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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 597027 times)

DukeVonBathrobe

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #60 on: January 20, 2012, 10:05:31 AM »

There are probably better players than I out there who could anticipate the Ai's movements and more accurately set up a firing run.  Mostly what I did was set the hyper velocity driver and PD lasers to autofire and tried to preemptively turn into the flight path of the tempest.  The high damage does take down the tempests shields fairly quickly but it's very difficult to land a significant number of shots after that.

Since the tempests are absolutely amazing ships, I would suggest that you either improve the junk ships speed or maneuverability slightly or switch out one or both of the tempest for other frigates or a destroyer.  Actually, thinking about that....I wonder how that fight would play out versus 1 Medusa and 1 Hyperion?  Painfully, I would imagine.
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Alex

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #61 on: January 20, 2012, 11:17:57 AM »

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

You have to colorize the icons and put them in
junk_pirates\graphics\junk_pirates\ships\icons\color


Also need to change the prefix to "icon2_", from just "icon". In the next version, though, the icons are all automatically generated.


As far as beating "Walk in the Park"... jeez. I have to try that again - my attempts all ended very badly. Sort of like playing "monkey in the middle" while getting shot.
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DukeVonBathrobe

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #62 on: January 20, 2012, 07:20:46 PM »

Uploaded a video of me beating Walk in the park with a terrible score.  http://www.youtube.com/watch?v=vFCdtuIlAHQ  Hope that helps you with design for the mission/mod and helps other people beat it.
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mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #63 on: January 21, 2012, 01:38:05 AM »

Thank you! That is very helpful indeed.

I've noticed how exposed they are from behind, is that offset enough by the high armour?

And those chainguns are next to useless, because you can't bring them to bear on your target ...

Don't want to de-character them, but I've definitely got a few things to imvestigate. Perhaps it's even down to your escort ... Maybe we need a new JP fighter, or a carrier variant Boxer .... Oh the decisions .... I've got a bit of free time soon, so I'll probably do something about it by this time next week ...

Thanks again!
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"I'm doing it, I'm making them purple! No one can stop me!"

SgtAlex86

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #64 on: January 21, 2012, 08:38:11 AM »

like what u did with the mod...   :)
are u going to expand the mod when the campaign is out? maby building some ships from scrap ingame...  :-X
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Kilvanya

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #65 on: January 21, 2012, 08:44:51 AM »

JPs grow as more ships are destroyed?
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BeanusMaximus

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #66 on: January 21, 2012, 09:54:00 AM »

Just out of curiosity, what do you use to edit the game's files?
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SgtAlex86

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #67 on: January 21, 2012, 10:21:35 AM »

m i only one having broblem with that "gunboat" mission with 2 boxers?
i mean those escort fighters just disappear without carrier and the enemy keeps throwing those drones at me again & again till i die (and cant seem to finish off those frigates *****s just keep running off to vent flux whenever they feel like it because im too slow.. and whats with the boxers shield capacity it overloads in seconds from frigate?

"end of rant"  :'(
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mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #68 on: January 21, 2012, 01:05:58 PM »

@BeanusMaximus: I use paint.net, gimp and notepad+ (or scite) by and large. It's fairly straightforward once you have figured it out, and redbulls or trylobots ship editors really help with creating new ships.

@SgtAlex86: Walk In The Park? Yeah, that was created and balanced a couple of versions ago, and since then the AI has got cleverer. I'm experimenting with making it a bit easier, or more fun (and retaining the difficulty) at the minute. I'm open to any suggestions, and DukeVonBathrobe has posted a gameplay video on what it looks like to beat it ...
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"I'm doing it, I'm making them purple! No one can stop me!"

SgtAlex86

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #69 on: January 21, 2012, 02:11:21 PM »

tried beelining for the carrier but the other boxer vent and got himself killed before i got back to action from the other side of the map   :-\
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mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #70 on: January 21, 2012, 03:15:55 PM »

Theres now a 0.85 up.

Contains a new heavy fighter, the 'Shard' (specifically supposed to be an escort) and Walk in the Park has been 'rebalanced'. No more pesky Tempest double teaming, but hopefully all the difficulty and fun hasn't fallen out of it.
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"I'm doing it, I'm making them purple! No one can stop me!"

SgtAlex86

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #71 on: January 21, 2012, 03:31:56 PM »

:o will enjoy
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MagicalTrevor

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #72 on: January 21, 2012, 04:06:46 PM »

I dont know if its just me, but i still cannot beat the mission, the fighters die way too fast to a single freighter, and the 2 other ships are slow and have hardly any shield piercing attacks. A laser of some sort would be nice to have...
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DukeVonBathrobe

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #73 on: January 21, 2012, 04:09:26 PM »

Good stuff, I will have to check it out...guess my video is now out of date though.  Glad I had the chance to beat the unfair challenge while it was there.

Edit: Sorry, posted again forgetting I could just edit this post to add. Deleted that post.  The new version of Walk in the park is significantly easier than before, but more appropriate to the medium difficulty rating.  Also, it is more fun as the new boxers seem to turn way faster and can concentrate fire much better.

Completed it 100% and recorded.

http://www.youtube.com/watch?v=uMXqSNW3YS4

Oh and why does my ship seem to get a second engine boost?  Is that a bug or a feature of pirate ships?
« Last Edit: January 21, 2012, 08:40:47 PM by DukeVonBathrobe »
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mendonca

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Re: 'Junk Pirates' - New Ships and Missions mod for 0.35a
« Reply #74 on: January 22, 2012, 12:21:43 AM »

Cool stuff, DukeVonBathrobe! :D

Is the 'second boost' the one you get when you are over the planet? If so, that happens over all planets, and interestingly if you throttle UP to a high speed whilst 'slingshotting', you don't lose that speed unless you keep throttling (so just remove throttle when you are going ~240). Can enable you to get up the map a little bit faster, I actually moved the planet to give the possible option of using this slingshot to get straight to the carrier in this way. Of course, whenever I tried it myself, I got isolated and destroyed, but I thought it was a nice idea in principle ... !
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"I'm doing it, I'm making them purple! No one can stop me!"
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