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Versions, concerning ShaderLib

Fully support ShaderLib - Mod becomes dependant.
- 5 (71.4%)
Make versions with and without ShaderLib support
- 2 (28.6%)

Total Members Voted: 7


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Author Topic: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV  (Read 162093 times)

Hyph_K31

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #240 on: November 23, 2013, 08:03:44 AM »

That's one surprisingly small cruiser there. And for the second fighters wings, 2 graviton beams and 1 repeater? That sound very, very strong.

Not graviton beams, disruptors! ;)

They don't have much attack power for heavy fighters, but if your shields are down, prepare to be shut down! They also teleport

And yeah, that is a very small cruiser, but it makes up for it's small number of weapon mounts with high OP, speed, and versatility.

Edit:

I'll put a change log together soon.
« Last Edit: November 23, 2013, 08:08:46 AM by Hyph_K31 »
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Lopunny Zen

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #241 on: January 10, 2014, 02:27:31 PM »

i think they need to nerf the drone carriers a bit...their missles are very very strong...too strong in fact for such a small loadout..even worse the faction weapons seem to be overpowered in general and not enjoyable at all...it would be fine to see power in a capital ship but they dont have a capital at all...or a carrier with 2 or more flight decks...to top it off the drone carrier has WAY too many drone out at once..and that can be an issue in terms of balance...overall this team seems kinda lazy in terms of balance...need to tone down the op a bit and add capitals. other then that i love their looks and designs and they always interest me...sadly the dont have a carrier that big and they are over powered for their classes
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Hyph_K31

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #242 on: January 10, 2014, 02:36:54 PM »

Well, thank you for the post!

You may be surprised, but a big balancing update is in the works!

One thing that will never change though is the number of drones on that carrier, sorry. ;)

There will (eventually)  be larger carrier, so you can look forwards to that. Only two decks though!

As a friend of mine might say, the Gedune are getting beaten near unto death by the nerf bat.

Spoiler
About being lazy: Yeah, I am! I'm glad you noticed ;)
[close]
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Gotcha!

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #243 on: January 10, 2014, 02:46:01 PM »

Hey, you know what they say. Hard work pays off in the future, but laziness pays off right NOW. 8)
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Hyph_K31

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #244 on: January 10, 2014, 03:13:52 PM »

Heh, except there's no payoff.

I'm getting my act together xD hopefully soon there'll be an update.
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ValkyriaL

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #245 on: January 18, 2014, 06:29:04 AM »

There is a problem with one of your hull mods in 6.2, nuclear core or something.

Spoiler
Quote
java.lang.RuntimeException: Error compiling [data.hullmods.Gedune_NuclearCore]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/Gedune_NuclearCore.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
[close]
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Hyph_K31

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #246 on: January 18, 2014, 01:51:59 PM »

Yeah, I spotted that one just now.

Got no idea as to what's going on.
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Sundog

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #247 on: January 18, 2014, 06:56:12 PM »

It looks like the problem is that the hullmod uses stats.getBaseRepairRatePercentPerDay(), which Alex just removed from the API for the new version. I believe the new equivalent is stats.getBaseCRRecoveryRatePercentPerDay()

Hyph_K31

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Re: [0.6.1a] The Gedune - Faction mod (V1.4)
« Reply #248 on: January 18, 2014, 06:58:49 PM »

Aha! Many thanks Sundog. However could I have missed that? ;)
perhaps I should start browsing the forums properly again, and maybe takes notes...

Will see about fixing this when I've the chance.
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Hyph_K31

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #249 on: January 19, 2014, 12:38:52 PM »

Right then! That's that fixed. Yup yup.

Soon to come: The balance update that ought to quell the Gedune beast.
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Sundog

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #250 on: January 19, 2014, 12:57:54 PM »

np  :)
Stuff like that is a lot easier to spot using an IDE

Speaking of API changes for this update, you should be able to fix the Dagki drone AI now.

Hyph_K31

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #251 on: January 19, 2014, 02:08:08 PM »

Suddenly a wild Gedune appears!

Spoiler


Gedune uses mean look!
[close]
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Hyph_K31

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #252 on: January 19, 2014, 02:34:43 PM »

Eh.

Suddenly a wild Fatal:Null appears. This'll take a while.


Silly me, carry on.
« Last Edit: January 20, 2014, 06:09:07 AM by Hyph_K31 »
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Chronosfear

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #253 on: January 19, 2014, 02:42:26 PM »

Suddenly a wild Gedune appears!

Spoiler


Gedune uses mean look!
[close]
Spoiler
mean look! is very effective.
[close]

Looks cool  :)
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NanoMatter

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #254 on: January 20, 2014, 05:36:10 PM »

Suddenly a wild Gedune appears!

Spoiler


Gedune uses mean look!
[close]

All the factions in starsector used DESTROY!
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