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Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368739 times)

Trylobot

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Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
« Reply #240 on: October 01, 2013, 05:19:16 PM »

Lol...  it totally is.

Great minds, Uomoz. Great minds. Something about thinking. Similarly.

In other news, had some nifty ideas for hullmods that both allow me to implement my campaign behaviors for the Nomad Armada re: resource production + sharing, and provide lots of nifty lore and flavour text at the same time.

Spoiler

Oasis
  * Custom-scripted hullmods appropriate to the Nomads
    * Biosphere
      * reduces supply cost of this ship to 0.25/day,
      * restricted to capital ships only,
      * must be "builtIn"
    * Cloning Vats
      * requires Biosphere,
      * produces green crew members at a constant (low) rate (unless crew capacity is > 50%),
      * restricted to capital ships only, must be "builtIn"
    * Automated Nanobot Fabricators
      * produces supplies at a constant (decently high) rate (unless cargo capacity is > 50%),
      * restricted to capital ships only,
      * must be "builtIn"
    * Logistical Distribution Drones
      * actually does nothing; provides flavour text to handwave resource sharing for campaign armada,
      * restricted to capital ships only,
      * must be "builtIn"
[close]

These will be implemented as proper hull mods like the Repair Gantry and Tow Cable, with descriptions and icons and so forth.
« Last Edit: October 06, 2013, 12:41:43 AM by Trylobot »
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Silver Silence

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Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
« Reply #241 on: October 01, 2013, 09:34:39 PM »

How big is the Oasis in comparison to the Gila or the Sandstorm?
« Last Edit: October 04, 2013, 02:40:12 PM by Trylobot »
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ssthehunter

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Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
« Reply #242 on: October 01, 2013, 09:58:19 PM »

How big is the Oasis in comparison to the Gila or the Sandstorm?
Massive I suppose, probably atleast twice the size.
« Last Edit: October 05, 2013, 02:35:13 PM by Trylobot »
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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #243 on: October 05, 2013, 02:43:06 PM »

--- Changes ---
* Nomad Armada spawns in new, true binary star system, Nur located at 18000,-900 in hyperspace.
* Station containing basic supplies and Nomad Ship hulls is (slowly) auto-restocked, near Nur's first planet Naera.
* If the Colony Fleet is destroyed, a new one will spawn in a month. During that time, a single Oasis hull is available for purchase at the station. The rest of the time, it is unavailable other than via direct boarding action.
* Armada will visit other mods' systems natively.
* Armada is hostile by default to all factions (even other mods'), save Player/Neutral/Independent.
* Balance and sprite changes to all ships.
* Gila Monsters' Doom Cannon made more powerful, but provided with a limited amount of charges only.
--- RC2 ---
* Fix for lower-than-intended Oasis max flux
« Last Edit: October 07, 2013, 01:12:42 AM by Trylobot »
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Uomoz

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #244 on: October 05, 2013, 02:53:42 PM »

OOOOHBOY HEREWEGO
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ssthehunter

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #245 on: October 05, 2013, 03:46:52 PM »

OOOOHBOY HEREWEGO

WORK UOMOZ! YOU CAN DO IT. WE BELIEVEEEEEEEEEEEEEE.

Anyways, this looks amazing, I'll try it out now :)
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FasterThanSleepyfish

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #246 on: October 05, 2013, 04:25:30 PM »

Giggity...  ;D
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xeranes

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #247 on: October 05, 2013, 09:20:28 PM »

It's happening!!!

I have waited so long for this moment!
« Last Edit: October 06, 2013, 06:32:57 AM by xeranes »
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MShadowy

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #248 on: October 06, 2013, 10:02:03 AM »

Awesome!  Time to give 'er a try!
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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #249 on: October 06, 2013, 12:29:41 PM »

--- RC3 ---
* Made the Oasis' destruction a crucial event, not just the destruction of the colony fleet.

« Last Edit: October 07, 2013, 01:11:59 AM by Trylobot »
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FlashFrozen

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #250 on: October 06, 2013, 01:37:50 PM »

Just wondering for the Oasis, is it by default supposed to have shields/60 flux capacity? Unless it's there to absorb one shot and shot only , because every time an asteroid taps it it'll overload, lol

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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #251 on: October 06, 2013, 02:00:41 PM »

Just wondering for the Oasis, is it by default supposed to have shields/60 flux capacity? Unless it's there to absorb one shot and shot only , because every time an asteroid taps it it'll overload, lol

Nope, definitely not. I noticed that right after and fixed it up in version RC2. I'm now up to RC5, so you can re-download if you like.


--- RC5 ---
* Fixed unintended massive bonus from flux capacitors
« Last Edit: October 07, 2013, 01:11:27 AM by Trylobot »
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Erick Doe

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #252 on: October 06, 2013, 02:25:16 PM »

I found that the Nomads are compatible with all these mods:

Mod List:
-LazyLib (required for several mods to run)
-Neutrino Corp.
-Zorg
-Omnifactory *Requires LazyLib
-Respec Mod
-Kadur Theocracy *Requires LazyLib
-Bushi *Requires LazyLib
-Hiigaran Descendants *Requires LazyLib
-Junk Pirates
-The Gedune *Requires LazyLib
-Shadowyards Heavy Industries *Requires LazyLib
-Blackrock Drive Yards *Requires LazyLib
-The Nomads
« Last Edit: October 06, 2013, 02:42:01 PM by Trylobot »
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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #253 on: October 06, 2013, 02:42:39 PM »

Thank you I updated original post with this information.
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Trylobot

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Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #254 on: October 06, 2013, 03:11:48 PM »

I have just become aware of a bug with Nomad hulls due to my flux capacity workaround; if you install any flux capacitors, they have a much more beneficial effect than intended. This will be addressed soon has been fixed in RC5.
« Last Edit: October 06, 2013, 03:58:45 PM by Trylobot »
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