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Author Topic: [0.9.1a] Missing ships mod  (Read 90351 times)

pedro1_1

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Re: [0.9.1a] Missing ships mod
« Reply #150 on: July 16, 2020, 01:57:20 PM »

So is this intentional?

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Version 0.4.1
« Last Edit: July 16, 2020, 03:15:08 PM by pedro1_1 »
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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #151 on: July 17, 2020, 12:26:28 PM »

So is this intentional?

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Version 0.4.1

i did try to reclassify it properly, but theres no keyword for it in the files yet. so yea, mostly. slap converted hangar on it, it will fight better.
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Terethall

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Re: [0.9.1a] Missing ships mod
« Reply #152 on: July 17, 2020, 10:53:15 PM »

I figured it was punishment for the fact that I overuse it in my own fleet since it's strictly better than any hauling option in Vanilla due to the ability to add two logistics hullmods on top of the free +1 burn.
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shpooky

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Re: [0.9.1a] Missing ships mod
« Reply #153 on: August 21, 2020, 04:59:19 AM »

should probably rework the OP on some ships such as the luddic path mule it has too few ordinance points
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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #154 on: August 22, 2020, 12:24:40 AM »

should probably rework the OP on some ships such as the luddic path mule it has too few ordinance points

pather ships are supposed to be lowest of the low, winning by sheer numbers, hence why their deployment is lowered and their OP can only sustain civilian weaponry
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shpooky

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Re: [0.9.1a] Missing ships mod
« Reply #155 on: August 28, 2020, 07:29:32 PM »

should probably rework the OP on some ships such as the luddic path mule it has too few ordinance points

pather ships are supposed to be lowest of the low, winning by sheer numbers, hence why their deployment is lowered and their OP can only sustain civilian weaponry

pather ships are supposed to be overdriven ships that are fast and hit hard but can not last very long in battle hence weapons breaking mid engagement and the ships running out of combat readiness very quickly. also i see no reason to use your pather ships over other pather ships they tend to be more expensive than other ones and have lower op. a specific example is the pather mule you added its more expensive than other mule types and the built in hanger gives no incentive to buy it cause it only has 40 op when i can add a hanger to another mule and still have 65 op left to work with...
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shpooky

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Re: [0.9.1a] Missing ships mod
« Reply #156 on: August 28, 2020, 07:31:00 PM »

im not sure where you got the idea that pathers only win by sheer numbers is that in the lore or something ? where did you get that from?
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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #157 on: August 28, 2020, 10:59:29 PM »

im not sure where you got the idea that pathers only win by sheer numbers is that in the lore or something ? where did you get that from?

if you dont like it, edit the files.
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shpooky

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Re: [0.9.1a] Missing ships mod
« Reply #158 on: August 28, 2020, 11:44:19 PM »

ok
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Satirical

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Re: [0.9.1a] Missing ships mod
« Reply #159 on: August 29, 2020, 04:21:08 PM »

I love the patrol craft fighters theyre so big and nice
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majorfreak

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Re: [0.9.1a] Missing ships mod
« Reply #160 on: September 04, 2020, 03:50:25 AM »

couldn't find the nagato in the codex so i googled...omg squeee. time to learn that blueprint next session!
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Dampfnudel

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Re: [0.9.1a] Missing ships mod
« Reply #161 on: October 17, 2020, 03:52:06 AM »

Suggestion: The Nagato Should get "Heavy Ballistics Integration". Otherwise, it is simply worse than the Staple.
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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #162 on: October 18, 2020, 09:00:58 AM »

Suggestion: The Nagato Should get "Heavy Ballistics Integration". Otherwise, it is simply worse than the Staple.
Its special guns are its mian weapon, other large guns are mostly for flak or auto guns to take out smaller ships or fighters. makes no sense to give it ballistic integration because such system would be wholly used on the main guns.
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