Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Author Topic: Fleet Remix Mod  (Read 9874 times)

PCCL

  • Admiral
  • *****
  • Posts: 2016
  • still gunnyfreak
    • View Profile
Fleet Remix Mod
« on: May 24, 2012, 07:13:36 PM »

This is another attempt at refreshing the game a bit

I found the fleets encountered in the campaign quite lacking in variety sometimes (there's exactly one type of hegemony patrol, for example) and a few ships weren't being used (hyperion, trident)

This mod adds quite a bit of variety to the enemy fleet composition. Pirates will now sometimes come with independent mercenary (midline ships) for escort and hegemony patrols may be led by an onslaught once in a while, that kind of stuff. Due to the nature of the mod, a full changelog is kind of difficult, but here's the major changes:

v1.0
-Added more variety in general
-Pirates now spawn occasional midline ships
-2 new variants (eagle combat variant and hound support variant)
-Hyperion, Trident, and Conquest now in the campaign
-New pirate fleet: "Lone Wolf", rarely spawns, single capital ship
-New tt fleet: "Carrier Group", Security detachments no longer has Astral spawning
-New independent fleet: "Trader Convoy", heavily escorted trading parties
-New Hegemony fleet: "Detachment", heavy patrol with possibility of an onslaught

v1.2
-Changes to fit 0.53a
-tri-tachyon phase group: a phase only fleet
-buffed system defence fleet (because why not)
-added work-around for compatibility with fleet control

Download
v1.2:
http://www.mediafire.com/?dqhiq6qvcdvib2i
« Last Edit: August 14, 2012, 12:07:05 AM by gunnyfreak »
Logged
mmm.... tartiflette

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Fleet Remix Mod
« Reply #1 on: May 24, 2012, 07:29:30 PM »

Sounds good, I'd enjoy it!
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

PCCL

  • Admiral
  • *****
  • Posts: 2016
  • still gunnyfreak
    • View Profile
Re: Fleet Remix Mod
« Reply #2 on: May 24, 2012, 09:39:33 PM »

lol forgot the link....

sry....
Logged
mmm.... tartiflette

Vandala

  • Admiral
  • *****
  • Posts: 1841
  • We need ponies, ponies in spaceships!
    • View Profile
Re: Fleet Remix Mod
« Reply #3 on: May 24, 2012, 10:03:05 PM »

It shall be added!

EDIT: The mod has bin rezipped and added.

Thank you very much gunnyfreak.
« Last Edit: May 24, 2012, 10:14:37 PM by Vandala »
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Fleet Remix Mod
« Reply #4 on: August 05, 2012, 06:12:08 PM »

Since vandala was banned, does this mod still for work for .53a?
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Wriath

  • Captain
  • ****
  • Posts: 280
    • View Profile
Re: Fleet Remix Mod
« Reply #5 on: August 05, 2012, 07:47:07 PM »

Just try it and see, I haven't looked at the mod, but it shouldn't change anything affected by .53 that I can think of so it should work.

Darloth

  • Admiral
  • *****
  • Posts: 592
    • View Profile
Re: Fleet Remix Mod
« Reply #6 on: August 10, 2012, 03:07:32 PM »

This mod conflicts with others - I doubt this is due to 0.53, but rather because it fully defines corvus and the starting fleets for several factions and various other things.  It's beyond my capabilities to fix it, but I can say for sure that if you try and combine this mod and the fleet control mod, the fleet control mod will not be able to spawn its extra stations.
Logged

PCCL

  • Admiral
  • *****
  • Posts: 2016
  • still gunnyfreak
    • View Profile
Re: Fleet Remix Mod
« Reply #7 on: August 13, 2012, 09:27:27 PM »

hmm... didn't know anyone was still interested in this...

yes, it still works for what it is (no mule or phase ship spawns and all that) which I can easily remedy

the fleet control thing I don't think I can fix tho

EDIT: Not sure what happened... but I merged the faction and factions.csv and generators.csv together and just copy pasted the remix mod into the control mod, that seemed to work so I suppose you can give that a try if you have basic modding skills

EDIT: Or just follow my instruction as included in the new version, have fun!
« Last Edit: August 13, 2012, 10:08:24 PM by gunnyfreak »
Logged
mmm.... tartiflette

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Fleet Remix Mod
« Reply #8 on: August 14, 2012, 06:43:46 AM »

Thanks!  I enjoyed this mod because when I got far enough into the game to face the hegemony SDF, I sorta trained on the Detachments until I got enough good crew. :)
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

PCCL

  • Admiral
  • *****
  • Posts: 2016
  • still gunnyfreak
    • View Profile
Re: Fleet Remix Mod
« Reply #9 on: August 14, 2012, 10:42:11 AM »

glad someone's enjoying it...

Hope you like the buffed SDF, I'm having fun with it
Logged
mmm.... tartiflette