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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 365798 times)

Erick Doe

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Re: Interstellar Federation v1.06
« Reply #45 on: April 08, 2012, 04:31:48 PM »

I'm liking the style. Reminds me of Argon and Split ships from X3. They look real clean and fresh!  8)
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Zilerrezko

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Re: Interstellar Federation v1.06
« Reply #46 on: April 08, 2012, 09:58:56 PM »

dude you just made a whole race of ships in a week -_-
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Trylobot

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Re: Interstellar Federation v1.06
« Reply #47 on: April 08, 2012, 10:15:08 PM »

Seriously keptin you've been cranking these out mang - keep up the good work
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keptin

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Re: Interstellar Federation v1.06
« Reply #48 on: April 08, 2012, 10:35:18 PM »

Thanks folks, it's about 45 to an hour per ship, so not too bad.  Now its time for some descriptions/lore and more play testing.

How do you invision your mods ships fitting into the balance of the campaign mode? eg. junk pirates have more powerful weaponry but with limited range and fairly flimsy destroyer and frigate hulls.

My goal is for them to be the well rounded "american/terran" race, as many games have.  When I have more time to play test, I'll be experimenting with higher armor and lower shield efficiency.  My testing thus far shows that without shields, the long hulls spread turret damage out pretty well, leaving 2/3rds of the guns firing most of the time.  I haven't developed their niche just yet.
« Last Edit: April 08, 2012, 10:38:51 PM by keptin »
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Uomoz

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Re: Interstellar Federation v1.06
« Reply #49 on: April 08, 2012, 10:43:20 PM »

If you are interested, you can PM me the possible composition of IF fleets and I can prepare the campaign structure on which you can work on (every faction needs at least 2-3 kinds of fleets to start with).
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keptin

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Re: Interstellar Federation v1.06
« Reply #50 on: April 08, 2012, 11:43:28 PM »

Thanks, I'll get it to you as soon as I browse through the vanilla fleets and balance something up.  Mission wise, it's pretty close to fleet-pt for fleet-pt.

keptin

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Re: Interstellar Federation v1.06
« Reply #51 on: April 09, 2012, 05:41:30 AM »

InterstellarFederation v1.07 is live! Now integrated as a race in the campaign, just start a new game!  Also, more descriptions and balance tweaks.

Upgradecap

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Re: Interstellar Federation v1.06
« Reply #52 on: April 09, 2012, 05:47:50 AM »

InterstellarFederation v1.07 is live! Now integrated as a race in the campaign, just start a new game!  Also, more descriptions and balance tweaks.

Awww yeah 8)  Now i'll integrate it into my mod collection :D

EDIT: Are you 100% sure it'll be comatible with other mods?
« Last Edit: April 09, 2012, 05:51:40 AM by Upgradecap »
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keptin

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Re: Interstellar Federation v1.06
« Reply #53 on: April 09, 2012, 06:05:34 AM »

Are you 100% sure it'll be comatible with other mods?

Nope, that's your job.  8)

Upgradecap

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Re: Interstellar Federation v1.06
« Reply #54 on: April 09, 2012, 07:43:38 AM »


Nope, that's your job.  8)

Right, and i made your faction compatible with the Corporate Collection ;)
They roam freely now though :)
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keptin

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Re: Interstellar Federation v1.07
« Reply #55 on: April 09, 2012, 01:32:42 PM »

InterstellarFederation now available with Uomoz's Corvus v.9 (Factions Collection):
http://fractalsoftworks.com/forum/index.php?topic=1799.0

The mod's new mission is to be "franchise friendly" for mod collection integration.

In the works:
-small and inexpensive craft (player fodder for growing in new campaigns)
-old war craft (capable and player-purchasable weaponized cargo ships and freighters dating back to the contact war)
-small ballistics & missiles
-grey market weapons (player-purchasable old-war stockpile weapons)

Upgradecap

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Re: Interstellar Federation v1.07
« Reply #56 on: April 09, 2012, 01:48:45 PM »

Will there be a more compatible friendly approach to this mod?

Either way, do they have a station as you set them?
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keptin

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Re: Interstellar Federation v1.07
« Reply #57 on: April 09, 2012, 02:18:16 PM »

Will there be a more compatible friendly approach to this mod?

It's planned, but not currently a priority as that's something collection-modders are capable of editing. My time will be spent building assets and play testing for balance with vanilla.

Do they have a station as you set them?

Not yet, they currently spawn out of system for trade runs, etc.  With my attention shifted toward growing the mod in unique sprites, I won't be making much time to polish the campaign.  My goal is frequent small updates, so a patch here or there may contain campaign and/or compatibility stuff.  Though, this week is going to get pretty busy, so we'll see how much time I have for this between now and the weekend.

keptin

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Re: Interstellar Federation v1.08
« Reply #58 on: April 10, 2012, 07:19:20 AM »

InterstellarFederation v1.08 posted!  Added Rickshaw-class strike frigate and Ajax-class scout.  InterstellarFederation now has improved campaign compatibility with other mods thanks to Uomoz.  Some additional descriptions and balance changes.

Upgradecap

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Re: Interstellar Federation v1.08
« Reply #59 on: April 10, 2012, 07:34:06 AM »

InterstellarFederation v1.08 posted!  Added Rickshaw-class strike frigate and Ajax-class scout.  InterstellarFederation now has improved campaign compatibility with other mods thanks to Uomoz.  Some additional descriptions and balance changes.

Guess there's no credit for me in my successfull attempts to make it mod compatible aswell :-\
Though my version isin't released yet (Hint: will be released today) i am still a sad panda.
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