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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 291187 times)

Trylobot

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Re: [0.8.1a] The Nomads, v1.4.9
« Reply #570 on: July 07, 2017, 09:44:06 PM »

getting this strange crash on the latest version of the mod, but not the previous versions.
Spoiler
Error loading [nomads.version] resource, not found
[close]

Thanks for the report; fixed. Download updated.
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peperoni_playboy

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Re: [0.8.1a] The Nomads, v1.4.9-hf1
« Reply #571 on: July 07, 2017, 10:07:46 PM »

yeah, the hotfix did it. works fine now, thanks.
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DinoZavarski

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Re: [0.8.1a] The Nomads, v1.4.9-hf1
« Reply #572 on: July 08, 2017, 02:20:19 AM »

To bad there is no "Royal Flycatcher", would have been the ultimate name for a ship...

Why not add one as IBB bounty unique, with something like "The developer team managed to run with the prototype after an order to execute them for unspecified reasons has been issued..." in the description?
« Last Edit: July 08, 2017, 02:28:20 AM by DinoZavarski »
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Trylobot

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Re: [0.8.1a] The Nomads, v1.4.9-hf1
« Reply #573 on: July 08, 2017, 02:27:18 AM »

Heh. I'm basically adding Royal skins for all the combat ships eventually. But I'm splitting time between working on this mod, and collaborating with Deathfly on updating the editor, so it's gonna take a little bit.

I can reveal though that I have concrete plans for a new fast attack frigate that I'll be excited to fly myself. I've already got a name, a shape and a general loadout plan that involves some hardpoint masers. I think it'll be the first non-turret masers in the fleet, besides specialized weapon systems. I imagine flying it to be a grown up version of the toad fighter, to give an idea.
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Trylobot

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Re: [0.8.1a] The Nomads, v1.4.10
« Reply #574 on: July 08, 2017, 04:55:59 PM »

Download Latest Version 1.4.10

- Added "Dust Devil" frigate
- Added hardpoint art for Heavy Electron Maser
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Death_Silence_66

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Re: [0.8.1a] The Nomads, v1.4.10
« Reply #575 on: July 09, 2017, 04:29:24 AM »

The Oasis' cloning vats hullmod description reference green crew, which no longer exist.
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Trylobot

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Re: [0.8.1a] The Nomads, v1.4.10
« Reply #576 on: July 09, 2017, 09:47:12 AM »

Well that's just not true at all, is it? Those new crewmen were just born; they may have the technical expertise and neurologically grafted-on knowledge given to every clone... but the men and women of the fleet running things day-to-day, the fighters, journeying through the wonders of space and the mysteries of time, from the boundaries of the incredible to the borders of the impossible; they're not green anymore.

« Last Edit: July 09, 2017, 09:54:31 AM by Trylobot »
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Erick Doe

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Re: [0.8.1a] The Nomads, v1.4.10
« Reply #577 on: July 09, 2017, 10:01:48 AM »

The Nomads are back? You're just trying to get me to work on the Antediluvians again, aren't you? ;)
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Trylobot

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Re: [0.8.1a] The Nomads, v1.4.10
« Reply #578 on: July 09, 2017, 12:53:18 PM »

Back, and (hopefully) better than ever. I'm really enjoying the new features in SS 0.8.1a, Alex has done a bang-up job with this game. I strayed for a while but now I'm back on the holy path with a vengeance.

Keep up or you'll be left in the dust!

I still remember your old tut:
« Last Edit: July 09, 2017, 12:55:26 PM by Trylobot »
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cjuicy

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Re: [0.8.1a] The Nomads, v1.4.10
« Reply #579 on: July 09, 2017, 02:44:59 PM »

Now all we need is Batavia back and my sector will be complete! I might patch Kadur Theocracy back in (personally), but with all the work that will take it is safe to say I can be content with a few "old" mods. I still remember the first time I ran into the Oasis from Uomoz's sector pack.
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peperoni_playboy

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Re: [0.8.1a] The Nomads, v1.4.10
« Reply #580 on: July 09, 2017, 03:34:41 PM »

if you did update Kadur, I'd be happy to see it back. I miss zooming around in the ridiculously fast battleship in that mod.
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cjuicy

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Re: [0.8.1a] The Nomads, v1.4.10
« Reply #581 on: July 09, 2017, 04:21:38 PM »

if you did update Kadur, I'd be happy to see it back. I miss zooming around in the ridiculously fast battleship in that mod.
With my schedule, I probably won't get around to even looking at codework until after September. Then comes compatibility, possible sprite polishing, balancing, etc.
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"Light the Stars with your Incendiary Rounds!"
"They thought I was insane for thinking I could push Jangala into the sun! Boy, were they wrong."

Trylobot

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Re: [0.8.1a] The Nomads, v1.4.11-rc2
« Reply #582 on: July 12, 2017, 03:19:47 PM »

Download Latest Version 1.4.11-rc2

- Nexerelin support
- Lore added (Thanks PokerChen!)
- Fix for Java warning in dialog with Nur station
- Added (very) minimal PD to Oasis to fill a small defensive gap (thanks DinoZavarski)
« Last Edit: July 13, 2017, 10:55:46 AM by Trylobot »
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DinoZavarski

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Re: [0.8.1a] The Nomads, v1.4.11
« Reply #583 on: July 13, 2017, 04:45:15 AM »

Hey, i think something seems to be miscalculated with Oasis defenses. Right now in the middle of it's drone circle there is a dead zone, huge enough for two enemy wings to go on rampage. It looks really stupid, almost as if drones stay there to protect it's killers from the crowd.
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Trylobot

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Re: [0.8.1a] The Nomads, v1.4.11
« Reply #584 on: July 13, 2017, 08:26:02 AM »

Oasis defenses.. there is a dead zone, huge enough for two enemy wings to go on rampage.

That is an interesting observation, and one I've never noticed. I'll look into it. I guess usually, if I see the Oasis in combat, the situation is pretty desperate for it, so maybe it just never came up. But my preference in this case would obviously be for the drones to take out the rampaging fighters!

Update: fixed.
« Last Edit: July 13, 2017, 10:56:05 AM by Trylobot »
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