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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1354825 times)

Cosmitz

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1200 on: December 06, 2012, 07:26:01 AM »

We need an industry small fix. The problem is having the ships you want.. so you don't have to reload because you lost two squadrons of wasps. If we can make the ships ourselves, we're ok.
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Uomoz

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1201 on: December 06, 2012, 07:43:15 AM »

Well, I like adapting to "difficult" situations during my gameplay. I usually take what the market offer. I think Perma-stocking is way too much "casual" for my vision of this mod.
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Erick Doe

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1202 on: December 06, 2012, 07:45:29 AM »

Well, I like adapting to "difficult" situations during my gameplay. I usually take what the market offer. I think Perma-stocking is way too much "casual" for my vision of this mod.

I have to agree.
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Cosmitz

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1203 on: December 06, 2012, 01:36:32 PM »

Perma stocking would take indeed a chunk the fun out of the game, but having a system with blueprints/ship scrapping for materials, even as a placeholder, would help with the current 'endgame' where if you wanted, you could totally afford a fleet of Battleships but you can't, even with millions of credits, since there is no supply.

I wouldn't mind even downpaying an overpriced sum to be delivered after a few weeks ingame time.
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sirboomalot

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1204 on: December 06, 2012, 01:48:15 PM »

Perma stocking would take indeed a chunk the fun out of the game, but having a system with blueprints/ship scrapping for materials, even as a placeholder, would help with the current 'endgame' where if you wanted, you could totally afford a fleet of Battleships but you can't, even with millions of credits, since there is no supply.

I wouldn't mind even downpaying an overpriced sum to be delivered after a few weeks ingame time.
I completely agree with this post.
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Uomoz

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1205 on: December 06, 2012, 01:53:09 PM »

I don't write mods though, as I pretty much suck with java. If a mod like that is created I'll make so it is integrated. Or find me someone willing to cooperate with me building the mod :D.
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Erick Doe

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1206 on: December 07, 2012, 08:41:34 AM »

Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?
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Axiege

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1207 on: December 07, 2012, 09:13:35 AM »

Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?

I would like that very much as well :D

sirboomalot

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1208 on: December 07, 2012, 01:00:16 PM »

Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?

I would like that very much as well :D

I know that starfarer plus works with uomoz, not sure about the others.
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arcibalde

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1209 on: December 07, 2012, 01:56:02 PM »

I know my two work: Relics, Vanilla addon  ;D
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
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Cycerin

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1210 on: December 07, 2012, 09:19:15 PM »

Blackrock Driveyards works just fine with U'sC right now, but the Blackrock faction ignores all non-vanilla factions.
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Flunky

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1211 on: December 08, 2012, 01:37:56 PM »

Not sure which forum to put it in, but the Shogun (IFed) has a humorous and minor bug. Deploying sensor drones deploys both the drone and another sensor array-- that is, a copy of the fancy pointy things at the front of the ship flies into place on top of the existing sprite.

On a side note, .54a, with its better sensor drone AI and character skills, made the Shogun a much better ship. It's still poor on OP, but a pair of turreted A75s (or other medium ballistics) with extra long range for 8 FP is pretty great. In general, being able to squeeze some more OP out of the IFed ships lets you make much better use of their (usually) great hardpoints.
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erynr73

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1212 on: December 08, 2012, 02:57:30 PM »

Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?

I would like that very much as well :D

Gun Runners is a nice little mod, has a couple new ships (one of my favorite carriers) and a shop that will sell almost every weapon and faction rep reset for every mod installed.  You just have to make a simple fix to get it to work with .54a:

Just replace

SectorEntityToken playerfleet = system.getEntityByName("Fleet");

with

CampaignFleetAPI playerfleet = Global.getSector().getPlayerFleet();

in Starfarer\mods\Gun Runners\data\scripts\world\GRDefenseSpawnPoint.java. (Thx LazyWizard)

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Starlight

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Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« Reply #1214 on: December 09, 2012, 06:16:54 AM »

Since it's come up, I feel compelled to point out that I've been maintaining compatibility with Uomoz's Corvus for some time in my own mod and just yesterday updated all of the faction standings so that they'll interact properly. z: )
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Starlight; Vulpine Space-Adventurer.  Fond of lasers.

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