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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)  (Read 418437 times)

xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #150 on: August 27, 2013, 09:28:22 AM »

Reworked Packer:



This ship's never been a flyable ship in the mod, but it will be now.  Basically just a Buffalo with a couple of side sponsons.  An appropriate freighter for some of the factions.
« Last Edit: August 27, 2013, 09:59:22 AM by xenoargh »
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #151 on: August 27, 2013, 09:55:01 AM »

Reworked Farmstead, ditto:



I've always liked the idea behind this ship's original purpose (in the early Economy Mod), where it generated some minor amount of Supplies per day.  I think that would be a dandy thing for players to have around, to keep their fleets on the move longer, mine longer, etc., etc.
« Last Edit: August 27, 2013, 10:01:03 AM by xenoargh »
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #152 on: August 28, 2013, 11:22:12 AM »

Something for the new build's changes to certain things :)


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ciago92

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #153 on: August 28, 2013, 12:08:55 PM »

Something for the new build's changes to certain things :)

Spoiler
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DO WANT
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #154 on: August 28, 2013, 03:51:56 PM »

Glad you like it.  Working on something vaguely DoTA-ish.  Think of this guy as an Ancient.  With big teeth.
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Uomoz

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #155 on: August 29, 2013, 12:26:49 AM »

And then what is ROSHAN?
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #156 on: August 29, 2013, 09:09:06 AM »

A much smaller Ancient (although his teeth are cooler looking).

Anyhow, I'm still testing how all this works, but basically, what I'm doing is:

1.  In small battles, there aren't any capturable points.
2.  In large battles, the point balance and structure's been changed, largely to balance things a little more and to make that part more explicitly RTS-like.
3.  When Nav and Sensor points are captured, various "guardians" appear on those points, holding them for players or the AI.

Right now, I'm not totally happy about how they're working, largely because they work in the player's favor if they choose to go turtle; I think that I'll have to differentiate between enemy points and player points so that if the player allows the enemy to Zerg Rush all the points, they're going to lose eventually.  In the longer term, perhaps they can even be differentiated for various Factions, so that, like any classic RTS, there are characters that fit the Factions, with different strengths and weaknesses. 

I think that's something that can be figured out over time, as this idea gets fleshed out.  It certainly makes capping points a lot more interesting already, though :)
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #157 on: August 29, 2013, 05:15:57 PM »

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gauntelakor

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #158 on: August 30, 2013, 04:13:16 AM »

Tried this mod, and no matter what I did damage was minimal to both sides. A single frigate swarmed by fighters still had 100% hull after 5 min of combat. there was some change to the armor tough but nothing consistent with what I was throwing at it.
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #159 on: August 30, 2013, 05:43:45 AM »

You must need to update Starsector; that sounds like buggy stuff happening all over.

If it's up to date... hmm... we could try yanking out the SpecialProjectileBehaviors.java from /data/scripts/plugins... that's the most-likely cause for this.  After that, IDK; it's about the only thing that might be causing this (and it shouldn't be happening at all).
« Last Edit: August 30, 2013, 11:00:42 AM by xenoargh »
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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #160 on: August 30, 2013, 05:08:35 PM »

First I'd like to say, great mod so far. I really love the idea behind it.
But I somewhat agree with the damage thing on afresh install of Starsector and the mod version from your starting post. Although it seems to be limited to a few ships and or configurations. The starting ship for Exigency (Pergon-Class) seems to be one of them. It regenerates hull damage many times faster than a full Hegemony System Setup (Starting) fleet can scratch it. If the game hadn't crashed a few minutes in, I could probably have wiped them out right there, simply by having an invulnerable vessel. Maybe it's a problem of very high hull values and percentage based regeneration?
When I tried some of the other factions, everything seemed fine and fairly balanced from a first glance.
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #161 on: August 30, 2013, 06:04:10 PM »

Exigency ships are quite killable; one properly-upgraded capship can kill any of them.  They aren't that powerful, either; they're basically tanks with very little pew-pew.

Anyhow, I can lower their hitpoints a bit, see if that makes them feel a bit less OP. That, and not give players a Pergon at the start ;)
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #162 on: August 30, 2013, 10:17:29 PM »

Updated Hunter to be more explicitly Tri-Tachyon in looks (and it's finally in their fleets).  I'm also buffing it a bit, in terms of OPs, so that it can tank better than Pelicans (that other really nasty thing that has a built-in Tachyon Lance, probably my all-time favorite Cruiser to play in the mod, believe it or not).

« Last Edit: August 30, 2013, 10:19:42 PM by xenoargh »
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Ranakastrasz

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #163 on: August 31, 2013, 07:44:12 AM »

When my fleet respawns after dying, I start with a Hyperion. Is that intended? I cannot locate anything in the code to explain it, as it indicates it should be giving one of four far lesser frigates instead.
It makes me level up insanely fast, namely by losing it, which seems rather unfair.

Also, Mining wings, Tankers, and freighters should populate every faction's shop.

And Mining wings probably ought to respawn/be delivered to your supply depot.
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xenoargh

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Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« Reply #164 on: August 31, 2013, 09:06:08 AM »

Good ideas, I'll get that done for this build. 

Not quite sure about the Hyperion, either; I'll look into it. 

Leveling up until about level 20 is faster than Vanilla; that's not a bug, just how things are staged (to get the early grinding done with faster).  But I can see how losing Hyperions over and over becomes weirdly attractive- will fix :)

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