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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 597082 times)

Alex

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #270 on: August 13, 2012, 12:46:43 PM »

Ah yeah, that thing always did have a very tight shield. The phase ship looks awesome, btw.
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.52a
« Reply #271 on: August 13, 2012, 01:42:15 PM »

Ah yeah, that thing always did have a very tight shield. The phase ship looks awesome, btw.

Thanks, man!  :)

I've done a few tweaks again, enlarged the shield on the clam and tested it against a Shade, so it seems to be getting EMP'd properly.

Also picked up a few things from 1.31 that slipped through due to my awful version control ...  :-[ (I really need to get my dropbox synced up)
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #272 on: August 14, 2012, 01:15:42 PM »

Hardly worth a bump, but I've added in small, medium and large versions of the (tweaked) grapeshot - I couldn't resist.

A Hammer destroying some Talons:





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Wriath

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #273 on: August 14, 2012, 01:19:44 PM »

Yay! I did something useful!

Uomoz

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #274 on: August 14, 2012, 01:23:46 PM »

Will update U'sC with this cool stuff as soon as Ante gets updated with convoys. :D

EDIT:

Noticed a small thing some time ago that bugs me a little. There seems to be a slight offset between the weapons and the ship sprites (maybe due to the fact that they were made without ship editor?). I can fix it in half an hour time with Trylobot tool and send you the updated files if you wish!


(like the gun on the right)
« Last Edit: August 14, 2012, 01:33:09 PM by Uomoz »
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #275 on: August 14, 2012, 10:46:46 PM »

... I can fix it in half an hour time with Trylobot tool and send you the updated files if you wish!

(like the gun on the right)

Thanks for the offer!  :) ( and for pointing that out )

I've went through them anyway and updated them - most of the pre-Trylobot ships were a bit off in some way with the weapon positions, but now all turrets are centred - hopefully I've picked the issues up.

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Trylobot

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #276 on: August 14, 2012, 11:07:42 PM »

.. most of the pre-Trylobot ships were ..

I am officially an epoch.
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Thule

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #277 on: August 15, 2012, 01:11:02 AM »


I am officially an epoch.

Epic quote is epic  ;D ;D ;D
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Uomoz

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #278 on: August 15, 2012, 04:01:33 AM »

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bluntfang

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #279 on: August 17, 2012, 01:00:13 PM »

Has anyone else noticed a change in how easy these ships are to overload now?  I remember them being pretty tough, but with just a couple of light needlers I can have half their fleet disabled in no time.  When I pilot them they are fine, but give it to the AI and they seem to overload in a matter of seconds.

Never mind, sounds like you have figured out the problem and are getting it sorted.
« Last Edit: August 17, 2012, 03:16:30 PM by bluntfang »
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Uomoz

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #280 on: August 17, 2012, 03:29:48 PM »

mendonca! I summon thy! Try open the codex and check the Turbot stats in vanilla JP.

Spoiler
Surprise! null!
[close]
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FlashFrozen

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #281 on: August 17, 2012, 03:39:55 PM »

OM NOM NOM NOM NOM'D

Found the error,

we left out a column in the ship_data.csv

it's the column right after shield type,

so right now it's

SHIELD TYPE | SHIELD ARC 

when it should be

SHIELD TYPE | DEFENSE ID | SHIELD ARC 

PHASE            phasecloak

Edit: on the offchance I'm wrong, I'll eat my words :D
« Last Edit: August 17, 2012, 03:52:45 PM by FlashFrozen »
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53a
« Reply #282 on: August 18, 2012, 01:36:40 AM »

Nice one Flashfrozen - great spot - and I don't think you will need to be eating any of your own words, that sorted it.

E:

New fixed version up.

Aslo quite a bit of tidying up of variants, setting autofire preferences etc. and making some of the weird ones look a little bit more sensible (the langoustine was cheating with it's universal medium slot, in some cases).

Also the Langoustine and the Orca have finally found a use for those silly appendages (Yay built in weapons!)

Hope I haven't ruined something else now!  :D
« Last Edit: August 18, 2012, 03:29:23 AM by mendonca »
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robokill

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #283 on: August 18, 2012, 06:50:25 AM »

scythe still awesome check
hammer still terrible check
awesome art style check
everything checks out here
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #284 on: August 23, 2012, 07:06:14 AM »

scythe still awesome check
hammer still terrible check
awesome art style check
everything checks out here

 ;D

I had a crushing feeling of inferiority after seeing the excellent standard of all-round design starting to creep in to the place (I'm looking at you, Cycerin  >:() and so I had to apply a bit of polish to the Fleet Graphics for these guys in the OP.

I like the style but I'm contemplating a few little tweaks - and I haven't got the 'civilian' ships in yet.

Would be cool to get some feedback?
« Last Edit: August 23, 2012, 08:45:48 AM by mendonca »
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