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Author Topic: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 599497 times)

keptin

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #255 on: August 07, 2012, 12:36:37 AM »

I really enjoy this mod, the ships have a lot of personality and are a ton a fun to pilot, kill, and be killed by!

Also, the sprites are fantastic!

mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #256 on: August 07, 2012, 01:13:35 AM »

I really enjoy this mod, the ships have a lot of personality and are a ton a fun to pilot, kill, and be killed by!

Also, the sprites are fantastic!
You are far too kind, of course!  :D

(Thanks!)
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medikohl

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #257 on: August 07, 2012, 01:26:35 AM »

I recognize a chunk of the Valkyrie on that phase ship
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medikohl

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #258 on: August 07, 2012, 01:28:43 AM »

actually I see a lot of familiar chunks on it... damn i've been kitbashing this game far too much
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #259 on: August 07, 2012, 01:46:33 AM »



Well, there were a couple of spare Tarsus and Valkyrie hulls kicking about, it didn't make sense to build it all from scratch. At least we went to the trouble of giving it a lick of paint.

Although that's mainly because we have about 3 decades stock of blue and red paint to get through that we found on a decompressed Venture floating somewhere around Kapteyn's Star.

Our engineers are not proud people, but they ARE pretty smug about getting remote phasing technology working.
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robokill

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #260 on: August 11, 2012, 06:38:30 PM »

it would be cool if you replaced the phase modules with cargo bays, some hangar space, and a flight deck
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Wriath

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #261 on: August 12, 2012, 12:52:31 AM »

Clams have gotten more annoying than ever but in an entirely good way, they do an incredible job of taking on ships with energy weapons and just generally outlasting their opponents.
EDIT: Also pretty glad you never got around to changing the name of the mod, nothing wrong with being junky if you do it with style.
« Last Edit: August 12, 2012, 12:58:44 AM by Wriath »
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Lopunny Zen

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #262 on: August 12, 2012, 07:19:07 PM »

what happened to the fighters bigger gun..now all it has is a machine gun and it seems they can barely do anything now...and at 3 at a squadron
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robokill

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #263 on: August 12, 2012, 07:59:37 PM »

i think this mod needs more fighters
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Rybread

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #264 on: August 12, 2012, 10:34:54 PM »

That phase ship. That accursed pile of incredibly effective scrap.
It is absolutely brutal in the best way possible. The A.I. handles it well, and it really does change the course of the battle. I have to play much smarter than the typical "Guns Blazing" approach now.
Awesome job in actually making me think about how to tackle a ship for once. It's a foreign feeling to me. :D

Cheers!
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #265 on: August 12, 2012, 11:08:00 PM »

Quote from: Lopunny Zen
what happened to the fighters bigger gun..now all it has is a machine gun and it seems they can barely do anything now...and at 3 at a squadron

I'm not sure I know what you mean? The Spike still should have a Light Dual AC and a Vulcan ...

Quote from: Rybread
That phase ship.

Ha ha! I'm happy that you are struggling!  :D
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #266 on: August 13, 2012, 11:47:36 AM »

In trying to get to the bottom of any strangeness in my mod apparently crashing U's C, I've been spending a small amount of time tweaking things.

I've confirmed, as best I can, that the Clam can successfully use Fortress Shield (watching it flicker on and off for an AI piloted clam under 'player' control) and also got Turbot phase drones deploying by allowing them to 'free roam'.

I've also added a nice weapon which I think fits the mood - a 'grapeshot' launcher. It fires a canister of shrapnel which is explosively discharged in the direction of an enemy fleet. Works great against talons and unarmoured folk, and can do a decent job of overwhelming shields.

It's a medium mount currently, although having hacked together the MIRV with the Harpoon medium mount, it maybe comes out a bit big. I'd appreciate some balance comments if anyone had a chance to have a play, I have set the ammo quite low deliberately to limit the thing being 'spammed' - but it seems quite effective. It might be a touch OP - but then it is completely negated by decent shields.
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Uomoz

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #267 on: August 13, 2012, 12:01:58 PM »

I'll replace all JP content in U'sC with fresh files, just to get sure it's not all a copying error on my part.
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Alex

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #268 on: August 13, 2012, 12:24:14 PM »

2026328 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I am running several other mods, but I'd seen people having a similar issue so I thought it might be worth mentioning.

Saw this in the U'sC thread and looked into it. This could happen when the EMP Emitter is activated and targets a ship that has an engine or weapon slot outside its shield radius, *and* the shield is a full 360 degrees. (If the shield is less than that, it'd still crash, but in a different place). Changed core code to make this not crash - though it's technically still a data error.

No telling whether the offending ship is Junk Pirates related.
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #269 on: August 13, 2012, 12:41:21 PM »

Hey, thanks Alex. To be fair, that sounds pretty much like it could be Clam related.

I'll nudge the shield out a bit to try and avoid this.
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