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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: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1549074 times)

Radiack

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #225 on: April 29, 2012, 08:51:59 AM »

Uomoz, what is the diference between scourge flock, swarm and blob? and also where is the main fleet?
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Uomoz

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #226 on: April 29, 2012, 08:55:15 AM »

Uomoz, what is the diference between scourge flock, swarm and blob? and also where is the main fleet?

1) Just number of FP and fleet composition proportions.

2) The main fleet is (in 12.1 and 13DEV) on a corner of the map, either top-right or bottom-right.

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Hyph_K31

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #227 on: April 29, 2012, 11:00:19 AM »

Download for mac is not working  ???

instead of a .zip file a .7z file is downloaded instead.
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Uomoz

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #228 on: April 29, 2012, 11:16:03 AM »

7z is another compression format (slightly more efficient)

I'll reupload the V13DEV in .zip format now just for compatibility.
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Legacy

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #229 on: April 29, 2012, 11:48:33 AM »

Yay im so happy, since u put in the dev mode i am now able to play the mod. Guys none of ur suggestions worked D:. but thanks for trying to help :D
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Hyph_K31

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #230 on: April 29, 2012, 12:07:42 PM »

7z is another compression format (slightly more efficient)

I'll reupload the V13DEV in .zip format now just for compatibility.

Cheers :)

great mod btw!
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Uomoz

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #231 on: April 29, 2012, 12:11:31 PM »

Thanks to both :D
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Retep

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #232 on: April 30, 2012, 02:37:09 AM »

Had some trouble filming 12.1 with horrible FPS, so I'll try downloading the new dev version and try again.
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Cryten

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #233 on: April 30, 2012, 06:49:38 AM »

Im a bit worried about the elder ships being overpowered super goliaths that I tend to want to avoid in mods. How are they balanced? Im still running a game in version 8 so I cant be judgemental though.
« Last Edit: April 30, 2012, 06:58:34 AM by Cryten »
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Radiack

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #234 on: April 30, 2012, 06:51:45 AM »

Maybe they should make nomad weapons incompatible with normal ship.

Spoiler
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Spoiler
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vagyr

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #235 on: April 30, 2012, 06:58:16 AM »

unfortunately other than illegally mounting the guns on the ship you cant make guns only usable by a specific ship type so far...
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Upgradecap

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #236 on: April 30, 2012, 07:26:36 AM »

unfortunately other than illegally mounting the guns on the ship you cant make guns only usable by a specific ship type so far...

If you have 999 OP cost on the weapons, let the ships have 1-2 op, and they can still mount them, though the player can't mount anything on the ships. Also, this can be countered by letting the ships have a unlimited crew requirment (Set really high) and let the fleets spawn with large amounts of crew. :)
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vagyr

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #237 on: April 30, 2012, 07:29:59 AM »

unfortunately other than illegally mounting the guns on the ship you cant make guns only usable by a specific ship type so far...

If you have 999 OP cost on the weapons, let the ships have 1-2 op, and they can still mount them, though the player can't mount anything on the ships. Also, this can be countered by letting the ships have a unlimited crew requirment (Set really high) and let the fleets spawn with large amounts of crew. :)


I am actually doing the 90+ op cost for some missile weapons for my faction actually. But if you accidently remove a weapon you cant place it back so it kinda ruins the customization options in case you have say 2 unique weapons for your race and you want to let players choose which one to use.
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Upgradecap

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #238 on: April 30, 2012, 07:31:53 AM »

You can place a weapon with 999 OP back on a ship with 1-2 OP, provided the ship has the weapon in its stock build.
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Uomoz

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Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
« Reply #239 on: April 30, 2012, 07:55:41 AM »

Maybe it should be a large mount, the yellowjacket be a frig with a large mount but is not flux-efficent enough to fire pretty much anything else then the Pulse Maser. I'll PM Trylobot about this.
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