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Author Topic: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)  (Read 186507 times)

WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #435 on: May 28, 2012, 09:38:52 AM »

Because it was unique :D
Now it's not :D
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

Fantastic Chimni

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #436 on: May 29, 2012, 02:24:09 PM »

Playing as the Hierarchy, How does one deal with the massive supply costs? Each supply drop only drops 200 supply to be bought up and with just 5 ships fully crewed it is costing me 170+ supplies per day just to keep them running from the amount of crew they take.

I cant go out and roam and kill for supplies because it takes a few days to find one fleet and by that time i have an accident and lose ships or crew or something else.

Can you reduce the upkeep cost of supplies or reduce the amount of crew required for the ships while making the crew more expensive to make up for it?
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The Soldier

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #437 on: May 29, 2012, 03:17:47 PM »

Crew appetite can be changed in one of the code.  I saw it somewhere, but I can't remember where.  You might change it from .1 food (or whatever it is now) to .01 food per day.
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IIE16 Yoshi

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #438 on: May 29, 2012, 03:37:46 PM »

Updated look for TimCORP ships:


I love the look of all of the weapon mountings on that ship. But how does one balance a ship with that many hardpoints. I think it could do with 20% more pewpew
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #439 on: May 31, 2012, 12:14:43 PM »

Can you reduce the upkeep cost of supplies or reduce the amount of crew required for the ships while making the crew more expensive to make up for it?
Upkeep can't be reduced, but amount of troopers in ship can be. It's fixed already in my developers version.
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Independent Defense Force is here! And they already in Sector Xplo.

Fantastic Chimni

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #440 on: May 31, 2012, 12:40:13 PM »

Whoo! It was kinda taking the fun out of playing the game and forcing me to plan out every move constantly on the map for "Optimal supply-time-Consumption" or something equally annoying sounding  ;)
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IIE16 Yoshi

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #441 on: June 01, 2012, 07:43:30 AM »

Two things...
one, where are the ISA, Scourge and TimCORP? Or are they not implemented yet?

two, the IDF railguns seem to be little more than peashooters against the Hierarchy. At the moment, all I'm using is a Samekh with all small and medium mounts covered in missile launchers along with a couple of the large mounts with Jerichos. And two Shiry wings which I always have set to escort my Samekh. This thing wrecks any Hierarchy ship in a 1v1 and takes considerable numbers of Hierarchy ships to flank and get on all sides. Otherwise, everything dies under the un-ending torrent of missiles.
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rada660

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #442 on: June 01, 2012, 12:03:53 PM »

Two things...
one, where are the ISA, Scourge and TimCORP? Or are they not implemented yet?

two, the IDF railguns seem to be little more than peashooters against the Hierarchy. At the moment, all I'm using is a Samekh with all small and medium mounts covered in missile launchers along with a couple of the large mounts with Jerichos. And two Shiry wings which I always have set to escort my Samekh. This thing wrecks any Hierarchy ship in a 1v1 and takes considerable numbers of Hierarchy ships to flank and get on all sides. Otherwise, everything dies under the un-ending torrent of missiles.

i did permitted myself in boosting their dmg a tad... which was more effective vs flux used so if finally happy to use railgun and feel awesome
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #443 on: June 06, 2012, 06:26:18 PM »

i did permitted myself in boosting their dmg a tad... which was more effective vs flux used so if finally happy to use railgun and feel awesome
In my dev version I changed all railguns damage type to ENERGY in order to keep them balanced, but not useless against Hierarchy's armor.
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

Sproginator

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #444 on: June 10, 2012, 12:45:36 PM »

WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?
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rada660

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #445 on: June 10, 2012, 07:43:07 PM »

WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?

pffft....




i got SPAZ too but starfarer is so much more awesome
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #446 on: June 10, 2012, 08:11:50 PM »

WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?
Finished it a couple of times - when it was beta, when it just came out, and once more before mod tools arrived.

i got SPAZ too but starfarer is so much more awesome
They both got their cons and pros. In SPAZ you can equip shield generators, new armors and new engines and new reactors. In addition SPAZ has speed reductions weapons as well as cloaking/detections system and tractor beams. In addition in SPAZ there are lot of damage types and you can change resistance of shields and armor freely.

While Starfarer provides realistic physics and drive system. Weapons in Starfarer are far more realistic then in SPAZ. In addition Starfarer has quite big possibilities in weapons' effect modding part.

Strafarer is more tactical. SPAZ is more arcade like. In addition SPAZ 2 will have multiplayer, something that Stafarer will never have. In addition Tiy (developer of Starbound, you can find him on IRC and ask questions) told me, in order to make a multiplayer game, you must start implementing it when you're writing game engine from scratch. So that means Starfarer will see multilayer, only if Alex will decide to do it in Starfarer 2.
« Last Edit: June 10, 2012, 08:21:43 PM by WarStalkeR »
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

IIE16 Yoshi

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #447 on: June 10, 2012, 11:55:50 PM »

Hrm, fiddled with all the weapons to make them deal energy damage. Also tweaking weapons like the Assault Railgun or the Stormer. The idea being that, being heavier versions of their smaller brethren (Battle and Defender, respectively), they deal more DPS in general, however, they fire their shots in a burst. So while the single-barreled railguns deal somewhat less damage, they deal it constantly, while the heavier version deal good burst damage. But it really is too much fun to push all the flux levels right down and just make a crazy slug spewing monster out of the Samekh.
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Sproginator

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #448 on: June 11, 2012, 01:16:47 AM »

WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?
Finished it a couple of times - when it was beta, when it just came out, and once more before mod tools arrived.

i got SPAZ too but starfarer is so much more awesome
They both got their cons and pros. In SPAZ you can equip shield generators, new armors and new engines and new reactors. In addition SPAZ has speed reductions weapons as well as cloaking/detections system and tractor beams. In addition in SPAZ there are lot of damage types and you can change resistance of shields and armor freely.

While Starfarer provides realistic physics and drive system. Weapons in Starfarer are far more realistic then in SPAZ. In addition Starfarer has quite big possibilities in weapons' effect modding part.

Strafarer is more tactical. SPAZ is more arcade like. In addition SPAZ 2 will have multiplayer, something that Stafarer will never have. In addition Tiy (developer of Starbound, you can find him on IRC and ask questions) told me, in order to make a multiplayer game, you must start implementing it when you're writing game engine from scratch. So that means Starfarer will see multilayer, only if Alex will decide to do it in Starfarer 2.
I don't mind which game I play, I love them both, but multiplayer could tip my opinion haha
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bluey101

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #449 on: June 11, 2012, 08:20:46 AM »

wasn't this mod going to be updated a few weeks back  ???
can you give us an eta for the next update?
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