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Author Topic: The Exar War (new system dynamic war mod) WIP Beta release v0.90b  (Read 36469 times)

PCCL

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The War for Exar
A mod for .54a, latest version v0.90b


Summary

My latest attempt at freshening up the game without adding any new art assets (lord knows I suck at those). This mod, more or less a total conversion, replaces  Corvus with the system of Exar (fought over by the Exar navy and the Hegemony) and adds the dynamic war mechanic which I'm still working on (got a pretty good idea though so it shouldn't take that long)


Features(Complete)

-A new system: Exar
-New factions: Exar Navy, Cult of Lud
   -New faction dynamics: The TT and pirates (Cult of Lud) are now minor presences, with the main war fought between the Exar and Hegemony
-New variants: Lasher Elite, Lasher Raider, Paragon Standard, Gemini Military, Hound Support*, Eagle Combat*
-More varied fleets: Based on my fleet remix mod, exar will have a greater variety of fleets for all sides
   -Bigger fleets: For those looking for a challenge, the roaming fleets now go up to 100fp (from 65), biggest fleet in mod is 500 fp (from 200)
   -Civilians: Civilian fleets and ships move between the inhabited planets, pick them off for profit or protect them to assist the war effort
-Winnable war: Help the Hegemony cleanse the sector or drive them out as an ally of the Exar Navy
   -Station capture: Factions will capture stations as they see fit, absorbing them into its community both civilly and militarily
   -Dynamic reinforcement: Fleets now cost supplies and fuel to spawn, supplies are replenished via supply convoys

*: from my fleet remix mod


Features(WIP)

-Balanced application of the above



Download

v0.70a: http://www.mediafire.com/?wggb7g4m4vsp35i
v0.81a: http://www.mediafire.com/?p14x6kaaofaw2a6
v0.90b: http://www.mediafire.com/?9frqxx7583mkfcf


Changelog

v0.70a:
-initial release

v0.80a:
-added invasion taskforces for both sides
-changed planet starting location slightly
-Not save compatible

v0.81a:
-bugfixing

v0.90b:
-overhauled dynamic war system.
   -all stations are now technically neutral, but will work for the side occupying it
   -this allows stations to be "taken over" by factions
-added station: Sharon Outpost, a hegemony forward operating base established in the first days of the invasion, before the foothold on Entii
-various balancing tweaks (still WIP though)
-Not save compatible

Special Thanks

To Alex: for awesome game and mod support, also inspiration (Exar is the system from The Last Hurrah, for those unaware)
To Trylobot: for ship editor on which I made the variants and a function I would never have figured out myself
To Vorpal+5: for the Dynamic reinforcements sample code
« Last Edit: November 28, 2012, 04:35:35 PM by gunnyfreak »
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Uomoz

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Re: The Exar War (new system dynamic war mod) WIP
« Reply #1 on: August 29, 2012, 04:16:45 AM »

Woot looks awesome :D
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Sunfire

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Re: The Exar War (new system dynamic war mod) WIP
« Reply #2 on: August 29, 2012, 05:18:24 AM »

This should be good
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theSONY

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Re: The Exar War (new system dynamic war mod) WIP
« Reply #3 on: August 29, 2012, 06:11:19 AM »

well THAT's sounds
Spoiler
[close]
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SwipertheFox

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Re: The Exar War (new system dynamic war mod) WIP
« Reply #4 on: August 29, 2012, 06:11:52 AM »

Excellent!!!  Can't wait.
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sdmike1

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Re: The Exar War (new system dynamic war mod) WIP
« Reply #5 on: August 29, 2012, 07:28:17 AM »

This mod is now my number 2 most anticipated mod after the econ mod

PCCL

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Re: The Exar War (new system dynamic war mod) WIP
« Reply #6 on: August 29, 2012, 07:36:11 AM »

wow didn't expect this big of a reaction....

should I upload the incomplete version right now?

(asking because the best parts aren't done yet)
« Last Edit: August 29, 2012, 07:38:12 AM by gunnyfreak »
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CrashToDesktop

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Re: The Exar War (new system dynamic war mod) WIP
« Reply #7 on: August 29, 2012, 07:40:03 AM »

Sounds good!
Well, let's see that version.  I'm up to crush some Hegemony. :)
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PCCL

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Re: The Exar War (new system dynamic war mod) WIP Alpha release v0.70a
« Reply #8 on: August 29, 2012, 08:11:52 AM »

updated  :)

alpha version, sorry if bugged
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CrashToDesktop

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Re: The Exar War (new system dynamic war mod) WIP Alpha release v0.70a
« Reply #9 on: August 29, 2012, 08:27:38 AM »

Very, VERY full system you have here!  All well-done with system construction and base positioning, the only problem is that there isn't enough Ludii to go around. ;D
Needs more Ludii raiders, that's about as far as I've gotten in 5 minutes.

EDIT:
And move the main Exar planet a few degrees to the right, makes it a bit more welcoming to the player.
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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

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Re: The Exar War (new system dynamic war mod) WIP Alpha release v0.70a
« Reply #10 on: August 29, 2012, 08:39:51 AM »

I kinda don't want the ludii to be anything bigger than a minor annoyance, maybe but I'm not sure (the ludii did cripple Exar once before after all, who's to say they won't do it again?)

the planet thing is a good point though, will fix
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sdmike1

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Re: The Exar War (new system dynamic war mod) WIP Alpha release v0.70a
« Reply #11 on: August 29, 2012, 09:28:43 AM »

Gaa i'm in school and cant play this but it looks so cool!!! :o

Edit: By the way this should be moved to modding...

Trylobot

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Re: The Exar War (new system dynamic war mod) WIP Alpha release v0.70a
« Reply #12 on: August 29, 2012, 09:34:19 AM »

gunnyfreak: Congratulations on releasing a downloadable version of your mod. I'll give this a playthrough as soon as I'm able. Keep up the good work!
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Brainbread

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Re: The Exar War (new system dynamic war mod) WIP Alpha release v0.70a
« Reply #13 on: August 29, 2012, 10:40:19 AM »

I kinda don't want the ludii to be anything bigger than a minor annoyance, maybe but I'm not sure (the ludii did cripple Exar once before after all, who's to say they won't do it again?)

the planet thing is a good point though, will fix

So far its fun! I like how the Pirates are very rare and not farmable, and are only their for the very very very start of the game. Very quickly you realize you're gonna have to prey on something else, which is where those giant floating sacks of money called "Civilian Fleets" come in. I started on the Independent Traders, until I realized they were pretty sparse, and then I started eating Hegemony civilian fleets, as they were virtually unprotected (carriers, transports, and absolutely no escort ships? Really?), which means you only need 2 or 3 Frigates to get to work.

Now, if I could get my own AI fleet started out of my station, I'd be in heaven.
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PCCL

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Re: The Exar War (new system dynamic war mod) WIP Alpha release v0.70a
« Reply #14 on: August 29, 2012, 10:47:39 AM »

civvie fleets should be pretty rare as well... unless that is too much and deserves a nerf? (which I'll do right away)

maybe add more protection.. hmm
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