reflects this.

The principal design decision has been to try and create a complementary fleet who are pretty awful when considered on their own (probably only the Pitbull can stand as a sole operator), but far more dangerous when encountered in a group. The Bedlington is fast and manouvreable, with a 'free' ion-cannon courtesy of its drone - great for harassing and causing a nuisance, but needs the support of a well-armed Wirefox to finish off targets. The Pitbull is great for sustained pressure on shields with the Ripsaw, and delivering a mixed ordnance via the extensive missile mounts, but again without support is liable to become stranded. All of these pretty much need a variant of the Ridgeback to support them outside Battle.

A P.A.C.K. fleet will be quick to recover outside of battle, they carry a lot of crew - enabling them to recover CR quickly, but all those ginnels, tunnels and life support systems mean that once armour is compromised, there is very little in the way of hull integrity to protect these crew from the harsh void of space.
[close]

Credits / Thanks
Spoiler
xenoargh - spriting help and input, direct credit to the Pitbull sprite
LazyWizard, of course, for the implementation tutorials for 0.6a
[close]
Title: Re: P.A.C.K. [W.I.P.]
Post by: NITROtbomb on July 26, 2013, 07:23:21 AM
I look fowards to this man love to see what you develop
Title: Re: P.A.C.K. [W.I.P.]
Post by: mendonca on July 28, 2013, 01:39:46 PM
Captain's Log - TTS Schema - Apogee-class, en-route to Leipzig Station, 189.10.26

An unusual, yet most welcome surprise hit me just dropping out of hyperspace around the uninhabited Canis system. Detecting low-level, unidentifiable signals, I ordered further investigation suspecting piracy - and hoping for something more. Why would a no-mark, lightly armed pirate be kicking about a dead-end system like this? It HAD to be something more.

A timid approach from a craft with signals approximating a Vigilance-class - similar age and profile - proved to be something else entirely. I welcomed the odd-looking craft in to our fold, but barely understood a word from the captain of the ship. I guess he wanted to be my friend, so I played along until he was in range of my Ion cannons.

The shell of the ship is sitting in my hangar, itself carrying something approaching our own sensor drone, but markedly more primitive. The survivors are locked up awaiting processing. I'm always happy when my hunches prove to be correct.

Who knows where this ship has come from, but it's nothing I have seen before. If I didn't have this (rather lucrative) contract to close out immediately, I would stick around - in the meantime have put down a nominal personal investment that a temporary post should be set up in Canis immediately - to investigate further - and subdue Hegemony intrusion in to my discovery.


(https://dl.dropboxusercontent.com/u/66536185/pack_bedlington_light.png)
Title: Re: P.A.C.K. [W.I.P.]
Post by: mendonca on July 31, 2013, 03:24:34 AM
DIARY ENTRY – PROFESSOR JOHN NETTLES [date translated to ~189.10.10]

(https://dl.dropboxusercontent.com/u/66536185/pack_portrait_m3.png)

Damn those short sighted morons.

History will repeat itself, the cycle continues, and our people refuse to learn to accept a finite lifespan. The unstoppable hubris of the human race shows itself again, just as some of us thought we had figured it all out.

The key to it all, I guess, was the compelling dream of an indefinite decoupling from other natural things, a removal from the unhealthy parasitic relationship we have historically held with each other and other living things, and hoping we could live in some sort of overriding peace and harmony outside of it. This existence was never designed to go on forever – that was never what it was about. It was about ideals, a curve – a parabola of existence. We have been sinking so quickly for the last three dozen cycles that even this desperate move by our deluded and tired military arm will do nothing but ensure some of our children become subsumed in to whatever dystopian filth the rest of our kind have managed to cobble together whilst our culture has been self-isolated.

They talk about diplomacy, sending out envoys, and maintaining our way of life with some kind of agreement. An unlikely – bordering on imaginary – best-case condition with whatever faction or culture these other people belong to.

But I know what those things – those starfaring vessels – that pass our planet are for. They probably say peace, or defence – transport, or trade. Whatever they will call it, I call it violence.

I know enough about the human condition to say that WE are the ones that have made this work. Even in inevitable death - WE are the lucky ones.
Title: Re: P.A.C.K. [W.I.P.]
Post by: mendonca on August 04, 2013, 11:09:30 AM
DIARY ENTRY – ENVOY JACK KLUGMAN [date translated to ~189.10.23]

(https://dl.dropboxusercontent.com/u/66536185/pack_portrait_m2.png)

The maiden voyage of the newly anointed PSS Wonder, a Ridgeback-Class exploration vessel went as well as can be expected yesterday, although the decompression of a cargo bay on the way back in to Zero-Three (which was put down to human error rather than a manufacturing fault – presumably the error of the young woman who was ejected during the process) gives us all the mood of caution.

I am amazed the technology could be brought up to anything like operational, and whilst I would like to put that down to personal success on behalf of one my brothers or sisters – I suspect the plaudits are due to someone long departed. Nevertheless, a successful run has seen us emerge from this soupy atmosphere for the first time in many, many cycles, and the subsequent fracture and tension amongst those over-cautious buffoons in the socio-political arms of our organization is something else - a true joy to behold.

My job from hereon-in is pretty clear – make contact with another culture, and persuade them to help us in our cause. It remains to be seen whether the goal is a realistic one.

I am leaving from the very same dock in the PSS Rover, a Bedlington-class frigate, in a couple of days hence with a full complement of wide-eyed and poorly trained crew members, and hopefully I can clear the system prior to any meaningful contact.
Title: Re: P.A.C.K. [W.I.P.]
Post by: mendonca on August 16, 2013, 03:26:38 AM
DIARY ENTRY – COMMISSIONER PETER FALK [date translated to ~189.10.22]

(https://dl.dropboxusercontent.com/u/66536185/pack_portrait_m1.png)

Life as we know it has been good for the last couple of hundred cycles, the material of our dying planet providing all the base goods we need to live out a simple and joyous existence, in the artificially-lit underbelly beneath the viscous, toxic skin of Petra, the third planet orbiting our red star Canis.

Our scientists are telling us that we are at a tipping point – that we can’t go on much longer. Our sociologists have kept us at bay, warning us of the dangers of interacting with the outside world again, warning us of self-destruction or perhaps destruction at the hands of others. Our delicately balanced utopia, the social structure we have perfected after what records suggest is several hundred cycles of learning, failing, and eventually succeeding – a structure they are telling me is too delicate to expose to outside forces – a way of life that will not be maintainable if we even pop our head above the parapet for a split second.

But I’m damned if I do, and damned if I don’t.

Our technology has kept us hidden, sheltered and fed for this long, at the cost of about a third of the total useful mass of lower order elements in these gas clouds. If we carry on at this rate, we either won’t have the energy to maintain our increasingly inefficient life-giving synthesis processes, or the concentration of heavy radioactive isotopes around our shelter will kill us - all at some point in the next forty or fifty cycles. Opinion varies over what will get us first.

Some of our sociologists are willing for us to die – to leave an archaeological testament to our greatest creations. Some of them are naïve enough to think that we can find a solution to our problems in that sort of timeframe. Those are the ones that don’t understand the pitiful legacy – or lack of – in our extant engineering knowledge.

Our greatest strength will be our cohesiveness, our sense of community, and our desire to carry on living in our own way. Those moving stars that pass us by – blithely ignorant of our presence and manned by hundreds or thousands of other people less enlightened than us – have to be many times more complicated and advanced than our own starfaring fleet which has been idle for so long. Shining blue, humming with huge energy signatures – or coal-black hulking silhouettes against our star, we recognise them but we do not know what or who they represent.

But we have no choice but to kickstart our dormant manufactories, raise a diplomatic envoy, and strike out for new resources and a new life through the stars.

I am the first of our kind for a long while to take one of our Ridgeback exploration vessels out in to the cold void of space. The first test that will break our long held cloak and expose us to the unknown.

Title: Re: P.A.C.K. [W.I.P.]
Post by: mendonca on August 27, 2013, 12:36:24 PM
Location: Canis 3
Date: 189.12.05

Our forays outside of our atmosphere have been less than satisfactory thus far, with the loss of all hands in all cases. All ships encountered within the Canis system have proven to be hostile to ourselves, and sometimes to each other.

We have restarted all the manufactories within our control, at great cost to the lifespan of the settlement, in order to raise a fleet capable of taking to the stars.

And we can't lie low and hide for much longer.

We need to take things in to our own hands.

(https://dl.dropboxusercontent.com/u/66536185/screenshot005.png)

(download v0.01 from the OP - a single mission, and rudimentary campaign integration)
Title: Re: P.A.C.K. [W.I.P.]
Post by: FasterThanSleepyfish on August 27, 2013, 10:12:25 PM
Gawd, this mod is so great. It really brings an emotional side to starsector. After reading the entries an logs, I see now the ruthlessness of the TT and Hegemony, preying upon a delicate population with xenophobic tendencies. Anyways, in terms of balancing, P.A.C.K. ships are almost worse than a buffalo mk2. They aren't very resilient or powerful, but they are mobile. I'm sure it's intentional, but I could see them doing more. 2 tac lasers and a pulse laser isn't going to cut it for those poor souls aboard that Ion Ship. Perhaps the drone could have an ion beam instead? Alright, enough of my *****ing. Keep up the good work!
Title: Re: P.A.C.K. [W.I.P.]
Post by: mendonca on August 28, 2013, 01:09:42 AM
Gawd, this mod is so great. It really brings an emotional side to starsector. After reading the entries an logs, I see now the ruthlessness of the TT and Hegemony, preying upon a delicate population with xenophobic tendencies. Anyways, in terms of balancing, P.A.C.K. ships are almost worse than a buffalo mk2. They aren't very resilient or powerful, but they are mobile. I'm sure it's intentional, but I could see them doing more. 2 tac lasers and a pulse laser isn't going to cut it for those poor souls aboard that Ion Ship. Perhaps the drone could have an ion beam instead? Alright, enough of my *****ing. Keep up the good work!

Thanks :)

I've added a bit of bumf and fluff to the OP to try and explain where I am pitching the P.A.C.K. fleet. I'm actually happy you think they are rubbish!
Title: Re: P.A.C.K. [W.I.P.] (0.6a compatible)
Post by: mendonca on September 16, 2013, 02:01:18 PM
https://dl.dropboxusercontent.com/u/66536185/Pack005.zip

For those who wish to plug in another system in to 0.6a.

Still not sure it constitutes a full release yet, but it seems to be working in a rudimentary manner.

Visit Canis, buy ships, or just get in a scrap with the PACK and see who comes out on top.
Title: Re: P.A.C.K. [W.I.P.] 0.6a Compatible
Post by: Wriath on September 16, 2013, 08:18:00 PM
Dude you had me at 'another system' but new Mendonca ships at the same time? aw snap.
Title: Re: P.A.C.K. [W.I.P.] 0.6a Compatible
Post by: Uomoz on September 27, 2013, 03:00:26 AM
Added to UsS!
Title: Re: P.A.C.K. [W.I.P.] 0.6a Compatible
Post by: mendonca on September 27, 2013, 03:19:11 AM
Added to UsS!

Woof woof!

Cool stuff! Thanks Uomoz :)
Title: Re: P.A.C.K. [W.I.P.] 0.6a Compatible
Post by: Uomoz on September 27, 2013, 04:28:10 AM
They are already raiding Corvus. What a bunch of wranglers!
Title: Re: P.A.C.K. [W.I.P.] 0.6a Compatible
Post by: mendonca on September 30, 2013, 11:26:41 AM
Minor update. Some Corvus related integration and strings updated.
Title: Re: P.A.C.K. [W.I.P.] 0.6a Compatible
Post by: Trylobot on October 02, 2013, 01:52:15 PM
I was going to move this to Mods and then I remembered, "You can do it yourself."

(http://www.drinkinginamerica.com/wp-content/uploads/2012/08/TheDude_WhiteRussian.jpg)
Title: Re: P.A.C.K. [W.I.P.] 0.6a Compatible
Post by: mendonca on October 13, 2013, 10:12:07 AM
(https://dl.dropboxusercontent.com/u/66536185/pack_portrait_m1.png)

This is highly unusual, a product of something we didn't even know was an autofactory. Now all our autofactories are running at full speed, our fate in this world is doomed to maybe a handful of years, or even months.

It is bizarre - the lengths our ancestors went to to facilitate war with our cousins on other worlds - but their work will be put to some use.

If we had a choice, I would still continue to hide.


(https://dl.dropboxusercontent.com/u/66536185/pack_komondor.png)

(new version available ...)
Title: Re: P.A.C.K. 0.6.1a Compatible
Post by: Sabaton on October 24, 2013, 06:09:14 AM
 Don't know why this mod is so obscure, the lore is good, the ships are awesome, and the idea is nice.
 They definitely are a challenge to play as, managing a normal fleet can be tricky, even more so if the ships tend to lack the punch to kill a target all by themselves.
 They're also unique among factions, if you were to see one of their ships you wouldn't think it's part of a faction, they have nothing in common with one another. ???
Title: Re: P.A.C.K. 0.6.1a Compatible
Post by: mendonca on October 26, 2013, 01:24:06 AM
Thanks Sabaton  :)

It would be cool to get a bit more feedback on this mod, I must say, but it also makes me happy seeing all the other people's awesome mods get attention, so it doesn't really bother me that much.
Title: Re: P.A.C.K. 0.6.1a Compatible
Post by: HELMUT on October 26, 2013, 06:06:41 AM
I think the reason why there is not that much people playing this mod is the lack of achievement and the difficulty.

By lack of achievement i mean there is not much to play. You got 7 ships to play and that's all. Given that they are pretty cheap you can get them all before the 15 min mark and... Well, that's where the mod end. A lot of people (me included) want to try all the ships and play with a bit. When that's done, they move on to something else. Also, not being able to fly something bigger than a destroyer feel kinda underwhelming.

Basically there is no much content yet to play with.

The second thing is that this faction is perhaps the most underpowered in the entire modding community. I am not saying they need a buff, they are supposed to be crappy tech. But when you are used to fly Neutrino ships and you end up with a Bedlington, it hurt. They are on the same level with pirates ships, if not lower and it can be disorienting for the player who is used with mid/high-tech ships and it can be frustrating to get killed by a buffalo MKII.

I played this mod with Uomoz's journey and it's pretty hardcore. When you don't get slaughtered by everything that fly, it's famine decimating your crew due to the lack of supply (PACK tends to need a lot of crew which strain your supply chain). So not for the faint of heart.

It's a shame because i like this mod too. But right now they are nothing more than the cannon-fodder of the sector (they are supposed to) and you know you'll get butchered by everyone else anyway. My idea would be to give them at least one or two big ships to the PACK. Even if they are pretty crappy, at least they'll still be the "F4CK-YOU!" letter from PACK to the rest of the universe rather than the "just-end-my-life" feel from other ships.

Title: Re: P.A.C.K. 0.6.1a Compatible
Post by: Uomoz on October 26, 2013, 06:21:21 AM
Well, I find PACK playthroughs the most entertaining while playing UsS. Hardcore stuff.
Title: Re: P.A.C.K. 0.6.1a Compatible
Post by: mendonca on October 26, 2013, 08:52:46 AM
Thanks for the thoughts, Helmut.

I'll give it some thought, on the one hand I think you are probably right - on the other, I don't want to start needlessly adding bigger ships just because.

Cruisers and above just don't feel right to me, with the lore I have set up around them. I guess I'm okay if people (in general) don't like that. Also I'm not sure how the faction would manage to have many more hull types than this? It would be great to add more and more ships, but without a compelling reason to do so - or some sort of inspiration, I don't see what else they would have managed to come up with.

Perhaps a large freighter - for historically travelling - but I guess they would be as likely to have used an Atlas.

Does limit them a bit in the game, perhaps, but again - I'm okay with that.

And surely it's not just me and Uomoz that enjoy playing with 'weak' ships? :)
Title: Re: P.A.C.K. 0.6.1a Compatible
Post by: Sabaton on October 26, 2013, 01:35:53 PM
 I agree with Helmut on the lack of content, there are too few ships, and I for one don't even like the frigates and think the destroyers can shine on their own.
 As for the underpowered part, perhaps giving them a universal mount affinity for flexibility and lowering the crew requirements to compensate?( you really can't afford big crews for mere destroyers now).
Title: Re: P.A.C.K. 0.6.1a Compatible
Post by: Uar on February 14, 2014, 09:11:08 PM

 Just wanted to say that I love playing with the pack in Exerelin! I just started playing a couple of days ago (the game) blasted through the vanilla stuff and went right for the mods. Added exerelin and almost everything that is compatible with it faction wise. I "was" one of those onslaught guys coming fresh out of vanilla and had a hell of a lot to learn transitioning from hegemony ships to the pack... but I got to say I love them! They are hard to play, and for the first time ever I have had my entire fleet wiped out multiple times and had fun doing it! Nomads and the occasional Batavia/tri fleets that get the better of me. I stuck to using just PACK ships but I have salvaged some weaponry from other factions and have been using them. My favorite ship by far is the ridgeback in either form, with a higher level character they are very adaptable and enjoyable to play. I do pine for a cruiser type ship to be the "flagship" though. I know they are not meant to be a super powerful force but sometimes I wish I had just a bit more firepower to help fend off the massive nomads fleets that are constantly trying to drive me from the sector!
Title: Re: P.A.C.K. 0.6.1a Compatible
Post by: mendonca on February 16, 2014, 01:49:22 PM
Hey thanks Uar for the thoughts.

I was inspired to do some more on this, introducing the Shar Pei. Didn't quite know what it was going to end up like, but it has a FEW more guns for the fleet.

Unfortunately, it doesn't have a shield, but it DOES have limitless (relatively high flux cost) phase skims to enable it to hop out the way of stuff.

I've also shuffled the P.A.C.K. fleet in line with the 0.6.2a balance, also buffing them a touch to make the smaller frigates more capable of running solo (upping cargo a bit). They also get a general buff to burn speed.

Spoiler
(https://dl.dropboxusercontent.com/u/66536185/pack_sharpei.png)
SHAR PEI Class Destroyer:

2 No. front mounted medium missile mounts
2 No. front mounted medium ballistic mounts
6 No. small energy turrets

System: highly stable but extremely cumbersome phase skimmer. Unfortunately there is no room left for a shield generator.
[close]
Title: Re: P.A.C.K. 0.6.2a Compatible
Post by: Uomoz on February 16, 2014, 01:58:08 PM
Implementing!
Title: Re: P.A.C.K. 0.6.2a Compatible
Post by: Uar on February 16, 2014, 08:57:48 PM

 Downloading Uomoz's Sector mod to try the pack in there, look forward to testing out the shar pei as well! I will let you know what I think as soon as I can manage to acquire one.
Title: Re: [0.6.2a] P.A.C.K. v0.10
Post by: mendonca on February 21, 2014, 04:05:00 AM
So I've been doing a bit of further playtesting on this, and have come up with the following thoughts:

- Shar Pei feels cool. I'd like to know if it's not my own bias though, because I only trust my judgement so far. I think there is a danger that it is very similar in loadout to the Ridgeback(s) and the BRT. Hopefully it is differentiated enough, though. Once you get the front shield emitter, you probably have enough extra OP to support it without too much bother, and it becomes a step-change more survivable with sensible flux management and a couple of 'artillery' options in the medium ballistic slots.
- BRT and Ridgeback are not really, stats-wise, differentiated at all. The BRT is inferior in every way. Only choice would be whether jets + slightly different weapons layout is better for the BRT (it's not enough, I think). I've attempted to resolve this by increasing the supply overhead and recovery time for the Ridgeback, the BRT also gets a free Affenpinscher - effectively a built-in heavy burst laser with 360 coverage and slightly different stats for flavour purposes - adding to it's supposed role as a 'Guard' ship. Choice hopefully becomes a real one now.
- Some of the supply recovery rates and CR costs are too low in the current version. I have tweaked these down (or up, whichever way you look at it - they become less favourable) for some of the more 'Supporty' or 'Advanced' ships like the Ridgeback, Shar Pei or Komondor, reflecting their less optimal use for sustained combat (they are still in line with the best Mastery-Epoch ships, though).

I'm quite enjoying playing with them, their low supply overheads allow extended runs from Canis to Corvus to torment the Pirates and Hegemony. I am too scared to anger the TT though. Maybe that's the next balance test ...

I'd appreciate any further points of discussion anyone might have, on the off chance anyone is actively playing with this mod, that I can pick up in the current balance pass.  :)
Title: Re: [0.6.2a] P.A.C.K. v0.10
Post by: FasterThanSleepyfish on February 21, 2014, 07:01:51 AM
I just want to say, I was outmanuverered by a swarm of pack frigates. They are like tempests with hvelocity drivers and really good armor.
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: mendonca on March 23, 2014, 12:00:57 PM
Teeny tiny update.

Affenpinscher attached atop all BRTs. (maybe something else balance wise, I can't really remember)
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: FasterThanSleepyfish on March 23, 2014, 01:15:47 PM
boooot
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: SpaceRiceBowl on March 23, 2014, 01:47:33 PM
Or he's using a really derpy translater
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: FasterThanSleepyfish on March 23, 2014, 04:09:11 PM
(http://botornot.net/images/BotBadge.png)

W@hat d03s it s@y?

S0rry f0r th3 der@il
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: FasterThanSleepyfish on March 23, 2014, 05:21:51 PM
The picture, Mr.Amber, not the text.
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: Nanao-kun on March 25, 2014, 12:14:53 PM
So I added in the new versions of PACK, ASP, and Junk Pirates before realizing that something about the new versions interfered with Exerelin. After removing them, Exerelin worked fine. Seems to have to do with character creation perhaps? When I had them enabled, the exerelin character creation process would be replaced with the vanilla one.
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: mendonca on March 25, 2014, 01:47:43 PM
So I added in the new versions of PACK, ASP, and Junk Pirates before realizing that something about the new versions interfered with Exerelin. After removing them, Exerelin worked fine. Seems to have to do with character creation perhaps? When I had them enabled, the exerelin character creation process would be replaced with the vanilla one.

Hey, Nanao-kun, thanks for the report.

You could try deleting the CharacterCreationPluginImpl files in the relevant .\mods\...\data\scripts\plugins\. folders?

They are not important for the mods themselves (primarily provide a means for a debug ship/fleet when testing campaign mode), but other than that, I'm not too sure (I have only really done pretty minor alterations recently). I think I remember stripping out the ASP plugin previously, however, because it wasn't supposed to be there anyway - so it could be that - but I haven't touched ASP in so long I just plain darn can't remember.
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: Nanao-kun on March 25, 2014, 04:15:33 PM
So I added in the new versions of PACK, ASP, and Junk Pirates before realizing that something about the new versions interfered with Exerelin. After removing them, Exerelin worked fine. Seems to have to do with character creation perhaps? When I had them enabled, the exerelin character creation process would be replaced with the vanilla one.

Hey, Nanao-kun, thanks for the report.
I deleted them and the problem went away.

Thanks for the help!
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: Zaphide on March 27, 2014, 09:26:28 PM
Just to clarify;

The CharacterCreationPlugin that is used by StarSector is the one from the first (alphabetically sorted) mod. If a mod that starts with something before 'Exerelin' then the Exerelin mods CharacterCreationPlugin will not be used.

Unfortunately this is a limitation of StarSector (which I assume will be fixed later). For now, I think you should be able to just rename the CharacterCreationPlugin file extension from .java to .rename (or similar) to stop it loading. Easier to rename back later :)
Title: Re: [0.6.2a] P.A.C.K. v0.11
Post by: Golol on May 26, 2014, 06:58:43 AM
I really like the lore and the feel that playing PACK gives you. good work!
Title: Re: [0.6.2a] P.A.C.K. v0.13
Post by: mendonca on June 10, 2014, 01:23:58 PM
Update to v0.13.

- Updated ship graphics for Ridgeback, Sharpei, BRT, Komondor, Samoyed(s)
- Added 6 no. portraits for the PACK
- Added some specific ship names that are appropriate for the PACK
- More missions
Title: Re: [0.6.2a] P.A.C.K. v0.13
Post by: mendonca on June 27, 2014, 04:00:39 PM
DIARY ENTRY - CELLIST THOMAS SELLECK (DATE NOT RECORDED)

(https://dl.dropboxusercontent.com/u/66536185/pack_portrait_m5.png)

They have taken my home.

The place where my brother, sister and I grew up.

The seat by the fountain where I used to dream of one day performing to an appreciative and educated crowd.

Gone.

Chewed up and reconstituted into one of those howling, throbbing, fire-throwing abominations.  An affront to our society, a symbol of a war that we won. A war that we walked away from.

They are telling us now that we need to leave this planet, take our children away and make them taste another, emptier life in another part of this now-frigid and tarnished universe.

I do not know whether I can bring myself to go. I believe them when they say we have passed a point of no return, but my Father taught me that you should live with your mistakes. What was the mistake, I wonder - Was it our own, selfish, unveiling? Or was it the judgment and actions of our administration following that exercise?

I may never find out. I will ask those that are leaving to remember.

And to form the glistening marascheno atop my bronzed, fluffed cake - removing my home gave the war some more false hope.

Our family had been living attached to and partially around a rather large spacefaring vessel - the likes of which sent the local Envoy in to near palpitations.

Increasingly I grow weary. Life goes on. Remember our mistakes.


(https://dl.dropboxusercontent.com/u/66536185/pack_mastiff.png)

MASTIFF-CLASS CRUISER *COMING SOON*
Title: Re: [0.6.2a] P.A.C.K. v0.14
Post by: mendonca on June 28, 2014, 01:56:43 PM
(https://dl.dropboxusercontent.com/u/66536185/pack_portrait_m2.png)

She's beautiful ...

PACK v0.14 update (see OP)

- mastiff class cruiser added.

Heavy front-facing armament, including a large energy mount, 4 small energy, 2 small and 2 medium missiles. Has a decent enough flux reserve (it can reasonably mount a plasma cannon, just about).

Probably weighs in somewhere between the Falcon and the Eagle, depending on the loadout, and much like either of those raptors, gets jets.
Title: Re: [0.6.2a] P.A.C.K. v0.14
Post by: Uomoz on July 29, 2014, 06:31:05 AM
Added to the patch dev, and I must admit that the sprites look so damn good now. I was watching my BRT super up close while playing UsS, the details are really well done and the overall style fits perfectly with vanilla and vanilla weapons. Kudos, as always.

EDIT: The pitbull is by far the most underrated ship on the forums. That thing is a beast. On a side note, you plan on adding shaderlib support for the weapons lights? That'd be cool.

EDIT2: I believe that the only ship that kind of needs a bit of work at this point, on the details, is the Bedlington. All the others are stellar, really.
Title: Re: [0.6.2a] P.A.C.K. v0.14
Post by: mendonca on July 29, 2014, 11:35:29 AM
Thanks dude :)

Yeah, I do intend to add support for shaderlib, let me see if I can find time in the next week or so to push out some general updates including lightning support. Probably not normals and materials though, would like to have a go at that, but want to make sure I do it some kind of justice.

And yeah, I agree about the Bedlington, will have a pass at that as well as intoducing the Schnauzer.
Title: Re: [0.6.2a] P.A.C.K. v0.14
Post by: mendonca on August 19, 2014, 01:53:59 PM
(https://dl.dropboxusercontent.com/u/66536185/pack_portrait_m5.png)

Has anyone seen my DAMN CELLO?

Pack v015 released, see OP, Shaderlib support added.

Schnauzer frigate added
Updated Bedlington Sprite
Updated Shar Pei sprite
Shaderlib now required (lighting information added, normals / materials not yet implemented)


Let me know any issues, appears to be all working my end!
Title: Re: [0.6.2a] P.A.C.K. v0.15
Post by: Uomoz on August 27, 2014, 11:40:10 AM
Yay! Updating the dev with the new stuff. I must say, massive improvements on all the new sprites. You are getting way better over time, now possibly the mod with original sprites that fits the best with vanilla, considering the artstyle. They have a very distinct "feel", drawn with a very "David" technique. Well done.
Title: Re: [0.6.2a] P.A.C.K. v0.15
Post by: mendonca on August 27, 2014, 12:47:34 PM
 :)
Title: Re: [0.6.2a] P.A.C.K. v0.16
Post by: mendonca on August 30, 2014, 03:35:56 AM
http://youtu.be/2gQLyLMmyj8

- Added normal / material maps
- Added support for LazyWizard's version checker