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Author Topic: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 597043 times)

Taverius

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #360 on: October 03, 2013, 01:52:35 PM »

mendonca, this crashes upon loading game in 0.6.1 because the DEFEND objective for missions doesn't exist anymore - Alex says use ATTACK.
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #361 on: October 03, 2013, 02:42:19 PM »

Thank you, Taverius. Should get five minutes tomorrow night to bash out a quick fix :)
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #362 on: October 04, 2013, 12:12:23 PM »

Done and updated (see OP), let me know if there are any further issues :)
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Withering

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.1a
« Reply #363 on: October 04, 2013, 04:15:23 PM »

Hey, just wanted to say that I absolutely LOVE this faction.

Clam, hammer, boxerstein and dugong are absolutely great. Haven't tried orca or kraken yet.

Keep it up! :) I really like ballistic weapons, armor and missiles.
« Last Edit: October 04, 2013, 04:18:36 PM by Withering »
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.1a
« Reply #364 on: October 06, 2013, 01:05:16 AM »

Hey, just wanted to say that I absolutely LOVE this faction.

Clam, hammer, boxerstein and dugong are absolutely great. Haven't tried orca or kraken yet.

Keep it up! :) I really like ballistic weapons, armor and missiles.

:D

You're my new favourite person :)

Do let me know if you have any useful feedback, always happy to hear people's thoughts.
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Zaphide

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.1a
« Reply #365 on: October 10, 2013, 05:10:21 PM »

Hello mendonca,

One of my favorite JP ships the 'Langoustine' doesn't seem to have it's Scorpion built-in specified quite right; it is absent from the codex and is not added to the default "_hull" variant when spawning at stations.

To fix, I think you'll need to add the following in junk_pirates_langoustine.ship:
Code
"builtInWeapons": {
    "WS 001": "junk_pirates_scorpion",
               }


While I'm here, the Dugong seems to have really tight fitting constraints, where I usually have some weapon slots vacant/downsized and no hull mods! Not sure if you were going for this as it is still great for concentrated firepower and can absolutely shred targets in the right circumstances but it does feel a bit compromised given the available weapon slot layout etc. I don't know that it actually needs more OP or less weapon slots; I still think the ship is effective. Perhaps I'm trying to get too much out of it?

Anyway, definitely one of my favorite factions to play as :)
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.1a
« Reply #366 on: October 11, 2013, 10:35:54 AM »

Thanks Zaphide,

I think I must have broke the Langoustine doing a quick mount-positioning check on the ships.

Will do a quick update tonight.

I'll give the Dugong some thought, although it is supposed to be a little low tech, it did just lose 10 OP recently when I removed the nose energy mount. Maybe it should get those back ... That mount was not any use anyway.
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Uomoz

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.1a
« Reply #367 on: October 11, 2013, 10:42:28 AM »

Small feedback, a Jp-mission icon would be great!
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.1a
« Reply #368 on: October 12, 2013, 02:39:50 PM »

Quick fix up to 1.64, fixed the Langoustine and nudged the Dugong up a little in OP terms.

Small feedback, a Jp-mission icon would be great!

You know what, I totally agree. Will give it some thought (it's a serious decision) and implement soon!
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Axiege

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.1a
« Reply #369 on: December 06, 2013, 08:27:47 PM »

Reported bug for modded game that includes Junk Pirates: http://fractalsoftworks.com/forum/index.php?topic=7477.0

mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.2a
« Reply #370 on: January 21, 2014, 02:03:25 PM »

Quick balance pass for 0.6.2a, and updated weapon glow on the STYGIAN DRILL.

Hopefully all is in order.
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.2a
« Reply #371 on: March 23, 2014, 11:55:13 AM »

UPDATE.

Nothing major from a gameplay perspective, but all round graphical improvements to sprites have been made.
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Uomoz

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.2a
« Reply #372 on: April 05, 2014, 10:27:29 AM »

Hey there 'donca! I've been messing around with ships AI and I noticed you gave the AI hint CARRIER to Orca, Reaper and Octopus. This make them shy away and keep the distance. I think that at least the Orca (given the Haymaker) could work a lot better without it. Thoughts?

Thanks for this amazing mod btw.
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Protoman

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.2a
« Reply #373 on: May 11, 2014, 03:13:37 PM »

I love every aspect about this mod, other than the fact that they seem to get annihilated by every other faction they go against(The Nayorates... really hate that faction). I think its just because yours is so vanilla balanced OR they lack luster when regarding firepower. You should make a junk pirate frigate/destroyer/cruiser/capital/battlecruiser using Hightech ship parts and built in weaponry, Just a thought :)
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6.2a
« Reply #374 on: May 12, 2014, 12:41:39 AM »

I love every aspect about this mod, other than the fact that they seem to get annihilated by every other faction they go against(The Nayorates... really hate that faction). I think its just because yours is so vanilla balanced OR they lack luster when regarding firepower. You should make a junk pirate frigate/destroyer/cruiser/capital/battlecruiser using Hightech ship parts and built in weaponry, Just a thought :)

Thank you, that's very nice of you to say so! It's always good to hear people's thoughts on this mod.

I think the problem re. balance vs. Mayorates et. al is a difficult one that I am not necessarily keen on approaching (this faction is not supposed to stand up to a Tri Tachyon level of technology, so therefore wouldn't stand a chance against those factions which are currently balanced at this level or above).

I guess I always want to reference against Vanilla, rather than risk clouding the mod world with factions of ever increasing power, even though I appreciate the reasons why this might be fun (and useful) for players of Exerelin etc. I always consider comments - but I'm happy with where this faction is, at the minute, despite - as you say - a potential lack of bite.

I suspect that might be more to do with the comparisons against some of the royal ass-kickers present elsewhere (including some of the vanilla machines) rather than necessarily the fact that the JP are completely impotent.
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