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Author Topic: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 596981 times)

mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #45 on: January 05, 2012, 11:50:53 AM »

Added a video of the gameplay to the OP, for those who might be curious and haven't bothered to download the mod, or don't have the game.

Only gives a sample of the fleet, but this screen capture lark isn't altogether fun, and it will have to do ...

http://youtu.be/ZZ1jN89dvF8
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Doom101

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #46 on: January 15, 2012, 02:51:30 AM »

Ahoy hoy! Just downloaded your mod and it looks great so far. Now you probably have no idea who i am ( lets face it why would you?) well i do video walkthroughs or LP's of games on the Youtubes and with your permission i'd like to do a little spotlight of your mod, currently rendering a sample video out right now to see how it looks and i'll post that here so you can see as well. Could take up to 40 minutes ( or longer) from this post due to slow internet speeds on my end.
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mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #47 on: January 15, 2012, 03:55:16 AM »

Ahoy hoy! Just downloaded your mod and it looks great so far. Now you probably have no idea who i am ( lets face it why would you?) well i do video walkthroughs or LP's of games on the Youtubes and with your permission i'd like to do a little spotlight of your mod, currently rendering a sample video out right now to see how it looks and i'll post that here so you can see as well. Could take up to 40 minutes ( or longer) from this post due to slow internet speeds on my end.

Cool!

This would be fine by me! Excited to see how you get on! :)
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Thana

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #48 on: January 15, 2012, 04:22:09 AM »

One of the missions - I think it's Piece of Cake - is drastically more difficult than the stated difficulty level. The one where you have two destroyers (neither of which is allowed to be destroyed) and two wings of fighters against two enemy fighter wings and two Tempest-class frigates. I find it more difficult than all the missions marked Hard. At best, I've almost managed to destroy one of the Tempests before one of my destroyers gets wiped out. By contrasts, I've managed to beat one of the "impossible" missions without too much difficulty. But the combination of clumsy, short-range destroyers with an awkward weapons mix against the horrible Tempests just kills me every single time.
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Doom101

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #49 on: January 15, 2012, 04:33:09 AM »

Ahoy hoy! Just downloaded your mod and it looks great so far. Now you probably have no idea who i am ( lets face it why would you?) well i do video walkthroughs or LP's of games on the Youtubes and with your permission i'd like to do a little spotlight of your mod, currently rendering a sample video out right now to see how it looks and i'll post that here so you can see as well. Could take up to 40 minutes ( or longer) from this post due to slow internet speeds on my end.

Cool!

This would be fine by me! Excited to see how you get on! :)

here's the link to the video sample: http://www.youtube.com/watch?v=M4Q01axlSEQ  it's private so only anyone who clicks that link can see it since its just a sample there is no commentary and its quite short, but its got 10800P, ( which seems to have failed as i was rendering it slightly it was much crisper pre-render) also youtube seems to have trouble playing it and it skips for some reason. also not sure if restarting fixed it but the junk capital ship can't auto fire its weapons? i tried in the sample to no avail.

on a side note i was playing the missions and on the first one i SEVERELY underestimated a cleat bomber squad and was one shotted by them despite having nearly empty flux with my shields up. from now on i'm making it my highest priority to either get away from those or shoot them down XD

Edit: When I'm able to ( likely sometime later today) i'll record the full spotlight for it, which WILL have commentary and be much longer any ships your very proud of and would prefer me to focus on highlighting? Myself, I quite frankly love the dugong and will likely showcase the mission to disable the onslaught and a random battle as well.
« Last Edit: January 15, 2012, 04:36:22 AM by Doom101 »
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Also I totally had the name BEFORE the cruiser.

mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #50 on: January 15, 2012, 05:54:06 AM »

@Thana

One of the missions - I think it's Piece of Cake - is drastically more difficult than the stated difficulty level. The one where you have two destroyers (neither of which is allowed to be destroyed) and two wings of fighters against two enemy fighter wings and two Tempest-class frigates. I find it more difficult than all the missions marked Hard. At best, I've almost managed to destroy one of the Tempests before one of my destroyers gets wiped out. By contrasts, I've managed to beat one of the "impossible" missions without too much difficulty. But the combination of clumsy, short-range destroyers with an awkward weapons mix against the horrible Tempests just kills me every single time.

Cool, I can dig that. Unfortunately sometimes I don't know whether a level is relatively hard or not, as I don't consider myself to be very good at the game, and it's difficult to get context when you are playing and replaying the levels for balance. Sounds like it might be hard then.

Incidentally, SPOILER ALERT,

try sitting defensively over the lower marker (nav buoy?), take manual control of the hypervelocity driver, kill the carrier pronto, and work with your team mate. I can beat it most times that way.

END SPOILER ALERT

And thanks for the feedback :)

@Doom101

That's cool. Not sure about the Autofire thing, works fine for me ... Also, yeah, you really need to keep an eye out for those cleats, can ruin your day, fast!

And I'm cool with whatever you show :) whatever you have the most fun with :)
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mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #51 on: January 16, 2012, 12:48:54 PM »

One of the missions - I think it's Piece of Cake Walk in the Park - is drastically more difficult than the stated difficulty level. The one where you have two destroyers (neither of which is allowed to be destroyed) and two wings of fighters against two enemy fighter wings and two Tempest-class frigates. I find it more difficult than all the missions marked Hard. At best, I've almost managed to destroy one of the Tempests before one of my destroyers gets wiped out. By contrasts, I've managed to beat one of the "impossible" missions without too much difficulty. But the combination of clumsy, short-range destroyers with an awkward weapons mix against the horrible Tempests just kills me every single time.

Okay, I had another go (or two .. or three ...) at this, and I must concede it seems far more difficult than I remember. I just can't seem to get anywhere, despite my best efforts.

I can only suggest it is down to the AI tweaks to 0.35a, with the carrier sitting much further off the main field of battle and the Tempest pilots bringing their game to another level. I reckon it is highly likely all my other victories were in previous versions.

I shall have a think and a look at this at next time I revise the mod ...
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Doom101

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #52 on: January 16, 2012, 07:41:46 PM »

finished the full spotlight, its rendering now, i cased 2 random battles and the mission to take the HSS spaceboy, with varying results, also a brief description of each ship EXPECT (and i just noticed this in editing) the hammer, and the boxer which i didn't seem to see at all.
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When you can't go on, just accept your doom. It comes to all, it is inevitable.

Also I totally had the name BEFORE the cruiser.

mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #53 on: January 17, 2012, 12:46:28 AM »

finished the full spotlight, its rendering now, i cased 2 random battles and the mission to take the HSS spaceboy, with varying results, also a brief description of each ship EXPECT (and i just noticed this in editing) the hammer, and the boxer which i didn't seem to see at all.
:) Ace! Looking forward to watching it!
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Doom101

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #54 on: January 18, 2012, 02:35:47 AM »

in approximately 120 minutes ill be putting a link here to the video, or embed if i can. not sure if i can with this forum. might be able to ill have to try.

link: http://www.youtube.com/watch?v=ic8apsY8U70

trying to figure out how to embed this now.


Edit: i'll have to make a spotlight for the game itself, for anyone not from the forums viewing this, it probably makes no fraking sense :D

Edit2: i can't figure out how to embed videos on this forum, so if you'll excuse me im going to go shoot things with lasers. and likely torpedoes.
« Last Edit: January 18, 2012, 05:08:31 AM by Doom101 »
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When you can't go on, just accept your doom. It comes to all, it is inevitable.

Also I totally had the name BEFORE the cruiser.

mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #55 on: January 18, 2012, 01:53:33 PM »

Just got a chance to watch it, with sound, and I really enjoyed it! (I would though, considering the very kind words you say throughout!)

There were some narrow squeaks with the torpedoes against the Onslaught ... he could have got you if his aim was a little better ...

I must admit, I'm not sure why you didn't succeed in the last mission either, I'll take a look at that, I thought I had set it up so you won the mission if you killed the Onslaught.

Would you mind if I linked to that within the OP instead of my dodgy effort?

Thanks for taking the time to record it, I think that's really cool  :)
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Doom101

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #56 on: January 18, 2012, 06:08:04 PM »

feel free to link it on the OP,  and yeah, some close scrapes on the onslaught, im just as confused as you are how i lost that mission i thought i did rather well XD  but yeah, them torpedoes...  you know i called a bomber wing on him, i dont think they ever made it to him hmmm... i wonder what happened to them.
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When you can't go on, just accept your doom. It comes to all, it is inevitable.

Also I totally had the name BEFORE the cruiser.

icepick37

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #57 on: January 18, 2012, 08:02:53 PM »

Need to hurry up and buy so I can play your mod, haha. It looks so awesome.
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DukeVonBathrobe

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #58 on: January 19, 2012, 04:13:08 PM »

Just played up through a walk in a park.  Took me 4 tries to complete it, as your ships get way way out maneuvered by the tempests.  I set an escort order on my ship, and then assigned the other ship and the 2 fighter wings to all escort me.  It was a very very dangerous game of predicting the AI's attack on your friendly ship and then intercepting it for a short burst of damage if you are lucky.

In the end, the ship I was piloting ran completely out of ammo except for the PD laser weapons.  So I quickly took over the sensor array which was nearby, luckily, and charged the 1 remaining tempest at just the right moment.  With only the enemy carrier and 1 wasp squadron left, it was a pretty easy win after that...even with both of my ships at 1/3 hull left.

Probably could have kept my fighters in reserve and called them join the fight at a choice moment for a better score, but given the difficulty of that mission....pretty content with just winning, even with a crappy score of 44%.

Good work with the mod though, nice to play with some more diversity of ship layouts.  Any plans to add in smaller icons for the fleet selection window/tactical map?  It is a little strange looking at white blobs as ships, but I could get used to it.  Damn pirates and their sensor jammers.
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mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #59 on: January 20, 2012, 01:04:49 AM »

Just played up through a walk in a park.  Took me 4 tries to complete it, as your ships get way way out maneuvered by the tempests.  I set an escort order on my ship, and then assigned the other ship and the 2 fighter wings to all escort me.  It was a very very dangerous game of predicting the AI's attack on your friendly ship and then intercepting it for a short burst of damage if you are lucky.

In the end, the ship I was piloting ran completely out of ammo except for the PD laser weapons.  So I quickly took over the sensor array which was nearby, luckily, and charged the 1 remaining tempest at just the right moment.  With only the enemy carrier and 1 wasp squadron left, it was a pretty easy win after that...even with both of my ships at 1/3 hull left.

Probably could have kept my fighters in reserve and called them join the fight at a choice moment for a better score, but given the difficulty of that mission....pretty content with just winning, even with a crappy score of 44%.

Good work with the mod though, nice to play with some more diversity of ship layouts.  Any plans to add in smaller icons for the fleet selection window/tactical map?  It is a little strange looking at white blobs as ships, but I could get used to it.  Damn pirates and their sensor jammers.

 :)

Wow, well done on winning it. But it sounds as if you can only win it with 33% hull, and no more Hypervelocity rounds, its not really a fair fight ...

Interestingly on the icon front, I'm not sure why they don't work in 0.35a ... I meant to ask Alex about that ...
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