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Author Topic: Modular Fleet EN [V0.2.3](0.54.1a)  (Read 36602 times)

ucws

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #60 on: March 25, 2013, 03:10:04 AM »

Sorry for asking the same question. I found the plugins folder. And have deleted it.
Started a new game, and made sure the mod is checked in the mod menu. But I still don't see it when I started a new game.
I do not know where is the problem. :-\
Did you use the V17.2 Uomoz's Corvus?
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lowpolygon

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #61 on: March 25, 2013, 04:53:23 AM »

I downloaded the version which is on the first page of Uomoz's Corvus's thread.
That one should be the lateest one ?
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SainnQ

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #62 on: March 25, 2013, 06:34:43 AM »

Is there any chance that the Restock 2.1 mod doesn't work correctly with Modular Fleet?

Damned things dumping vessels in the recycler, and I've had over 10 Supply deliveries of various sizes that've resorted in nothing more then the initial blueprints.
I get the Templates, but no blueprints despite having maxed FP at 120 points
FP level for blueprints is 40 60 80.
However, there is still a small probability limit. :P


That probability limit should be removed.
Or the aggressiveness of the Cylon fleets should be curbed severely.
Because nothing in the vanilla game, or in any of the vanilla balanced mods currently can keep up with a Cylon fleet. It's just a roaving death start only moderately countered by system defense fleets. Of which it'll still take a massive toll on.
I've no problem with a probability for *** delivery contents, but I do have a problem with not being able to at the very least defend myself while waiting for deliveries with appropriate blueprints to arrive.

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SainnQ

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #63 on: March 25, 2013, 06:36:15 AM »

Edit: Another thing occured to me, maybe I'm playing an old version of Modular, but are the delivery fleets the player summons SUPPOSED to give chase to Pirates?
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ucws

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #64 on: March 25, 2013, 08:36:11 AM »

All of these limit because I hope players increase their fleets steady.
Spend more time to strengthen ships.
Although the upgrade tree is not complete yet.

The supply fleet will be fixed later.
You can escort it if you want your goods safety...
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SainnQ

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #65 on: March 25, 2013, 08:41:18 AM »

The current ingame supply level of the Modular fleet supports none of those intentions.

You spawn with a frigate, maybe manage to grind up some cash to get it upgraded. And then hit a hard insurmountable wall when Cylon show up.

Baiting them away from your fleet just doesn't really work out.

It might pay to run the mods ships through BalanceSuite 5000 --> http://fractalsoftworks.com/forum/index.php?topic=2382.0
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sdmike1

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #66 on: March 25, 2013, 08:42:26 AM »

It is ucws's mod, therefore he may do with it as he likes:)

SainnQ

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #67 on: March 25, 2013, 08:53:19 AM »

It is ucws's mod, therefore he may do with it as he likes:)

Yes. But since he put it up for usage on the public mod forums it means he's also going to have to be open to recommendation, criticism and judgement.
Nobody said he couldn't do as he likes with the mod he's coded, which by the way is an incredibly juvenile statement to make.
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ucws

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #68 on: March 25, 2013, 08:53:39 AM »

The current ingame supply level of the Modular fleet supports none of those intentions.

You spawn with a frigate, maybe manage to grind up some cash to get it upgraded. And then hit a hard insurmountable wall when Cylon show up.

Baiting them away from your fleet just doesn't really work out.

It might pay to run the mods ships through BalanceSuite 5000 --> http://fractalsoftworks.com/forum/index.php?topic=2382.0
I will improve my mod. thanks play and feedback~ :)
ps: Really don't know how to use BalanceSuite... too many hard word. I'll try again....
« Last Edit: March 25, 2013, 08:57:27 AM by ucws »
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SainnQ

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #69 on: March 25, 2013, 09:03:22 AM »

The current ingame supply level of the Modular fleet supports none of those intentions.

You spawn with a frigate, maybe manage to grind up some cash to get it upgraded. And then hit a hard insurmountable wall when Cylon show up.

Baiting them away from your fleet just doesn't really work out.

It might pay to run the mods ships through BalanceSuite 5000 --> http://fractalsoftworks.com/forum/index.php?topic=2382.0
I will improve my mod. thanks play and feedback~ :)
ps: Really don't know how to use BalanceSuite... too many hard word. I'll try again....

Crap, yeah. I forgot your not english natively. Sorry.

It's a program that attempts to strike some balance for mods that want to mesh well with the vanilla gameplay campaign & missions etc.
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ucws

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #70 on: March 25, 2013, 09:09:12 AM »

At first I download and try to use it for mod balance, then faild.
Is this thing have any pic to learning?
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lowpolygon

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Re: Modular Fleet EN [V0.2.3](0.54.1a)
« Reply #71 on: March 25, 2013, 05:07:20 PM »

Alright, finally got it to work.
I downloaded the new version of lazilib 1.2 and it just works
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