Fractal Softworks Forum

Starsector => Mods => Topic started by: Erick Doe on March 07, 2013, 04:27:16 AM

Title: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Erick Doe on March 07, 2013, 04:27:16 AM
DO NOT ATTEMPT to download this mod at this time for version [0.95.1a] - it is not updated.

New download link here: (by CaptainWinky)
Download Tore Up Plenty v0.8.2a (full mod) (https://www.mediafire.com/file/iwavquw77mjk96g/Tore%20Up%20Plenty%20v0.8.2a.zip)

If you already have 0.8.2 just grab this small patch and overwrite where necessary.
Download v0.8.2->0.8.2a patch (https://www.mediafire.com/file/fv6kdf7ulb8je99/Tore%20Up%20Plenty%20v0.8.2a%20patch.zip)

Changes:
Spoiler
Version 0.8.2a
--------------
+ (Nex) Scavengers properly offer bounties when using randomized sector
+ tweaks to Innogen: longer flames on engines, small hybrid mount is now small universal, more hull, lower supply cost
+ Zephyr's description now shows up properly
+ slight filesize reduction for mission icon PNGs
[close]


-Tore Up Plenty-
(http://i.imgur.com/UvTyD3I.png)
Vanilla Friendly Alternate Starting Ships


"She's tore up plenty, but she'll fly true" -First Officer Zoë Washburne
Spoiler
http://www.youtube.com/watch?v=ZU26EseuDoI
[close]



-Features 58 new ships; 5 capital ships, 10 cruisers, 13 destroyers, 24 frigates and 6 fighterwings
-Over 150 custom variants
-Includes a new 20 minute custom soundtrack (disabled by default)
-Adds a new station and faction to the campaign that sells the new ships
-Adds a mission-driven bonus campaign (currently 12 missions long)
-Includes 29 new portraits
-Includes 3 new custom hullmods
-Fully compatible with other mods, except for total conversions

Having a rough time getting started in Starsector? Tore Up Plenty is a compilation of custom ships that are available as alternate starting ships. These ships are both modified versions of existing Starsector ships and completely new ones; often designed in such a way that the ships become more and more useful as its captain progresses in skill. The compilation will be updated continuously with new ships. As a side project, Uomoz and I will be working on adding these ships as "upgrades" to Uomoz's Sector. The mod also adds two systems and the Scavenger faction to the game.

Pick the "Tore it up plenty" career choice to start the campaign with the ship of your choice. The download features all the ships and also includes a story-driven campaign through missions, plus actual campaign integration (a scrapyard that sells all the TuP ships in the Corvus system!).


NOTE TO LINUX USERS: Help me keep this Linux compatible! If you get an error because of inconsistantly named files (upper- and lowercase) please post them here so I can address these issues!

Instructions:
Spoiler
#1 Download the mod here: NOTE, this is for the [0.6.2a] Campaign + Exerelin version (outdated)
(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/ua4lcy5adapll9h/Tore_Up_Plenty_V7c.zip)
Current version: V7c

#2 Save the file in your "Starsector/mods" folder

#3 Install by unpacking / unzipping the file in the mods folder (right-click the file and select "unzip here")

#4 Start up Starsector and select the following mod: (select "Mods..." in the launch window)
-Tore Up Plenty V7c

#5 Play the game! Enjoy!

REMOVE ALL OLD MOD FOLDERS BEFORE INSTALLING NEW ONES. DO NOT OVERWRITE MOD FOLDERS.
[close]

Ships: (warning: big image) (incomplete)
Spoiler
(http://i.imgur.com/vIkGcwK.png)
[close]



DEVELOPMENT NOTE: I am currently working on adding a proper campaign, again featuring the Iota system. Currently the campaign features a minor faction that uses and sells TuP ships, called 'Corvus Scavengers'. The mod is also featured in Exerelin (http://fractalsoftworks.com/forum/index.php?topic=6053.0) and an integral part of Uomoz's Sector (http://fractalsoftworks.com/forum/index.php?topic=1799.0). Want to integrate TuP into your mod collection? Then contact me by PM.

Read all about the history of the Iota system here! (http://fractalsoftworks.com/forum/index.php?topic=6479.0)

----------
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Thule on March 07, 2013, 04:59:14 AM
love the vanilla-grounded look. Excited what will come next.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 07, 2013, 05:04:14 AM
Totally love this.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 07, 2013, 06:27:48 AM
Thanks guys.

Added the Sentinel and updated the Foxhound.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 07, 2013, 07:28:41 AM
Could a moderator please move this thread to the mods section.

Thank you!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Cycerin on March 07, 2013, 08:27:19 AM
So wait, the idea is to give a starting ship that actually is somewhat powerful in its own right, and cannot be attained in any other way? I love the way they look.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 07, 2013, 09:14:25 AM
So wait, the idea is to give a starting ship that actually is somewhat powerful in its own right, and cannot be attained in any other way? I love the way they look.

Basically, yes. The ships aren't that much more powerful than the standard versions in the beginning of the campaign. In fact, they are weaker in some areas. But they have the potential to become much more powerful, since they can be fitted with more weapons once your OP rises.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 07, 2013, 09:59:13 AM
I love their styles so much. This will be integral part of U'sC DEV after 17.1.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: conorano on March 07, 2013, 09:59:56 AM
will you try this with destroyers too? i see the condor having a lot of potential here, combat carriers are pretty rare right now.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 07, 2013, 12:46:53 PM
will you try this with destroyers too? i see the condor having a lot of potential here, combat carriers are pretty rare right now.

Yes. I prefer to do low and mid-tech ships. And ships that don't see much use because they're not combat focussed. Like the Mule, Tarsus, Buffalo and Valkyrie.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: conorano on March 07, 2013, 01:24:26 PM
Sounds good. Looking forward to implementation in uomoz corvus.  :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 07, 2013, 01:44:08 PM
Working on the Striker now:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/striker_logo.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Hyph_K31 on March 07, 2013, 02:36:15 PM
These are looking wonderful!  The striker looks like it's going to live up to its name. Although the rear right weapon point looks a little awkward, but I suppose we'll see for real once there's a weapon on it  ;D

For some odd reason, I feel like a mini broadside could take the place of the afore mentioned weapon slot.

Anyway, I look forward to seeing more stuff!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Cycerin on March 07, 2013, 02:40:11 PM
You know what I would LOVE? A jury rigged tarsus that has tons of broadside turrets, going off what Hyph said.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 07, 2013, 03:57:13 PM
You know what I would LOVE? A jury rigged tarsus that has tons of broadside turrets, going off what Hyph said.

That's certainly possible.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: SainnQ on March 07, 2013, 07:56:34 PM
So I'm assuming you'll be replacing the vanilla starters, aside from faction specific starters with these creations?

Will they hold the same specials, or will the specials be considered upgrades too?

I.e Phase skimmer on wolf frigate, turns into phase cloak?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: banehunter on March 07, 2013, 08:01:35 PM

Naw he said that he would stick low to mid tech ships. It seems that this ships might actually start out weaker then as the player progresses so will their functionality; as you level up you get enough OP to actually outfit them properly. He did add a drone bay to the foxhound if that what you meant by ship systems.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Spardok on March 07, 2013, 11:57:08 PM
Haven't touched this yet (will give it a shot in a few days), looks pretty interesting. Wanted to know if ships just gain more OP as you level, or do the ships get larger as well with additional/bigger hard-points?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 08, 2013, 04:56:50 AM
Haven't touched this yet (will give it a shot in a few days), looks pretty interesting. Wanted to know if ships just gain more OP as you level, or do the ships get larger as well with additional/bigger hard-points?

The hard-points are pre-determined. However, as you start out there won't be enough OP on the ship to optimize it, or even equip all weapon slots. For example, the Foxhound only has 25 OP while the regular Hound has 30, eventhough the Foxhound has 3 more hard-points. The ships are designed so that as you get more personal skill points, the ships can be more and more optimised. Eventually they get better and more powerful than the regular versions of these ships (Hound, Vigilance, Lasher, etc.).

Since Uomoz is working on "ship upgrade" code, I may add a second upgrade to the mods, which is sold in the campaign for a ton of credits.


So I'm assuming you'll be replacing the vanilla starters, aside from faction specific starters with these creations?

Will they hold the same specials, or will the specials be considered upgrades too?

I.e Phase skimmer on wolf frigate, turns into phase cloak?

Each ship is a separate download, like a mini-mod. Each of these mini-mods contain a starting ship and a mission where you can test it against the regular version of the ship. You can not run all the ship mods at the same time. You'll have to choose the starting ship you want to pick for the campaign. You pick it by choosing the "Did something else" career choice. However, when I've completed a whole series of starting ships, I might just merge them into one bigger mod, so they all show up when you pick the "Did something else" career choice.

Specials will be changed. Like banehunter pointed out, the Foxhound has a drone-bay, instead of a flarelauncher. The Sentinel has a forward facing flarelauncher (very handy against incoming missiles during a head-on dogfight) instead of fast missile racks.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 08, 2013, 06:00:46 AM
Update:

I've added the Striker.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gothars on March 08, 2013, 06:08:33 AM
Very nice, will try them. Now only the Wolf needs its Warg.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: SainnQ on March 08, 2013, 07:16:00 AM
Just out of curiosity, are these ships meant to be used one over the other? Or should I be able to activate them all and get whichever one depending on the "career" choices?

I'm not quite yet fully familiar with how Starsector handles mods, so I'm not sure if I'm supposed to be using some sort of ordering system or what. Lol.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 08, 2013, 07:26:25 AM
Just out of curiosity, are these ships meant to be used one over the other? Or should I be able to activate them all and get whichever one depending on the "career" choices?

I'm not quite yet fully familiar with how Starsector handles mods, so I'm not sure if I'm supposed to be using some sort of ordering system or what. Lol.

You can download them all. But you should only activate ONE. Activate the ship that you want to use in the campaign.

Pick the "Did something else" career choice to obtain the ship.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: SainnQ on March 08, 2013, 07:27:35 AM
Just out of curiosity, are these ships meant to be used one over the other? Or should I be able to activate them all and get whichever one depending on the "career" choices?

I'm not quite yet fully familiar with how Starsector handles mods, so I'm not sure if I'm supposed to be using some sort of ordering system or what. Lol.

You can download them all. But you should only activate ONE. Activate the ship that you want to use in the campaign.

Pick the "Did something else" career choice to obtain the ship.

Ah. Ok thanks for clarification.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: LaughingSmirk on March 08, 2013, 10:17:58 AM
Very nice, will try them. Now only the Wolf needs its Warg.
I just saw this...well done!

Also I really like the sentinel (spelled it right first time!) I think my play style needs to change though....I like being a fortress ship usually.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: conorano on March 08, 2013, 11:13:07 AM
the sentinel is rather strange actually. the ship looks like it isnt designed for frontal attacks, but the flares and frontal hardpoints kinda suggest it is. maybe a frontal heavier shield would be more suitable, becouse it currently gets owned by energy weapons (i kinda got owned by the vigilance  :-[)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 08, 2013, 12:33:40 PM
the sentinel is rather strange actually. the ship looks like it isnt designed for frontal attacks, but the flares and frontal hardpoints kinda suggest it is. maybe a frontal heavier shield would be more suitable, becouse it currently gets owned by energy weapons (i kinda got owned by the vigilance  :-[)

The Vigilence is definately better and easier in the start of the game. But the Sentinel will outperform it when better equipped. I like your suggestion about a heavier fixed front shield though.

Thanks for the feedback.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Cycerin on March 08, 2013, 12:41:42 PM
Brawler + tailgun = very yes please?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 08, 2013, 05:44:53 PM
Brawler + tailgun = very yes please?

So much this.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Flunky on March 08, 2013, 08:58:52 PM
Tried each of the ships out in the mission setup. Could easily take down the hound (PD drones and all that). Vigilance/Sentinel was a more challenging fight, but still pretty doable. Couldn't beat the lasher without a highly specialized setup and an unstable injector to stop kiting.

On the whole they seem like interesting setups-- kind of like some of the IFed ships you simply don't have enough flux/OP to max out those hardpoints. Thus, you have to choose part of the hull to emphasize, which is nice. However, their starting stats (particularly OP) are so low that even with a decent amount of tech leveling you can just barely make it on par with a standard unleveled frigate (particularly the poor, slow striker). Used the sentinel a bit in Corvus after leveling up to decent tech (roughly 40% of total OP upgrades) and found the frigate of limited use.

I'm curious to see how they work out for a high level character at the upper ends of OP/flux upgrades. The way they're implemented as upgrades in Corvus seems a nice fit-- starting with one of these would be unpleasant, at least with the current setup of combat being the only interaction.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: RawCode on March 08, 2013, 09:08:01 PM
iam working on universal compatability solution in this thread:

http://fractalsoftworks.com/forum/index.php?topic=5782.msg90927#msg90927

if you interesting please help.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 10, 2013, 09:52:59 AM
Tried each of the ships out in the mission setup. Could easily take down the hound (PD drones and all that). Vigilance/Sentinel was a more challenging fight, but still pretty doable. Couldn't beat the lasher without a highly specialized setup and an unstable injector to stop kiting.

On the whole they seem like interesting setups-- kind of like some of the IFed ships you simply don't have enough flux/OP to max out those hardpoints. Thus, you have to choose part of the hull to emphasize, which is nice. However, their starting stats (particularly OP) are so low that even with a decent amount of tech leveling you can just barely make it on par with a standard unleveled frigate (particularly the poor, slow striker). Used the sentinel a bit in Corvus after leveling up to decent tech (roughly 40% of total OP upgrades) and found the frigate of limited use.

I'm curious to see how they work out for a high level character at the upper ends of OP/flux upgrades. The way they're implemented as upgrades in Corvus seems a nice fit-- starting with one of these would be unpleasant, at least with the current setup of combat being the only interaction.

The PD drones on the Foxhound definitely help in one on one situations with single frigates. The Foxhound's hull points are lower than those of other starting ships as a result. Still, it is easier to start off in the Foxhound than in one of the other frigates. The Sentinel has received a few minor upgrades. I've increased the armour by 25 and made its shields more efficient for the next version. The Striker received more efficient shields and I've raised its durability a bit to make up for its large OP penalty. It will also be slightly faster in the next update.

If the frigates are still of limited use after 40% of OP upgrades, I may have to raise their starting OP slightly. Thanks for the feedback! I'll release the updates as soon as the Timberwolf is done.

Timberwolf: (an elongated high-tech Wolf's hull, turned into a low-tech frigate)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/timberwolf_logo.png)

Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 10, 2013, 09:59:40 AM
You know I'd love a package with all the mods together for a quicker U'sC update <3.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 10, 2013, 10:03:51 AM
However, when I've completed a whole series of starting ships, I might just merge them into one bigger mod, so they all show up when you pick the "Did something else" career choice.

I was planning on putting them all in one package. I'll do it when there's more ships though.

[edit]

The Timberwolf and the updates to the other 3 ships will be done tonight! So you might want to wait in downloading the starterships!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 11, 2013, 03:17:16 AM
How's the Timberwolf progressing?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 11, 2013, 03:44:55 AM
Timberwolf is up!

Updated the Striker, Sentinel and Foxhound.


[edit]
Ack! Forgot to set the Timberwolf as a starting ship. Stand by.

[edit #2]
Now fixed! Download is up!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: RawCode on March 11, 2013, 04:02:42 AM
Here is sample code for foxhound, if my system used, this code will allow to replace hound in compatable with other mods way.

Code
package data.scripts.plugins;

import com.fs.starfarer.api.characters.CharacterCreationPlugin.CharacterCreationData;
import com.fs.starfarer.api.characters.CharacterCreationPlugin.Response;

public class CharacterCreationPluginImpl_27 {

public static Response Responce_get(String Tag){
return CharacterCreationPluginImpl._ResponsePool.get(Tag);
}

public static void init(){}


public static void getPrompt() {}

public static void getResponses(){}

public static void submit() {

Response _Response = CharacterCreationPluginImpl._Response;
CharacterCreationData _Data = CharacterCreationPluginImpl._Data;

if (_Response == Responce_get("SOMETHING_ELSE_2"))
{
_Data.removeStartingShipChoice("hound_Assault");
_Data.addStartingShipChoice("foxhound_Basic");
}

}

public static void startingShipPicked() {}

}

If this sub API used, your mods will be compatable with each other and any other mod using this system.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 11, 2013, 04:07:15 AM
Thanks RawCode,

I'll take a look at it.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: RawCode on March 11, 2013, 04:14:35 AM
this jar contains vanilla (plugin_0) and two samples, including foxhound.

Sourcecode attached, everything commented.

It work perfectly well with jared mods, shoud work with plaintext too, if you allow, i will download and recompile your minimods and attach  cross compatable versions, or just send you patched versions of script files.

[attachment deleted by admin]
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 11, 2013, 04:32:04 AM
Updated U'sC with Timberwolf and releasing 17.1 (finally!).
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 11, 2013, 05:09:49 AM
Nice!

Now working on the Wrestler:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/wrestler_logo.png)


Think I'll do a Tarsus after this.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Cycerin on March 11, 2013, 10:50:40 AM
I think you should bump up the base OP from the normal variant by at least 5 on each of them - they're mostly a liability unless you have 10 points in combat for the skill that substracts OP cost from weapons as well as a heavy technology investment. Its not like they would be overpowered by this, being low tech frigs that are hard to attain.

Love the Wrestler, by the way.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 12, 2013, 02:15:51 AM
Small design suggestion: a character with 5 points in tech and 5 points in a OP-giving skill (+15% OP total) should be able to fully fit this ships,after all, it "forces" you to invest in tech so it's some kind of sacrifice.

A decently fitted Foxhound is around 50 OP (final), -15% = around 40 OP (starting). This ships are unique and should feel a little more powerful then their vanilla counterpart.

Keep up the awesome work!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 12, 2013, 07:50:42 AM
According to my calculations, a decent investment in OP for an early character (level 5) is:

3 points in Technology skill = +3% OP
3 points in Computer Systems = +6% OP
3 points in Mechanical Engineering = +6% OP

Total of +15% OP

Foxhound has 25 starting OP

15% of 25 = 3.75 OP

A total of 28.75 OP on the Foxhound for a level 5 character, currently.


I do want to buff this up a little. But I still want to keep progression challenging, so I'll see what I can come up with.

[edit]
Upped the OP of the Foxhound from 25 to 30
Sentinel from 30 to 32
Striker from 35 to 38
Timberwolf from 40 to 42

Plus some other tweaks. Have not updated the downloads yet.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 12, 2013, 09:18:35 AM
Added the Wrestler. All other ships updated.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 12, 2013, 09:19:54 AM
Level 10, or 15 will have the same amount of OP generally. By the time the player have a decent amount of bonus OP the ships are easily overpowered by other ships in the player fleet.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 12, 2013, 09:21:59 AM
Level 10, or 15 will have the same amount of OP generally. By the time the player have a decent amount of bonus OP the ships are easily overpowered by other ships in the player fleet.

Really? Because those ships won't be able to equip the same amount of firepower as these modded ships. Plus these ships have slight improvements in other area's as well. Including higher flux and often a higher speed rating (except for the Striker). The amount of hull points is also significantly higher, sometimes traded off for a slight decrease in armor. Hangar space is higher. Cargo and personnel space is increased. Required skeleton crew is decreased.

I'm playing with the Timberwolf right now, testing it out. So far (reached level 5) it is doing a fine job.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 12, 2013, 09:26:38 AM
Yeah but they will overpower them by superior stats and systems or class (destroyer\cruiser). The basic problem is that the increased OP is percent based so you get less with levels if you start with lower base OP.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 12, 2013, 09:35:58 AM
Yeah but they will overpower them by superior stats and systems or class (destroyer\cruiser). The basic problem is that the increased OP is percent based so you get less with levels if you start with lower base OP.

About the OP being percentage based. That's true. But the actual effect of the OP (OP being relatively lower, except in the Foxhound) may be higher on these modded frigates than on vanilla frigates, because it can be spend on more and better weapon systems. While the vanilla frigates may only spend it on extra flux and perhaps a few hull mods.

If I increase the OP further, these modded frigates will be as strong as, or even stronger than vanilla frigates, right off the bat. Which is not what I intended. They are basically "modified" ships, with a lot of potential for the future. They are not necessarily immediate "upgrades" over vanilla ships.

Also look at the hull percentage. When this is increased these modded ships will become a lot more durable than their vanilla counterparts, because of the higher starting numbers. For example, the Sentinel has only 25 less armour, but 500 more hull than the Vigilance. This will increase greatly when a skill with +% to hull is picked.


[edit]
Also, the actual effect of percentual increase where the OP is concerned is neglectable, since the base values aren't very high and the differences between them are small.

Sentinel: 25% of 32 OP = 8
Vigilance: 25% of 35 OP = 8.75
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Thule on March 12, 2013, 09:37:58 AM
"She's tore up plenty, but she'll fly true" -First Officer Zoë Washburne

Wait, wasn't the Officer at first a guy? What happend to him? ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 12, 2013, 09:43:28 AM
"She's tore up plenty, but she'll fly true" -First Officer Zoë Washburne

Wait, wasn't the Officer at first a guy? What happend to him? ;)

Haha! Well noticed!

Yes, I contributed the quote to Captain Malcolm Reynolds. When, in fact, his first mate Zoë said it.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Thule on March 12, 2013, 10:01:55 AM
OMG, now i get it, FIREFLY!!!

I considered myself a fan of the series, and i did't recognize the name. ::)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: CopperCoyote on March 12, 2013, 03:29:50 PM
I've been using the timberwolf in Uomoz's corvus.

I've maxed out tech aptitude and the TW is a little underwhelming still. Next is leadership, but most of the odd levels are going back into tech so it may improve.

I've been having trouble fitting it too. I've tried all sorts of things, but none seemed to mesh well. The only small missiles i can think of that warrant a fast missile loader is the annihilator (which i haven't found yet to test). My two most effective loadouts spoilered below.

Spoiler
From memory:

Fallow

Hyper velocity driver
Omni empty
2X harpoon
1 burst pd 2x empty energies
dual pressure turret

10 vents 1 cap
engine upgrade (the one that doubles repair time)
shield extender.

Basically a close support wolf with ballistic mounts. Kind of underwhelming too because a wolf would have the tac lasers to use offensively and many more vents (at my skill level)

All the mounts

Black Rock 9 op explosive cannon (forget its name, it does 500 damage a shot)
railgun
2X reaper
3X pd laser
dual pressure turret

10 vents 2 caps

engine upgrade (2x repair time)

I used the most flux efficient weapons i could find so i could spend a little more time hitting them with the short range cannon before backing off and venting.

[close]

I started as the Shadowyards Heavy Industries so my starter was an enlil (3 hard point omnies). At first i didn't have enough space to fit the timberwolf with engine upgrades, and kept getting caught by fleets a little too tough to handle. After several reloads (because i'm not above save scumming) i decided to shelve it until i had more levels. I bought a second enlil and did substantially better. Now that I have 32 FP I just use 3 morning stars (the SHI destroyer shaped like its namesake). At the moment i only dust off the TW to make speedy vendor trash runs to enemy factions.

I really like being able to retrofit ships to do what i need it to better, but the timber wolf doesn't feel like its better. Or even on par. I guess if i wanted a better combat hauler than the mule it fits the bill. I'm not here to whine and complain though. I like this mod and want to help it improve if i can. My art sucks and my coding skills are worse so all i have to offer is suggestions.

The ships should stand on their own right from the start.
Spoiler
For the timber wolf some possibilities are changing the ship system to flares, giving it higher inherent turn speed, venting, or capacitance. Or all of the above
[close]
More upgrades
Spoiler
Like an upgrade tree. Either monolithic or branching (or both)
wolf -> timberwolf -> direwolf -> winterwolf and so on
or
wolf to timberwolf then to fast wolf or flux wolf or cargo wolf or less FP cost wolf or chimera wolf (2nd omni hardpoint[because Cerberus fits hound better thematically]) and so on
[close]

Thats all i can think of now. I just typed wolf so many times it looks funny.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 13, 2013, 02:41:03 AM
And your suggestions are welcome, CopperCoyote.

I will raise the max flux and flux venting. I will also up the OP a little more and maybe make the Timberwolf a little faster. A few fleet speed upgrades will allow it to catch up even with lone Hounds though.

I also like the idea of an "upgrade tech tree".
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 13, 2013, 02:47:11 AM
Added the Brawler in UsC DEV. Also making them starting ships.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 13, 2013, 03:59:45 AM
Working on the Talus:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/talus_logo-1.png)

A sturdy Tarsus with a nice broadside.

[edit]
The Talus is up for download. It is basically a mix between a combat-oriented Tarsus and a Condor.

In Uomoz's Corvus you literally get to upgrade Tarsus freighters into combat carriers.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 13, 2013, 07:10:52 AM
I will up the OP and flux of earlier ships. Anyway, what ships shall I do next?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: LaughingSmirk on March 13, 2013, 07:19:19 AM
I will up the OP and flux of earlier ships. Anyway, what ships shall I do next?
Maybe, the Omen (I actually like it) or a Medusa or a Low Tech Phase Ship like a converted Condor blockade runner type thing?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on March 13, 2013, 07:27:44 AM
Erick send me a report of the changes if you will so i can update faster ;).
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on March 13, 2013, 09:19:52 AM
How bout a better buffalo. MkIII or soemthing that has a damn shield. Or good pd. No one ever uses the buffalo, give it some love  :'(
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 13, 2013, 09:32:50 AM
How bout a better buffalo. MkIII or soemthing that has a damn shield. Or good pd. No one ever uses the buffalo, give it some love  :'(

I hear you! I was planning a mark 3.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on March 13, 2013, 09:43:34 AM
 ;D
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: mostmodest on March 13, 2013, 11:00:20 AM
How bout a better buffalo. MkIII or soemthing that has a damn shield. Or good pd. No one ever uses the buffalo, give it some love  :'(

Why not give it a shield?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: CopperCoyote on March 13, 2013, 12:51:19 PM
Glad you like the suggestions. I'm well aware that some of my suggestions turn out to be stinkers so salt as needed.

I like spinally mounted guns, and i like integrated weapons. What if the buffalo 2(3?) had a spinal integrated weapon? That might be amazing.

(prepost edit: yay mark 3)

Off topic story time!
Spoiler
I like the buffalo2. Its not a good ship, but once you have 3 ranks in the +%flux capacity skill you can slap on a shield. So right out of the gate if you choose something else both times. The buffalo2 is decent if you've invested in the missile skill. Its never what i use if i want to beat tough enemies, but its cheap and prolific so i don't feel bad about losing one(just be sure to use sealed doors to reduce crew loss). Its also got an ok base speed so i can avoid the tougher fights.

Sometimes for funsies i use whole fleets of buffalo2s to kill things. The most impressive one to date was the pirate carrier fleet with the venture in it. I suffered heavy loses, but those 2 levels were sure nice.
[close]

The mule is on the cusp of being a decent combat ship. With its medium omni and maneuvering jets it is good at staying at max weapons range. If it had another turret for pd up front and some flux and op upgrades i think it'd be on par with more combat focused ships.

The 12 FP (falcon?) cruiser is a little lacking in offensive power. I think giving it the tore up plenty treatment would remedy that.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on March 13, 2013, 05:37:35 PM
How bout a better buffalo. MkIII or soemthing that has a damn shield. Or good pd. No one ever uses the buffalo, give it some love  :'(

Why not give it a shield?

Well, i feel like not having a shield is part of its *charm*. problem its not like the hound where it can dodge things  which is why alot of people dun use it XD. i feel like if it had like manuvering jets and and a better armor belt its charm would still be intact. The weapon loead out is ok for its purpose, but their all in weird places XD
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: CopperCoyote on March 15, 2013, 04:00:22 AM
How long are these tore up plenty ships supposed to be used?

Long narrative on my thoughts:
Spoiler
I gave the Talus a go on mostly vanilla (i have omnifactory installed). I'm bad at this game given the amount i've played it, it seems. Even lowly buffalo2s would give me a run for my money. I had to drastically alter the loadout to stand to win most of the time. Lots of MGs a swarmer and an annihilator in the turret. I dropped it pretty much immediately for a thrasher. The talus is a decent carrier though. 9 hangar space is usually plenty unless you want to use a fighter fleet.

I started a new save with the Sentinel, and enjoyed it more. I think the difficulty isn't much higher than the Talus. I immediately refitted it with 4 MGs and the annihilator though. I also lucked out early on and caught 2 buffalo2s that were under crewed nearly back to back. So i was able to quickly afford an enforcer.
I thought i'd try and capitalize on the 16 potential OP worth of missiles and go tech/combat. While it is rather impressive the frigate AI is too aggressive still and gets spattered often.

I haven't tried the rest yet. Based on what i've seen with these three ships i think i can make a good analogy about what using them feels like:
Imagine you are running a race. You know you're faster than the other guy so give him a head start (so its a sporting challenge). If you give him too much head start no matter how much faster you accelerate or how much higher your top speed he'll win still.

As it stands now it feels like the vanilla ships have too much head start. In this case the acceleration is the same because of the flat costs associated with adding weapons or vents/caps or mods. The other problem is the higher top speed is hard to achieve because even after i've gotten the +% vent and flux skills maxed it sill didn't really feel like it offset the lack of vents/caps.

Another aspect of the low flux ability is the fact that these ships have small shields (and Timberwolf's is fixed too). This means that these ships are running dashes instead of marathons. The other armor heavy ships have incredible amounts of armor(dominator venture) or dodge really good (hound shade afflictor). Or both (doom). The phase ships are a special kind of dodge, and require special fleets though.

The point is with lots of hardpoints and very little shield these ships are like strike craft, but lack the flux to really put the hurt on.

Alternatively when i under gunned or even left some slots empty i still had trouble doing enough damage to down things in a reasonable amount of time. Worse still i couldn't kite as well as with a hound so i'd frequently take heavy damage.
[close]

The TL;DR is i drop the starter ships very early on for vanilla ships. The talus was at level 8. While fun, using these ships is fun like using buffalo2s or shuttles; for the laughs or the challenge.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on March 15, 2013, 05:50:54 AM
Brilliant analogy! Solid feedback.

I'm going to up the OP some more, as well as the ship's innate flux efficiency. The vanilla ships have too great a head start. I'll try and close the distance.  ;)


Side note:
The variants that come with Tore Up Plenty are far from optimised and should encourage the player to figure out what works best.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Undefined on March 22, 2013, 05:58:36 AM
I'm a bit in love with the wrestler. I actually prefer piloting it over most destroyers, it has some serious staying power with a few upgrades to flux and careful flux management,once you've got an opening it can tear much larger ships apart, the only real negative is that ammo can run out quick if you rely on the chainguns to build up hard flux to create that opening.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: SainnQ on March 22, 2013, 06:56:41 AM
I'm a bit in love with the wrestler. I actually prefer piloting it over most destroyers, it has some serious staying power with a few upgrades to flux and careful flux management,once you've got an opening it can tear much larger ships apart, the only real negative is that ammo can run out quick if you rely on the chainguns to build up hard flux to create that opening.


Needlers?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ciago92 on March 22, 2013, 08:46:25 AM
I love this mod :-) upgrading ships and playing with loadouts are always awesome! I know it would take forever, and I can't contribute cuz I have no skillz :-( but I would love to see this reach a point where there are upgrades for almost every ship, or multiple upgrades for the starter ships to keep them relevant kind of thing. Maybe different paths based on bigger weapons/more weapons/supporting the fleet or something?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Teh_Wolf on April 01, 2013, 09:55:20 AM
That WAR multi-onslaught class DEATH-ship thing needs to be in this mod.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 01, 2013, 10:12:40 AM
Ahaa, My death machine?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Teh_Wolf on April 01, 2013, 10:15:54 AM
Yes, that's what I mean.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 21, 2013, 07:26:32 AM
Updated ALL ships. Raised their Ordnance Points. Added the:

Mace Relative starting difficulty: Extremely Easy
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/mace_logo.png) (http://www.mediafire.com/?cg526rpm2ja966f)

This civilian light cruiser is a great starting ship to anyone who is new to Starsector, and finds the early game too challenging.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Teh_Wolf on April 21, 2013, 07:36:03 AM
I've just started with the mace, and it only has 20 crew, when it needs 75 crew!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 21, 2013, 07:47:35 AM
I've just started with the mace, and it only has 20 crew, when it needs 75 crew!

Yes. I'm going to fix that. Shouldn't be too much of a problem though. You start out with 2000 credits, which is more than enough to purchase enough crew.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on April 21, 2013, 07:55:48 AM
I like this mod, it really give the feeling of the old rusted kind of ship used by smugglers and pirates.

I hope you're gonna give the same treatment to the tankers. They would make cool converted carriers or weapons platform.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 21, 2013, 07:58:28 AM
Thanks Helmut!

I fixed the Mace. It starts with the proper amount of crew. I also changed the High-tech PD drones into Mid-tech drones.

http://www.mediafire.com/?wco94ippedb2pbv
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 21, 2013, 08:02:46 AM
Future change for all starting ships:

Going to have 1 "captain", i.e. an elite crewmember. The rest of the crew will be green. No ship starts with marines. Fuel will be removed since it serves no purpose at this time. Supplies will be relative to the amount of crew a ship starts with. Credits will likely stay at 2k.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on April 21, 2013, 08:25:55 AM
yessssssssssssssssssssssssssssssssssssssssssssssss (is pleased)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 21, 2013, 08:34:02 AM
yessssssssssssssssssssssssssssssssssssssssssssssss (is pleased)

I'm glad to hear it.  :)

[edit]
I'd love to hear some feedback on how the Mace handles in the field.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on April 21, 2013, 09:29:03 AM
She handel's exquisitly. that being said she handels so well im already making a decent fleet with what i decimated the pirates

with. just a light cruiser. i think she needs less armor and something other then drones for balance. i leave my shields down alot

since the flux early on at least is alot to handel without overcharging *as it should be*. , but not much more than i do any other

ship in its class. and any danger from missiles are out the window with that flak cannon and dem drones. Although this was

ment to be a great starter right? definantly achived that. <<<<<a minor opinion.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on April 21, 2013, 09:39:31 AM
That being said about fighting smaller craft it cant really fight anything in its own class (underleveled anyway, but then again has anyone lost a leved char against a normal one later?). so maby it is balanced and im just spouting nonsence.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: CopperCoyote on April 21, 2013, 05:00:19 PM
I have to leave momentarily, but i'd like to say that the mace does make it rather easy. I'm a little flustered by the hardpoints with such painfully wide arcs. Maybe use turrets or make it a narrower arc. With the flak at the back it gets knocked out by salamanders too.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 21, 2013, 06:10:44 PM
That being said about fighting smaller craft it cant really fight anything in its own class (underleveled anyway, but then again has anyone lost a leved char against a normal one later?). so maby it is balanced and im just spouting nonsence.

I've let the AI duke it out with several ships. It can handle the Venture cruiser and some other lower tech ships very well. However, it does get beaten by more advanced ships in its class. As intended. It is somewhat undergunned for a cruiser. But it can still do a good job in fleet tactics against larger ships, by staying back and firing a long range weapon, like a Mauler or Needler. The Mace is mainly meant as an anti-frigate and fighter ship. It does fairly well against most destroyers as well. It is more of a support ship against anything larger though.

Quote
ment to be a great starter right? definantly achived that. <<<<<a minor opinion.

Thanks! :)


I have to leave momentarily, but i'd like to say that the mace does make it rather easy. I'm a little flustered by the hardpoints with such painfully wide arcs. Maybe use turrets or make it a narrower arc. With the flak at the back it gets knocked out by salamanders too.

I've noticed that too. The hardpoints arc is 45 degrees. I'm going to reduce that to about 25 degrees or less. Other than that the hardpoints work well, I think? Especially in a Needler/Mauler combo. Not sure what you're saying about the Flak gun in the back. Do you mean that Salamanders knock down the hardpoints in the front, because the Flak can't stop the Salamanders? The Flak can take down missiles just before they reach the front of the ship, unless the missiles are too fast. Also note that you do not have to put a Flak there if it doesn't work well for you. Slap a couple of missile launchers in the front and focus your main firepower around the aft section. That works too.  ;)

Thanks for the comments.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 21, 2013, 06:13:00 PM
I dislike the timber wolf, it really cuts away from the wolf's feel, and it's rubbish shield arc makes me cry, I'd just stick with a wolf
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 21, 2013, 06:15:49 PM
I dislike the timber wolf, it really cuts away from the wolf's feel, and it's rubbish shield arc makes me cry, I'd just stick with a wolf

Yeah, it isn't much like the Wolf at all. It is a low tech conversion and has a different feel to it probably because of that.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 21, 2013, 06:16:47 PM
But that's why I love the wolf, sublime range allows you to nail lasers with ease!!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: mostmodest on April 21, 2013, 06:51:05 PM
So, I'm going to be THAT guy...
Is it possible to have a bundle of the current DEV version?
(i.e., toss the available ships into a .zip folder and update it whenever there's a new ship?)
(Because I'm lazy that way...)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: CopperCoyote on April 22, 2013, 12:58:40 AM
I have to leave momentarily, but i'd like to say that the mace does make it rather easy. I'm a little flustered by the hardpoints with such painfully wide arcs. Maybe use turrets or make it a narrower arc. With the flak at the back it gets knocked out by salamanders too.

I've noticed that too. The hardpoints arc is 45 degrees. I'm going to reduce that to about 25 degrees or less. Other than that the hardpoints work well, I think? Especially in a Needler/Mauler combo. Not sure what you're saying about the Flak gun in the back. Do you mean that Salamanders knock down the hardpoints in the front, because the Flak can't stop the Salamanders? The Flak can take down missiles just before they reach the front of the ship, unless the missiles are too fast. Also note that you do not have to put a Flak there if it doesn't work well for you. Slap a couple of missile launchers in the front and focus your main firepower around the aft section. That works too.  ;)

Thanks for the comments.

Hardpoints are good because they take more damage to offline, and they lose accuracy from firing slower. 25 degrees may be a little wide still, but will be much more manageable. The mauler & needler combo is pretty devastating to little ships, and i can kite an enforcer to death with it. Good loadout.

The flak is nearly unable to hit salamanders with the green starting crew. This is problematic because once one hits, it knocks the flak offline, and usually two of the vulcans too. Then it opens you up for a salamander parade which will be enough to actually offline your engines. Very dangerous for this ship.

The nearest analogous ship is probably the hammerhead. This ship actually has less firepower because it has drones instead of accelerated ammo feeder. It is also slower, and has less shield coverage. Though for the stated purpose it is does a very good job. Starting out with a cruiser shaves at least an hour off my normal startup routine. I imagine this would also be a very good anti-frustration feature for a new player too.

I haven't tried any of the new increased op versions of prior ships yet. I'll try them out when i'm better rested.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 22, 2013, 04:15:06 AM
Reduced the Mace's hardpoint arcs from 45 to 20 degrees. Increased the size of engine trails.

Download (http://www.mediafire.com/?3o2stedvd646v9c)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on April 23, 2013, 10:02:57 PM
Love the Mace.

Definitely modding an integral mass driver or something though.


Probably add a custom system too.

I'll send you a link if I get it done.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 24, 2013, 06:25:10 AM
The Moth-class Frigate:

(http://i1022.photobucket.com/albums/af343/erick_doe/Moth05.png)

Will be added soon!

In Uomoz's Corvus it will likely take a Mule and a blueprint to create this heavy hitting frigate.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on April 24, 2013, 06:32:49 AM
Love this ;).
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on April 24, 2013, 07:34:22 AM
A mule?

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/mule_dd.png)

(http://i1022.photobucket.com/albums/af343/erick_doe/Moth05.png)

Woah you really gave it a diet. Now for a bit of criticism i think this one may be my least favorite ship of the mod. Compared to the other ships who clearly have bits and stuffs strapped on them, the Moth look too "clean". Maybe adding some more scavenged parts on it would make it more "Tore up plenty".

Also i always thought of the Mule as a very fat ship, so i expected the custom variant to be even fatter and scrappy. But that's only my own point of view for this one. I would still play it.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on April 24, 2013, 07:45:11 AM
On the other hand I like it very much.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 24, 2013, 07:55:16 AM
It is build up from the mule. If we want to see blueprints in use, even bare scraps will require a parent ship. It also shares some basic characteristics. The Moth is fairly slow and sluggish. Just like the Mule. The plus side is that it sports weaponry rivaling some destroyers. Those two small bits sticking out the sides of the ship, for instance, each house a built-in Sabot missile.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 24, 2013, 08:13:37 AM
Moth Relative starting difficulty: Moderate
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/Moth_logo.png) (http://www.mediafire.com/?29rn0v3dq55qls9)

Not the easiest ship to start out in. I'd like some feedback. Keep in mind that the default variants aren't necessarily good. So experiment with layouts!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on April 24, 2013, 04:08:37 PM
Would you want to build the Sabots into the ship? I could easily make an animated pod for you since the mounts look the same.

Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ciago92 on April 24, 2013, 06:49:19 PM
is the Mace an upgraded ship of anything? I'm curious because in UC he uses tokens to upgrade ships into tore up plenty ships and I can't figure out what the Mace came from.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 24, 2013, 09:10:37 PM
It is build up from the mule. If we want to see blueprints in use, even bare scraps will require a parent ship. It also shares some basic characteristics. The Moth is fairly slow and sluggish. Just like the Mule. The plus side is that it sports weaponry rivaling some destroyers. Those two small bits sticking out the sides of the ship, for instance, each house a built-in Sabot missile.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ciago92 on April 24, 2013, 10:25:51 PM
It is build up from the mule. If we want to see blueprints in use, even bare scraps will require a parent ship. It also shares some basic characteristics. The Moth is fairly slow and sluggish. Just like the Mule. The plus side is that it sports weaponry rivaling some destroyers. Those two small bits sticking out the sides of the ship, for instance, each house a built-in Sabot missile.

Not the MOTH the MACE. The extremely easy starting destroyer
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ValkyriaL on April 24, 2013, 11:59:15 PM
MACE is a cruiser. ::)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ciago92 on April 25, 2013, 01:57:46 AM
forgive me, cruiser. I always mix up which one of those is higher up. so is it actually an upgrade or is it just a bonus ship?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Irae on April 25, 2013, 03:35:25 AM
Could you kindly compile all these into a pack? It'd be great to download them all rather than piece by piece. I do love some ship variety.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 25, 2013, 04:30:36 AM
Could you kindly compile all these into a pack? It'd be great to download them all rather than piece by piece. I do love some ship variety.

Yes, I shall compile them into a pack.

As for the Mace and the Moth, they are both build up from a parent ship, using their parts. Unlike the other ships in the mod, which are basically modified existing ships. The Mace uses the parts of a Valkyrie destroyer / transport.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 25, 2013, 04:37:07 AM
Would you want to build the Sabots into the ship? I could easily make an animated pod for you since the mounts look the same.

Not sure if I understand. The two single Sabot launchers are already built-in and animated.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on April 25, 2013, 05:01:40 PM
http://fractalsoftworks.com/forum/index.php?topic=6028.0

Something similar, but would be more like doors than a panel. Could just go over the existing mounts, or replace them.


I'll make a demo later possibly for you, then you can decide if you want it or not. I'm working on a similar idea for the Mace.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 25, 2013, 05:14:34 PM
Can I get some? Animate an opening red rectangle [] shape that opens from the centre outwards
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on April 25, 2013, 05:16:07 PM
Wat.

It's better for me if I have a ship to work with, just making a weapon from scratch for these is pretty tricky. So far I've only made it look good with existing panels and such.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 25, 2013, 05:17:49 PM
Sorry:
https://www.google.co.uk/search?q=raiden+ship&client=safari&hl=en&source=lnms&tbm=isch&sa=X&ei=Xcd5UcDeEuOr0AXG-4HAAQ&ved=0CAkQ_AUoAQ&biw=1024&bih=672&sei=Zcd5UdCFAaSZ0QXsjIC4CQ#biv=i%7C2%3Bd%7CDnUnBedlrtdhwM%3A


Top left :)

Rather long link, damn google!!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on April 25, 2013, 05:20:24 PM
Spoiler
(http://www.blogcdn.com/www.joystiq.com/media/2009/05/k_raiden_snap.jpg)
[close]
?

Should probably stop derailing this thread nao >.>
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on April 26, 2013, 05:48:36 AM
You saving the buffalo refit for last, then put them all in one pack? *fingers crossed for buffalo*

and if this is gonna turn into a space fighter thread this is my contrabution would be the R-9 arrowhead. its missiles were intigrated into

the fighter and they kinda just drifted out the launcher then bursted out when they were a good distance from the fighter, like the sabot

actually but well...intergrated.

(with holding picture beacuse not exactly topic related) =P
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 26, 2013, 05:54:27 AM
Vinya, that's a Raiden ship :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 26, 2013, 03:48:32 PM
http://m.youtube.com/watch?v=pCCK6Bo4l3g

A review of the mace, you can find the foxhound one on there already, more coming next :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 26, 2013, 06:31:41 PM
Nice! I like it. Hope to see more reviews from you, Sprog.

It seems you had some difficulty with the Mauler's weapon arc, so I'll reduce the arc some more.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 26, 2013, 06:38:34 PM
Nice! I like it. Hope to see more reviews from you, Sprog.

It seems you had some difficulty with the Mauler's weapon arc, so I'll reduce the arc some more.
I liked the idea of it as a bow cannon, quite nice. I'll try to get all the other ship reviews done and uploaded by Sunday :)

Keep checking my channel and subscribe just in case :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 26, 2013, 06:54:14 PM
Nice! I like it. Hope to see more reviews from you, Sprog.

It seems you had some difficulty with the Mauler's weapon arc, so I'll reduce the arc some more.
I liked the idea of it as a bow cannon, quite nice. I'll try to get all the other ship reviews done and uploaded by Sunday :)

Keep checking my channel and subscribe just in case :)

Be sure to do the Moth last. I need to push out another update for it.


@Vinya
Could you please place that large ship image in a spoiler tag? It is taking up half the page.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on April 26, 2013, 07:15:01 PM
Right, sorry- thought I did.

Love the idea of this mod though :D Personally I think the Mace still needs some kind of built-in unique to the ship rather than the medium hardpoint...

Also the Moth's Sabots would probably make more sense on the wing/things IMO.

:3
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 26, 2013, 07:24:24 PM
I'll make a note on the moth tomorrow :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 27, 2013, 03:53:46 AM
Updated the Moth.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 28, 2013, 06:25:29 AM
Finished the Ryker. One question though:

What large weapon would you like to see mounted on its one large hardpoint? I'm currently testing the Hellbore, and it is okay. Makes it a good anti-capital support ship.

Furthermore, the ship has 1 small universal hardpoint up front. A build in Reaper on its port side. A small universal turret on its port side and a small universal hardpoint at its back. It isn't a pretty ship, but it is build as a flying weapon, basically. Real 'tore up plenty'. It would need a Dram-class tanker plus a blueprint in U'sC, probably.

(http://i1022.photobucket.com/albums/af343/erick_doe/ryker_ff.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Upgradecap on April 28, 2013, 07:45:12 AM
Any chance we could get it with an gauss cannon? Would make for a nice ranged support ship. :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on April 28, 2013, 07:56:03 AM
Making animated sliding parts would be amazing.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on April 28, 2013, 09:56:05 AM
Finished the Ryker. One question though:

What large weapon would you like to see mounted on its one large hardpoint? I'm currently testing the Hellbore, and it is okay. Makes it a good anti-capital support ship.

Furthermore, the ship has 1 small universal hardpoint up front. A build in Reaper on its port side. A small universal turret on its port side and a small universal hardpoint at its back. It isn't a pretty ship, but it is build as a flying weapon, basically. Real 'tore up plenty'. It would need a Dram-class tanker plus a blueprint in U'sC, probably.

(http://i1022.photobucket.com/albums/af343/erick_doe/ryker_ff.png)

the big thing on the right looks a lot like usual rendition of gauss/railgun technology, maybe you should make it that ?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on April 28, 2013, 10:52:11 AM
Since the weapon pod itself looks to be a solid casing (Not one that would break open to vent heat/flux) I'd say go with a Gauss or Storm Needler (That's vanilla right?), but make the flux dissipation relatively low.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on April 28, 2013, 01:22:26 PM
Crap, forgot about your vids. Expect them soon!!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on April 28, 2013, 01:46:21 PM
I also agree for a Gauss cannon.  However, are you only using vanilla weapons or can you use some from Uomos's Corvus mod (as TuP is part of it)? Because i though at first that the big gun kinda look like a launching ramp for rockets. And as such, the Interstellar Federation's Omega Device (not sure of the name) would nicely fit on it. Maybe a bit overpowered though.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on April 28, 2013, 02:28:25 PM
Yeah, it also kinda looks like a few missile tubes rigged together. Maybe some kind of jury-rigged missile battery? Like, roman-candle style.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 29, 2013, 06:41:17 AM
Done.

Ryker Relative starting difficulty: Medium - (comes with heavy hitting built-in weapons)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/ryker_logo.png) (http://www.mediafire.com/?wsq121sauxtwojt)


It currently has the Hellbore, but I may change that in the future.


I'm going to try and merge all the ships into one mod.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on April 29, 2013, 06:50:42 AM
n...no mk.III  :'(

(Solid ship so far) no real complaint
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on April 29, 2013, 06:51:04 AM
n...no mk.III  :'(

I'm actually working on that now.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zeno0010 on April 29, 2013, 06:52:34 AM
gave me a heart attack (obligitory wind sound).
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 12:05:16 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/damocles03.png)

Converted Atlas cruiser
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: MesoTroniK on May 03, 2013, 03:38:38 AM
That looks really cool, do tell more.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 03:52:52 AM
That looks really cool, do tell more.

(http://i1022.photobucket.com/albums/af343/erick_doe/damocles_ca.png)

Okay. It is the Damocles Heavy Cruiser (converted Atlas freighter).

It is unshielded, has a high hull and armor rating, sports 3 medium turrets, 4 small turrets, 1 small missile turret (back, portside), 1 medium missile hardpoint (front), 4 small universal hardpoints (broadsides). It is a beast.

It will probably get a burndrive, a fairly high hangerspace, but no flight decks. Large cargo space for a cruiser.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: MesoTroniK on May 03, 2013, 03:59:17 AM
I want it soon™

Really cool ship, what is the ETA for integrating all of the designs into Uomoz's Corvus?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 05:34:57 AM
Damocles Relative starting difficulty: Easy - (converted superfreighter)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/Damocles_logo.png) (http://www.mediafire.com/?1ydubtb5heheb62)

The Damocles is done. Try her out!

I'd really like some feedback on this ship. The AI has a hard time politing it properly. And as a player it can also prove a tough ride. Then again it does have large hanger and cargo space, and could work as a great fleet support ship.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 07:03:21 AM
Updated the Mace. Tweaked the weapon arcs. Added built-in missiles.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 07:28:55 AM
Started integrating all the ship mods into one mod.

[edit]
It is working! I'll upload the collection download in a bit.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on May 03, 2013, 08:30:44 AM
i really need to start trying those ships.
have you added testmissions for them in your mod ? i feel like thats an aspect that many modders dont do that really make me cringes. not putting a mission or two to play the ship without the hassle of starting a new campaign
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 08:36:42 AM
Each ship has 1 test mission.

I am currently working on a campaign through missions, now that I've put all the ships together in one mod.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 03, 2013, 08:44:28 AM
Please stop adding ships
















I can't keep up when making my damn videos!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 09:01:12 AM
Speaking of videos, they're long overdue!  ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on May 03, 2013, 09:04:27 AM
Each ship has 1 test mission.

I am currently working on a campaign through missions, now that I've put all the ships together in one mod.

ooh, gotta start testing then.

edit : have you putted a link to the bundle pack ?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 09:42:26 AM
Each ship has 1 test mission.

I am currently working on a campaign through missions, now that I've put all the ships together in one mod.

ooh, gotta start testing then.

edit : have you putted a link to the bundle pack ?

Here is the link:
http://www.mediafire.com/?j71p494h5dqvujt

The mission campaign so far only has 2 missions.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on May 03, 2013, 10:04:32 AM
Each ship has 1 test mission.

I am currently working on a campaign through missions, now that I've put all the ships together in one mod.

ooh, gotta start testing then.

edit : have you putted a link to the bundle pack ?

Here is the link:
http://www.mediafire.com/?j71p494h5dqvujt

The mission campaign so far only has 2 missions.


its okay, im more interested by the micro missions to try out the ships
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 03, 2013, 10:31:21 AM
Speaking of videos, they're long overdue!  ;)
I know, I'm really sorry

I've got a server to manage now and I'm training all day 9am-4pm
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on May 03, 2013, 02:25:13 PM
I really love the Damocles with his pink armor, also pretty fun to play with (actually no, it feel like piloting a brick, but i guess that's what you were aiming). That's also the first time i witness frag bombs being somewhat useful against wings.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: CopperCoyote on May 03, 2013, 04:36:25 PM
With my 1024X768 resolution i could only see a couple pixels from the shuttle and the damocles. If any more starting ships are added to the "other other" selection i won't be able to see them all.

The hardest part of using the damocles is all those blasted hounds early on. It is slow and a juicy target. Individual frigates were ok, but once there were multiples i was taking tons of hull damage. Piranhas were deadly because the burndrive would take me out of their range so fast i'd be subject to 2 or 3 strafes from the same wing, and i couldn't kill them fast enough to decrease the wave of bombs. I lost it before i could afford another ship so i could drop it off in omnifactory.

I actually lose most of the ships before i can drop them off in omnifactory (if i don't save scum) even after the op increase. The one with the hellbore was the toughest. I couldn't beat its mission and in campaign mode i pretty much had to target single buffalo2s. I think the issue is my combat technique relies on being able to fight at my discretion to exploit vulnerabilities easily.

I did well with the moth though. It has so many spaces for missiles i was able to missile spam my foes to victory. I was able to get going far enough to drop it into omnifactory. It is hilarious to give my AI a bunch of annihilators and kinetic weapons (like the HVD) and frighten all the enemies into overloading.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 03, 2013, 04:48:14 PM
Ah, I'll see if I can add a few ships to a different starting option. I didn't realise that people with lower resolutions would be unable to see the whole bunch.

Also:

Tore Up Plenty - Complete Pack (http://www.mediafire.com/?x3odhzhdefym4no)

I finished the first 5 story driven missions. Enjoy!


I'll add more missions in the future. And I'll fix the resolution issue for next release.

Let me know if you enjoy the story driven missions. I'll happily make more!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 04, 2013, 07:49:18 AM
Apart from adding new ships, I've decided to release one new version with every 5 new story driven missions.

Also, I will continue updating the individual ship mods. However, I strongly recommend just downloading the complete pack.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 04, 2013, 11:11:36 AM
I've just finished the Sentinel and Moth review, I'll work on the others once my L4D2 playthroughs are uploaded
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 04, 2013, 02:47:54 PM
Tore Up Plenty Mod review Moth and Sentinel:
http://youtu.be/BDAa5bd2mo4
http://youtu.be/OsATmNz_-xs
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 05, 2013, 05:45:06 AM
Nice work Sprog!

About the Moth:
Its forward gun is not built-in, so you can change it out. Seems you used an older version. The Basic variant has a different weapon layout. It is a head-on ship. Hence its fixed front facing shields and heavy forward weaponry.


About the Sentinel:
Nice call on equipping thumpers. The default variants aren't necessarily optimised. It is up to the player to find what works for them.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 05, 2013, 05:56:46 AM
Ahaa thanks, I will do the rest either today or tomorrow :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gothars on May 05, 2013, 06:50:49 AM
Let me know if you enjoy the story driven missions. I'll happily make more!

Very much so! Having a continuous story that ties the missions together makes them much more engaging.
They are a bit easy though, beat everything on the first try.

I really hope that Alex will expand the Modding API in this direction...
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 05, 2013, 07:34:42 AM
Let me know if you enjoy the story driven missions. I'll happily make more!

Very much so! Having a continuous story that ties the missions together makes them much more engaging.
They are a bit easy though, beat everything on the first try.

I really hope that Alex will expand the Modding API in this direction...


I know, right? It is hard being creative with a limited method to set up missions. But I'm trying! I'm also hoping that a change of scenery will help. For instance, right now I've made an asteroid belt with rapidly moving asteroids, on a asteroid field background. The scenarios I already made will also get a change in backgrounds. Recognisable locations like big planets and recurring ships from previous missions will hopefully also attribute to the feel of the story driven campaign.

I'm glad you liked the missions, Gothars. I'll see what I can do about them being too easy. It is hard to offer a strong opposing force when the player also has to keep three ships alive in their own fleet. Takes a lot of playtesting and balancing to keep it interesting but not impossible.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 05, 2013, 07:37:38 AM
Damocles and Ryker
http://youtu.be/UzcpM4NUUxQ
http://youtu.be/AklES979qrQ
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gothars on May 05, 2013, 08:35:51 AM
I know, right? It is hard being creative with a limited method to set up missions. But I'm trying! I'm also hoping that a change of scenery will help. For instance, right now I've made an asteroid belt with rapidly moving asteroids, on a asteroid field background. The scenarios I already made will also get a change in backgrounds. Recognisable locations like big planets and recurring ships from previous missions will hopefully also attribute to the feel of the story driven campaign.


Sounds good, the big planet in mission 5 already helped a lot to keep things interesting. Besides that I can't think of anything, except using stars or introducing new sprites (a station?).

By the way, I was only piloting the Foxhound and did not change any loadouts or give any commands. The story did not seem to call for it. You could introduce story events where that would make sense, if you want. Of course that are all self-enforced limits anyway, but so is the mission order.

Regarding the story, it would be nice if some reason why those pirates keep attacking us would be discovered.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on May 05, 2013, 03:23:14 PM
What is the middle of the back section of the Mace kitbashed from? (Like, where the medium turret is)

I'm trying to customize it with some fancy missile silos but I'm having trouble removing the turret without it looking bad >.>
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 07, 2013, 06:36:37 AM
@Gothars
I'll try and up the difficulty of the missions. Also, there is a reason for the pirates to give chase. And it actually revolves around something that is hidden in your Foxhound's smuggling compartments.  ;)

This will be revealed in mission 8 and it involves the mod's latest ship:
(http://i1022.photobucket.com/albums/af343/erick_doe/centaur05.png)


@Vinya
The middle back section of the Mace has its origins in the Apogee.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on May 07, 2013, 12:18:36 PM
Very cool sprite but maybe it needs some elements to break the symmetry ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: NITROtbomb on May 07, 2013, 05:40:28 PM
dunno if its just me but parts of the sprite are fuzzy weird felling i get when i look at the ship.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 08, 2013, 04:35:13 AM
You forgot my vids in the front post :'(
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 08, 2013, 05:04:44 AM
Done.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 08, 2013, 07:28:05 AM
Centaur Relative starting difficulty: Very Easy
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/centaur_logo.png) (http://www.mediafire.com/?idc50n5qbg59pd5)


Still have to update the complete pack with new missions, improved campaign selection and the Centaur.

(all of which are already done, except for the missions!)

Oh, yes. That sphere hold a built-in graviton beam, in case you are wondering. I initially wanted to add a decorative satellite, but went for the weapon instead.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Chronosfear on May 08, 2013, 07:44:15 AM
just tried the Centraur.

It looks awesome .
Starting equip is already good but can be further improved.
got a decent capacity of OP , freight and crew

crew is missing at startup and i think it should need some more crew at least

I´d say its : very easy +3 ( magical enchantment )  ;D
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 08, 2013, 07:49:53 AM
Crew is missing at startup? I thought I added 80 green crew at startup?

[edit]
No, wait. You're right. I forgot to add it to the stand-alone ship. I only made the change to the complete pack.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gothars on May 08, 2013, 09:05:30 AM
Awesome ship, a lot of fun to play with. It's basically a Wolf re-imagined as a cruiser.

Quite overpowered though, I can easily kill an Conquest or an Onslaught with it.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 08, 2013, 09:07:44 AM
What shall I tune down to make it less overpowered?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gothars on May 08, 2013, 09:16:04 AM
First thing that comes to mind is speed (it's faster than the Falcon, a light cruiser) and shield efficiency.

Also you might want to make the standard loadout less optimal.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Silver Silence on May 08, 2013, 11:16:54 AM
Really like the look of the Centaur. The back end resembles some sort of incredibly large engine.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on May 10, 2013, 12:28:07 PM
Like the design, but the blue and white kinda clash.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: billi999 on May 10, 2013, 12:46:14 PM
I don't think it does, if it does, does it really clash any more than on the Aurora or middle bottom section of the Paragon?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: WKOB on May 10, 2013, 11:52:36 PM
So any ideas as to when this will me meshed with Uomoz? Like the designs.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 11, 2013, 06:20:38 AM
Finished all ship reviews, Even the Centaur. Expect them by the end of today :D
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 11, 2013, 08:39:40 AM
It is up to Uomoz when this gets meshed with UC.

Thanks for the reviews, Sprog!

The next full package release of Tore Up Plenty will be later today. Including:
-5 new story-driven missions and the previous 5 improved.
-Centaur added as starting ship
-Starting options refined, so that low-res users can see and select all the ships
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 11, 2013, 09:12:10 AM
Tore Up Plenty - Complete Pack V3 (http://www.mediafire.com/?40fn01sy8ccdg52)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 11, 2013, 09:23:51 AM
Coolio, I'm almost done uploading, but I buggered up the titles, need to wait till their all dine before checking :/
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 11, 2013, 10:16:52 AM
Here ya go, all done:

http://youtu.be/7CEeo5qkwwM
http://youtu.be/6FAZBtBzTVE
http://youtu.be/qKKtTlM1GZ4
http://youtu.be/gZvvXAyeP3A
http://youtu.be/XjF1iB-UGeU

You can figure out which link goes to which ship, I'm tired and lazy XD
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 12, 2013, 07:17:51 AM
I'll see to adding the reviews in a bit.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 12, 2013, 07:43:29 AM
Awesome ahaa
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gothars on May 12, 2013, 02:15:31 PM
Just some very quick feedback:
I like a lot of what you have done! The new backgrounds are a nice touch, fighting in these fast moving asteroid fields is a lot of fun, the story and fleet progression is nicely done.
You upped the difficulty tremendously, which is great. In some mission you overshot the target a bit though, in particular Payback does not seem beatable to me (did you?) and I have yet to seriously tackle Homecoming and Maas.

Also, now that the story clearly puts us in command of the fleet, why are orders still given automatically? That can make hard missions even harder.

All in all a lot of fun, I hope to see more campaigns in the future (but maybe after the  API gets more features supporting it)  :)



Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 12, 2013, 02:16:52 PM
Just some very quick feedback:
I like a lot of what you have done! The new backgrounds are a nice touch, fighting in these fast moving asteroid fields is a lot of fun, the story and fleet progression is nicely done.
You upped the difficulty tremendously, which is great. In some mission you overshot the target a bit though, in particular Payback does not seem beatable to me (did you?) and I have yet to seriously tackle Homecoming and Maas.

Also, now that the story clearly puts us in command of the fleet, why are orders still given automatically? That can make hard missions even harder.

All in all a lot of fun, I hope to see more campaigns in the future (but maybe after the  API gets more features supporting it)  :)





Wut? Are you thinking of a different mod? XD
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gothars on May 12, 2013, 02:55:11 PM
No. Didn't you notice the campaign in the mod?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on May 12, 2013, 02:56:10 PM
No. Didn't you notice the campaign in the mod?

....nooooo

I only played the individual ships xD
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 15, 2013, 05:34:26 AM
Added Sprog's ship reviews to the OP.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 15, 2013, 05:41:00 AM
Just some very quick feedback:
I like a lot of what you have done! The new backgrounds are a nice touch, fighting in these fast moving asteroid fields is a lot of fun, the story and fleet progression is nicely done.
You upped the difficulty tremendously, which is great. In some mission you overshot the target a bit though, in particular Payback does not seem beatable to me (did you?) and I have yet to seriously tackle Homecoming and Maas.

Also, now that the story clearly puts us in command of the fleet, why are orders still given automatically? That can make hard missions even harder.

All in all a lot of fun, I hope to see more campaigns in the future (but maybe after the  API gets more features supporting it)  :)


Removed a Ryker and two Mining wings from Payback. Gave the Enforcer a green crew. Hopefully it is more doable now. Removed 1 of each fighter types from the TTS fleet in Charge of the Centaur. How did you fare in Homecoming and the Battle of Maas?

Version 4 of the Complete Pack will be out soon. With balance fixes for all campaign scenarios. It will also include 2 new missions, including "Sinking the Ho'ud". :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gothars on May 15, 2013, 02:38:11 PM
How did you fare in Homecoming and the Battle of Maas?

Beat both, but only after refitting the Damocles with energy weaponry. Couldn't win with standard load-out. I think they could use a slight town down, especially in comparison with the last mission, which is the second easiest of the new release after Mission 6.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 20, 2013, 08:21:57 AM
The idea is to force players to find a loadout that works to beat the missions.

I've added 2 new missions and fixed balance on several others. I've also added the Boartusk Fighter.


The story-driven campaign currently has 12 missions. Future missions will encompass the creation and defense of a homeworld. This will include mission offshoots where you make choices. Example: You'll be able to select between mission 13 A and mission 13 B. Each will have its own consequences.


Tore Up Plenty - Complete Pack V4 (http://www.mediafire.com/?xdczsqodwdbsl44)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on May 26, 2013, 08:38:07 AM
I really love this campaign, there are some very fun fights. But yeah, Payback and homecoming are pretty damn hard compared to the others. should try with a different loadout though.

I also really like the influence of gravity when you fight close to a planet, it always turn the battle in some unexpected way.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on May 31, 2013, 04:55:37 AM
Sounds like I need to tone down those two missions some more. Thanks Helmut.


Working on the Lance-class carrier:
(http://i1022.photobucket.com/albums/af343/erick_doe/lance02.png)

Cruiser-sized, 2x large missile, 2x small universal, 4x small energy. 2 flightdecks, more hangar space than the Condor. Probably gets flares.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on May 31, 2013, 08:10:57 AM
Cool, i always loved playing carriers based fleets. Also, will you work on fighter wings too?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on May 31, 2013, 11:11:19 AM
that ship is awesome too.
you've almost reached the point where you could make an entire faction based on "cobbled-up together" ships
and the possibilities are endless.

i'd be curious to see how a cap ship would turn out the way youre working right now
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ciago92 on May 31, 2013, 04:00:00 PM
Sounds like I need to tone down those two missions some more. Thanks Helmut.


Working on the Lance-class carrier:
(http://i1022.photobucket.com/albums/af343/erick_doe/lance02.png)

Cruiser-sized, 2x large missile, 2x small universal, 4x small energy. 2 flightdecks, more hangar space than the Condor. Probably gets flares.
I'm already in love! I love carrier fire support ships :-)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 02, 2013, 02:54:20 PM
Cool, i always loved playing carriers based fleets. Also, will you work on fighter wings too?

Yes. In fact, I've already included one in the mod. The Boartusk Heavy Fighter. It is a heavier kind of Talon.


that ship is awesome too.
you've almost reached the point where you could make an entire faction based on "cobbled-up together" ships
and the possibilities are endless.

i'd be curious to see how a cap ship would turn out the way youre working right now

Thanks. I'm going to create a small independent faction that fields these ships.  :)


Sounds like I need to tone down those two missions some more. Thanks Helmut.


Working on the Lance-class carrier:
(http://i1022.photobucket.com/albums/af343/erick_doe/lance02.png)

Cruiser-sized, 2x large missile, 2x small universal, 4x small energy. 2 flightdecks, more hangar space than the Condor. Probably gets flares.
I'm already in love! I love carrier fire support ships :-)

Thanks! Glad you like it. I've changed its armament a little. It has 2 medium missile hardpoints, 4 small energy turrets, 2 small universal hardpoints, a fixed forward facing hypervelocity driver, 2 launchbays and 18 hangar space. It is slightly faster than the Talus. It is also slightly better armoured and has more hull. Its shield arc is fixed but wide at 260 degrees.

The ship is done, I just have to upload it.

(http://i1022.photobucket.com/albums/af343/erick_doe/lance_cv.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 03, 2013, 07:50:03 AM
Annihilator-class Heavy Destroyer
(http://i1022.photobucket.com/albums/af343/erick_doe/annihilator_dd.png)

Tore Up Plenty needed another custom destroyer.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Silver Silence on June 03, 2013, 08:18:48 AM
6 missiles, 2 mediums, 2 smalls? *my loadout estimate*
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on June 03, 2013, 08:55:52 AM
I'm amazed about the quality and the variety of ships in this mod. Definitely in my top 3.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 03, 2013, 09:53:53 AM
6 missiles, 2 mediums, 2 smalls? *my loadout estimate*

+1 built-in forward facing weapon
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Silver Silence on June 03, 2013, 10:07:24 AM
That little TPC look-a-like?  :P
Figured it might just be a decorative doodad.


Also, looking at it again, I'm heavily reminded of the Stabber (http://cdn1.eveonline.com/www/newssystem/media/63391/1/stabber.jpg)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on June 03, 2013, 10:11:36 AM
Annihilator-class Heavy Destroyer
(http://i1022.photobucket.com/albums/af343/erick_doe/annihilator_dd.png)

Tore Up Plenty needed another custom destroyer.

geez, your kitbashed ship look so freaking good and awesome.

i wish i could kitbash that well
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 07, 2013, 08:49:33 AM
Finished the Lance and the Annihilator. Updated the Complete Pack to version 5!

Lance Relative starting difficulty: Very Easy (Cruiser sized carrier)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/lance_logo.png) (http://www.mediafire.com/?ozg0fd8kl7k88w6)

Annihilator Relative starting difficulty: Very Easy (Heavy low-tech destroyer)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/annihilator_logo.png) (http://www.mediafire.com/?3277zq2d8p02pa8)

Tore Up Plenty - Complete Pack V5 (http://www.mediafire.com/?7h8m4xdkpii04fj)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 07, 2013, 09:58:08 AM
Quote
I'm working on the next iteration of the mod. I decided on a complete change that will (I guess) disappoint many. I switched to another system, to have full control on the factions and the layout, I created new factions to fit the lore of the new system and now faction ships are no longer bound to that specific faction. It's an outer system, where mercenary companies and armed mining fleets rule and many work as lone wolves. No factional warfare but a solo career, in a harsh distant system. Huske.

I for one am intrigued by this. Can't wait to see how this frontier system turns out. I am hoping that distances between planet and stations will be increased (wider orbits).

You have also inspired me to work on a campaign mode for Tore Up Plenty. The system map will mimic the story driven missions in its layout. So you can actually freely fly through the parts of space you've visited in the missions. Including locations such as the Maas Asteroid Belt and the Aurora Moon. Which in turn will spawn familiar factions, like the Maas Belt Mining outfit.


Version 6 will have:

-15 story driven missions
-15 custom ships
-1 test mission per custom ship
-a new campaign set in a system inspired by the story driven missions

The new campaign will include all vanilla Starsector ships + the Tore Up Plenty ships.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on June 09, 2013, 08:08:09 AM
Does this mean I have to do more mod reviews?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ValkyriaL on June 09, 2013, 08:18:27 AM
I still have this thing spare since before, do you need parts or you might want the whole ship for torn up plenty?

Spoiler
(http://i.imgur.com/JetDeVZ.png)
[close]

Its complete with files and CSV lines and everything.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on June 09, 2013, 08:51:39 AM
That doesn't feel TUP quality to me. Clear symmetry enforced.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ValkyriaL on June 09, 2013, 08:59:48 AM
Alterations can always be made.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 09, 2013, 09:25:03 AM
No thank you. I appreciate the offer, but I enjoy creating / bashing my own ships.  ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 09, 2013, 09:27:44 AM
Does this mean I have to do more mod reviews?


Yes, yes it does.  ;D
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on June 09, 2013, 09:32:35 AM
Awesome XD
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ValkyriaL on June 09, 2013, 09:33:28 AM
Well, its there if you need parts or otherwise. :P
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on June 09, 2013, 10:17:46 AM
Well, its there if you need parts or otherwise. :P

Excuse me but "parts": isn't just a mirrored Condor?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 09, 2013, 10:33:27 AM
It is basically a mirrored Condor. There's a few bits that are slightly different. But not much to kitbash with.

(http://i1022.photobucket.com/albums/af343/erick_doe/Condors.png)

That's not to say it doesn't look nice. Just not much for me to work with.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on June 09, 2013, 10:49:35 AM
Sooo, mirrored Condor + mounts?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on June 09, 2013, 03:23:59 PM
hey erick, do you think you could send me a PM with a little tutorial on how you kitbash so well ?
you know, how you make pieces have matching color/shape and little tricks like that so that a ship can come together more or less seemlessly.

that'd be really awesome seeing how your TUP ships have incredible quality.

please  ;D ?

Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on June 09, 2013, 03:54:02 PM
hey erick, do you think you could send me a PM with a little tutorial on how you kitbash so well ?
you know, how you make pieces have matching color/shape and little tricks like that so that a ship can come together more or less seemlessly.

that'd be really awesome seeing how your TUP ships have incredible quality.

please  ;D ?

Why in PM? Just post it here, i'm sure a lot of people (me included) would love to know the magic behind Erick's sprites.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Sproginator on June 10, 2013, 12:38:40 AM
Agreed, tutorials pleaaase
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ValkyriaL on June 10, 2013, 02:46:09 AM
I think he already has a tutorial posted in the spriters toolbox thread, along with many others.

Right here.
http://fractalsoftworks.com/forum/index.php?topic=3342.0
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on June 10, 2013, 05:57:25 AM
Indeed, but his first tutorial feature hand drawn sprites (i think?). Kitbashing is something quite different. It's pretty difficult to reproduce Starsector art style and the spriting toolbox lack a proper Kitbash guide to show how to do stuffs with the base ships.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: ValkyriaL on June 10, 2013, 07:15:47 AM
Use your imagination, thats probably the best advice i can give you as a fellow kitbasher, its a whole lot easier than drawing by hand, if a piece doesn't fit together properly, take another piece that looks good on both and smack it over the top and then do the same over and over.

Thats how you manage to take this.
Spoiler
(http://i.imgur.com/p3cTHd4.png)
[close]

and turn it into this.
Spoiler
(http://i.imgur.com/tBtFOQU.png)
[close]

Eric might have another approach, i'm sure he will be kind to share the secret behind his sprites with us ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Thule on June 10, 2013, 10:16:01 PM
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/centaur_logo.png)
I so love this ship. Don't get me wrong but i would love if the antedeluvian would lppk like this. Great kitbash, really great.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 11, 2013, 06:38:32 AM
I think he already has a tutorial posted in the spriters toolbox thread, along with many others.

Right here.
http://fractalsoftworks.com/forum/index.php?topic=3342.0

That is a guide on how to add depth to your hand drawn sprites.

I suppose I could do a kitbashing guide, though it may take some time before I get around to it.

Thanks for all the compliments though! It's real motivational!  8)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on June 11, 2013, 12:10:01 PM
I think he already has a tutorial posted in the spriters toolbox thread, along with many others.

Right here.
http://fractalsoftworks.com/forum/index.php?topic=3342.0

That is a guide on how to add depth to your hand drawn sprites.

I suppose I could do a kitbashing guide, though it may take some time before I get around to it.

Thanks for all the compliments though! It's real motivational!  8)

oh god erick, for people like me who cant sprite for [meowmeowmeow], a guide that hints at how you achieve such good result at kitbashing would be a godsent
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 19, 2013, 07:32:38 AM
Currently working on the Hedgehog. An asymmetrical missile ship.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/hedgehog02.png)

Similar to the Annihilator. Though the Hedgehog will get fast missile racks, allowing it to rapidly torpedo the enemy using its broadside.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Thule on June 19, 2013, 07:41:27 AM
Wow...beautiful. I really really like it. The asymmetric look is perfect, even the name.
Nice use of the Onslaught sprite there.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 19, 2013, 07:48:14 AM
Thanks Thule. The name should be given justice even more once you see the missiles sprouting out from its starboard broadside.

I'm not sure if I want to give it medium missiles or small missiles yet, though. Other than that it will get 3 small turrets, 1 medium turret and 1 built-in forward facing medium weapon. The ship will be fast, hard to maneuver and rather flimsy. High hull rating but poor armour. Something of a hit-and-run ship.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on June 19, 2013, 08:03:13 AM
I'm not sure if I want to give it medium missiles or small missiles yet, though.

Five pilums missile boat here we go!

Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: duel2009 on June 19, 2013, 08:38:24 AM
great pack!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on June 19, 2013, 11:19:26 AM
making it have medium missiles would seem kinda extreme tho.
like, a quintuple volley of pillums ? geez
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on June 19, 2013, 11:34:35 AM
Yes, I'd better stick to small.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on June 19, 2013, 12:00:52 PM
Reaper x5 suicide passby attack :p

Edit : omg, all the crazy combinations XD
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: conorano on June 19, 2013, 01:40:40 PM
making the missile slots small would kinda make the fast missile racks system usseless though (becouse every small weapon already fires really fast) maybe some kind of ammo regenerating system if possible?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: zakastra on June 23, 2013, 02:53:45 PM
Why stick to a single size? Why not have 3 small two medium, or two small two medium one large, or 4 small one large?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on June 23, 2013, 05:41:19 PM
Why stick to a single size? Why not have 3 small two medium, or two small two medium one large, or 4 small one large?

I agree. Plus the ship's side seems a bit too flat. With some different hardpoints size it would look better i think.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Silver Silence on June 24, 2013, 03:18:02 AM
Could also make use of built in weapons and give the Hedgehog a specific set of weapons to barrage it's enemies with. That way, you can control whether it fires 15 custom pilum clones or 25 custom annihilator rockets instead.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 06, 2013, 09:40:02 AM
I gave the hedgehog:

2x Small Ballistic turret
1x Small Universal turret
1x Medium Universal hardpoint
1x Medium Ballistic turret
1x Built-in mining laser hardpoint

2x Medium Missile hardpoint
3x Small Missile hardpoint

Fast Missile Racks

No shields

---

It easily outlasts a Buffalo Mk2 and a Mule in the hands of the AI. It is roughly on par with a Hammerhead in the hands of the AI. In the hands of the player this ship can do a lot more. It has a crazy fast missile spam. To give it a significant weakness I decided to strip its shields. Hull-wise it is similar to the Annihilator.

Almost ready to upload the ship.  :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 07, 2013, 06:08:23 AM
The Hedgehog is up for download. Also updated the Moth, Annihilator, Lance and Talus.

Hedgehog Relative starting difficulty: Very Easy (low-tech missile destroyer)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/hedgehog_logo.png) (http://www.mediafire.com/download/9djg7wlcpi66d6z/Hedgehog1.zip)


Now updating the Complete Pack to include the Hedgehog and new missions. Possibly introducing a new campaign map.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on July 07, 2013, 10:19:13 AM
I want to like the lance, but I just can't. The sheer length of it, the trashy shields and that goddamn useless hypervelocity cannon just ruin it for me. Maybe you could consider making a carrier-convert out of a falcon? Or hell, just seeing any sort of core epoch midline carrier with two runways and a vanilla feel would be cool.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Silver Silence on July 07, 2013, 10:40:18 AM
The Lance doesn't look like a ship made for fighting, instead relying on it's fighters to do that job. I haven't played with any TUP ship, but that sounds like it's working as intended
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on July 07, 2013, 10:43:18 AM
Oh, I'm not complaining about the ship itself, I'm just mad 'cos there's no decent core epoch carriers' about, and I don't like how the Lance works.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 07, 2013, 01:03:01 PM
Oh, I'm not complaining about the ship itself, I'm just mad 'cos there's no decent core epoch carriers' about, and I don't like how the Lance works.

I actually intended the Lance to fill that gap. There's little I can do about the length of it. It does have two launchbays, I believe. What is so bad about the shields in your opinion? The hypervelocity cannon is intended to take potshots at enemies while staying out of range.

Can you give me an idea what you're looking for in a core epoch carrier?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on July 07, 2013, 03:23:24 PM
Something along the lines of a dedicated military carrier, very much core epoch, likely a gutted and refurbished falcon, or eagle. Something that can take a good deal of fire whilst retaining a robust hull, and being able to project flak PD and missile firepower.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on July 07, 2013, 04:03:20 PM
Something along the lines of a dedicated military carrier, very much core epoch, likely a gutted and refurbished falcon, or eagle. Something that can take a good deal of fire whilst retaining a robust hull, and being able to project flak PD and missile firepower.

maybe a buffed up falcon (is that the one with a hole in the middle ?) with a runway where the middle prong would be on its big brother ?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Silver Silence on July 07, 2013, 04:09:20 PM
I don't quite remember the lore, but isn't the Onslaught of core epoch times?
While a dedicated military carrier sounds nice (a counterpart to the Astral), a gutted and refurbished one, eh, not so much. The Condor is partially gutted and refurbished already, and there are certainly enough falcons, eagles, conquests and ships made of bits of conquest and eagle already. That said, I trust in Erick's ability to create a ship that can look like a Falcon without automatically going "Oh, that's made out of crispy fried shredded falcon". The Hedgehog doesn't make me think that it's just a tiny Onslaught with it's wings clipped or like one of these monstrosities (http://i.imgur.com/LCh83.png) where a group of ship engineers decided the Onslaught just wasn't cutting the mustard, so they took 10 Onslaughts and welded them together to see how that worked. That also said, I do very much like the edited omnidirectional mounts on said monster.


EDIT:
Ninja'd...
Yeah, the Falcon is the smaller brother of the Eagle and has "wings" compared to the Eagle which is more of a general delta wing shape. Almost looks like the Falcon could have some sort of megacannon built into that space in the middle. Someone's probably already done it.
DOUBLE EDIT:
I said "said" a lot, didn't I?...
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on July 07, 2013, 04:11:36 PM
"Sir, the hostiles have destroyed a sizable amount of our Onslaughts!"

"Weld eighteen onslaughts together and see if that fares any better."

-Every Hegemony Admiral Ever.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Silver Silence on July 07, 2013, 04:18:10 PM
Then the TriTachyon cottoned on and decided they weren't having none (http://i.imgur.com/LFrVg.jpg) of that.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on July 07, 2013, 05:07:13 PM
"Seventy nine onslaughts."
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Nanostrike on July 07, 2013, 05:35:28 PM
I like it so far, but I have one minor gripe.

Please change the upgraded Brawler's name from "Wrestler" to something like "Slugger" or "Pugilist".  Having a ship called the "Wrestler" just feels weird.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on July 07, 2013, 05:56:14 PM
silver omg...where can i get that onslaught and paragon ship to play with, these are insane.

its like the ship WAR someone made which is basicly 8 onslaught in a star shape. he never got to upload it
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 07, 2013, 06:08:09 PM
I like it so far, but I have one minor gripe.

Please change the upgraded Brawler's name from "Wrestler" to something like "Slugger" or "Pugilist".  Having a ship called the "Wrestler" just feels weird.

I like Pugilist. I was at the time also considering 'Rowdy', 'Scrapper' or 'Bantam'. Romper also comes to mind.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Thule on July 08, 2013, 02:00:56 AM
Romper sounds cool.
Brawler and Romper both have plenty of "r" in them to roll them on your toungue ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Silver Silence on July 08, 2013, 02:54:07 AM
Though it's a little off topic, the 10-Onslaughts-in-one ship can be found in the Fight For Universe mod, while the TriTachyon ship is actually in Davidoff's Council mod. Back in the days of the minimash mod and such, the Omega was a common sight, but as Davidoff expanded his mod, the Omega disappeared into the void. I believe it's files are still present in the Council mod, so it's simply a case of giving it a chance to spawn in TriTach fleets or giving yourself one.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 08, 2013, 04:30:03 AM
I'm currently working on the campaign mode. All the locations and ships from the story-driven missions will be included; as well as vanilla Tri-Tachyon, Hegemony, Pirate and independent spawns.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 08, 2013, 04:42:12 AM
From working with planets I've deducted that the second value = size. The third value = distance to sun. The fourth value is orbital speed (clockwise). I still don't know what the first value is, however.

Can anyone inform me, please?

[edit]
Oh, hold on. It must be the position along the rotation axis, right?


[edit]
Okay, I figured out the planets. Now how about those asteroid belts?

      system.addAsteroidBelt(star, 500, 900, 700, 150, 300);

This creates a belt around the entity "star" (in this case the centre of my system).
500 = the amount of asteroids within the belt?
900 = distance from the star (confirmed)
700 = the width of the asteroid belt (confirmed)
150 = ???
300 = ??? possibly orbital rotation speed?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Thaago on July 08, 2013, 08:52:20 AM
From api/campaign/StarSystemAPI:

Code
        SectorEntityToken addPlanet(SectorEntityToken focus, String name, String type, float angle, float radius, float orbitRadius, float orbitDays);

void addAsteroidBelt(SectorEntityToken focus, int numAsteroids, float orbitRadius, float width, float minOrbitDays, float maxOrbitDays);

SectorEntityToken addOrbitalStation(SectorEntityToken focus, float angle, float orbitRadius, float orbitDays, String name, String factionId);

So, if the variable names are inot misleeding, the last two numbers in the addAsteroidBelt correspond to the minimum and maximum length of the asteroid orbital periods. I would guess that the asteroids have a period that is selected from a distribution between the two. (At least the belts look that way to me, with some going fast and others slow).
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gotcha! on July 08, 2013, 08:53:33 AM
Hi, take a look here:
http://fractalsoftworks.com/forum/index.php?topic=6359.0

Silentstormpt has it all explained.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 08, 2013, 10:24:50 AM
Thank you.  :)

Been a while since I tinkered with the campaign files.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Nanostrike on July 08, 2013, 01:44:40 PM
I like it so far, but I have one minor gripe.

Please change the upgraded Brawler's name from "Wrestler" to something like "Slugger" or "Pugilist".  Having a ship called the "Wrestler" just feels weird.

I like Pugilist. I was at the time also considering 'Rowdy', 'Scrapper' or 'Bantam'. Romper also comes to mind.

I like any of those alternate names.  They'd all work for a Gunship.

I just wish the default Brawler wasn't so terrible.  This upgraded one pretty much fixed it's weaknesses with just a couple of PD turrets...  And it looks like a beast, too!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: legion on July 09, 2013, 04:52:18 AM
I want to like the lance, but I just can't. The sheer length of it, the trashy shields and that goddamn useless hypervelocity cannon just ruin it for me. Maybe you could consider making a carrier-convert out of a falcon? Or hell, just seeing any sort of core epoch midline carrier with two runways and a vanilla feel would be cool.

I made a carrier out of the Falcon, the Rook:

Spoiler
(http://www.tapapercraft.com/wp-content/galleries/stuff/n15_rook_carrier.png)
[close]
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 09, 2013, 05:03:04 AM
Nicely done Legion.


I found this bit of 'feedback' on the internet:

http://forums.taleworlds.com/index.php/topic,167782.225.html
Quote
I have tested Foxhound and Timberwolf so far.

Timberwolf update is pretty disappointing, as it changes agile phase skimmer craft into a missile focused craft with fast missile racks (wtf!?!) and doesn't even give it to medium missile slots, instead of 3 small slots to put missiles. It also manages to ruin Wolfs nice wide area weapon slot by giving you more slots, but with crappy shooting arcs, so you can't use your weapon slots effectively. It could had worked if he would had given some extra ordnance points to support them, BUT instead he actually CUTS down Wolfs base ordnance points capacity making it clumsy and useless craft which can't support it's own weapon slots or add any hull upgrades into it. Bollocks!


At first I raged at Foxhound too since it does the similar stupidity by nerfing it's base strong areas: dropping -10 speed which is pretty essential to nonshielded ship, plus adding more weapon slots with bad arcs, then cutting ordnance points to support them. However, after testing it in battle simulation, it has it moments, because those defence drones which replace flare launhcer saves a lot, but that as long as you don't face laser/point defence craft, because then they die instantly. It doesn't afford to support hull mods and you are probably better leaving two side turrets empty which has too bad arcs to hit anything.

Final nails to it's coffin are that it's AI pilot behaves idiotically in battle even you would equip it with good long range guns, it doesn't know how to use them usefully and tries all the time flank enemy, but does it without understanding that it isn't anymore fast agile craft AND does it in the range of enemy weapons slowly killing itself because of lack of shields. Finally, it fleet cost doubles from hounds cheap 3 points to 6 points, making it useless in grande scale, since it isn't good enough to keep itself out of trouble in battle, and it slightly improved cargo capacity would be better done with two faster basic hounds which can actually keep themselves alive in battle prolonged times and do more damage, as well as they can be specialized with different hull mods since they have more ordnance points.


Having high level character specialized to extra ordnance points would be only thing to make them barely functional, but at that point also base frigate models would had be further improved because of their base higher ordnance points, and at that point of game you probably don't have any need of them since you are already rich enough to be cruising around with the best crafts.

Grades:

Timberwolf: Terrible
Foxhound: Bad

I wouldn't hold much hope to rest of the so called "advanced crafts" based on these examples, they will probably suffer from the same silliness by having less ordnance points with more baddly arced weapon slots, in addition the occasional ruination of their base strong key characteristics.


I wish the person who posted this posted here instead. How am I supposed to change things if I'm not given feedback?

Thinking about it, I probably should move the side weapon arcs on the Foxhound 45 degrees or so forward. I also made it slightly slower because it is bigger and has more mass than an average hound. But now I'm thinking since it also has bigger engines, why not give it a slight upgrade in the speed department? The person missed the point on the idea behind these ships though: they aren't 'advanced' crafts. They are tweaked, altered and sometimes upgraded. Mostly just 'customised'. And yes, they do become better as your OP goes up.

About the Timberwolf, most critisism seems to stem from people expecting it to pretty much have the same role as a normal Wolf. Which it doesn't. It is a low-tech rig with a big fat forward facing gun. I could improve on its shield arc a little, though.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on July 09, 2013, 05:37:32 AM
That's funny, i was just about to report the Timberwolf fast missile rack problem.

However that dude is pretty harsh with your ships. Sure they got some pretty weird firing arc, but it should be remembered that this mod is about some retro-engineered ship (in the case of the wolf) with some random guns strapped on it. They aren't improved by any mean, just some more "bling" added by some random mercenary/pirate/adventurer.
 
In the case of wolf/timberwolf. The timber is a direct downgrade from the original, while it got more raw punch with 3 harpoon pods it also lack the high tech shield and the phase shift. Which is not surprising since only Try tachyons (i think) can maintain high tech systems.

Yet i agree with him that your ships should overall have more ordnance points. I know that in your mind you want the player to "level" his ship with each successful battle (correct me if i'm wrong) but doing it this way might not be the best. If you still want to go with leveling idea, you should check out this modular ship mod:

http://fractalsoftworks.com/forum/index.php?topic=5873.0

For the foxhound, i love it. Of course the ship is slower than the original. But you can mount a frickin' reaper on it! Also, PD drones. He still have a point though, 6 FP is a lot for a "slightly better" hound.

Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Nanostrike on July 09, 2013, 06:33:14 PM
Well, since you want criticism and feedback, I'll give you my two-cents on the "Wrestler", since I love gunships.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/wrestler_logo.png)

First and foremost, I love the look and the fact that it's just so forward-focused that you can tell it's a killer ship.  The engines are also rather spread out which can minimize damage to them from missiles that get through.  So, here are my pros, cons, and advice on possible improvement.

PROS:
+The rear turret is a godsend for taking out Salamanders.  This, coupled with the wider engine spacing helps you avoid flameouts.
+Armor and maneuverability of the Brawler, two of it's best features are preserved.
+Kept the 2 Medium, 2 Small Ballistic hardpoint and Ammo Feeder setup, allowing for ridiculously good forward firepower.


CONS:
-Still really slow.  At 90 speed, even though it's an improvement, it can still be outrun easily by even Cruisers/Destroyers.  This makes it really necessary to put Augmented Engines/Unstable Accellerator in it, making it's rear-engine vulnerability more serious and potentially crippling.
-The front shield's arc is a bit small for as wide as the ship is.  Lots of things will clip your flanks as you turn.
-OP is somewhat low for something expected to mount so much firepower.  Especially when the Brawler tends to need a bunch of hull mods to make it viable as anything but an escort.
-Flux cap/vent rate is a bit low for something with so much firepower as well.
-This is the most important con, BY FAR.  It reverses one of the key features of the Brawler: Instead of having it's two powerful weapon mounts close together and right up front, with the weaker ones off to the side, it has it's two weaker mounts up front and it's powerful mounts off to the side.  While this looks incredibly cool, for practical purposes, it tends to space out the projectiles and make it very, very hard to hit smaller targets.  Coupled with the inaccuracy of a lot of Medium Ballistics, this hits it very hard.
-That Universal Turret with the 360 Arc just feels...off.  Aside from maybe an LR PD Laser, nothing you put there will have a long enough range to really do good PD work.  And you don't really have the OP on the ship to mount something really powerful like an Antimatter Blaster there.



Suggestions:
-Do something about the wide arc of the two Medium Mounts.  Perhaps swap them with the two Small Mounts and see how the ship looks/acts.  Maybe change their arc too, so that they arc IN more and OUT less, allowing them to hit smaller targets close up.
-Slightly widen shield arcs so they cover a bit of the flanks while you spin around (Which you do a LOT in this ship)
-Possibly increase speed.  Not too much, as it's still a variant of the slow-as-molasses Brawler, but at least a bit.
-Possible OP increase on the ship to allow for some better weapon mountings.
-Possible minor widening of the Rear Small Ballistic hardpoint's Arc so it can better hit missiles.  ESPECIALLY since it has a very short range.  This would be optional, however, as if you know what you're doing, you can get the Vulcan to take out Salamanders fairly well as it is.
-Possible tweaks to Flux Capacity/Flux Venting to help support it's weapons loadout.
-Maybe a name change to something more starship-ish?


Other than that, I'm loving it.  If these things were in Excelerin, I'd have a perfect mod setup for Starsector.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on July 09, 2013, 07:39:48 PM
I want to like the lance, but I just can't. The sheer length of it, the trashy shields and that goddamn useless hypervelocity cannon just ruin it for me. Maybe you could consider making a carrier-convert out of a falcon? Or hell, just seeing any sort of core epoch midline carrier with two runways and a vanilla feel would be cool.

I made a carrier out of the Falcon, the Rook:

Spoiler
(http://www.tapapercraft.com/wp-content/galleries/stuff/n15_rook_carrier.png)
[close]
Unf. 7.8/10 would tap.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 27, 2013, 06:28:32 AM
Nanostrike, your feedback was very useful. Thank you.  :)

I'm currently working on improving a few of the existing ships. Mainly the vanilla based frigates. I'm also still working on the new starsystem (based on the story-driven missions).

Also, I just noticed that at 1337 posts it said this:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/leet.png)

Unfortunately, I'm now at 1338.  :-X
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 27, 2013, 07:57:39 AM
Ladies and gentlemen, I give you the Moose:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/moose04.png)

Work in progress. She's a ramming ship. Which means she'll do little good in the hands of the AI, but a player could use this extremely heavy ship (it can push an onslaught out of the way) to burn drive right into other vessels and then engage them with built-in close range mining lasers (I'm thinking 6x mining laser and 1x mining blaster). I'm not dead set on the name yet. I was also considering Stag, Antler, Stampede. Any more ideas?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Gotcha! on July 27, 2013, 08:09:03 AM
Stomper!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on July 27, 2013, 08:53:26 AM
Very good sprite, not a fan of the difference you put between pc and npcs.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 27, 2013, 09:14:17 AM
Very good sprite, not a fan of the difference you put between pc and npcs.

Actually, I just tested the ship and the AI on autopilot performs quite well. It just treats it as a forward facing cruiser and uses its 1x intensity laser, 2x mining blasters, 4x mining lasers and 3x misc small energy turrets quite well.  :D The shields are also in a forward locked position.

The only thing it doesn't do is ram the enemy head on. But that doesn't make much difference.

I've finished the sprite:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/stampede_ca.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on July 27, 2013, 09:37:56 AM
you could either call it the rhino (overused, cliché but classy)
or
the ROCKET SLED !! mythbusters fans will understand  ;) and if youre not a mythbusters fan, well here's all you need to know

http://www.youtube.com/watch?v=Nl8xTqTUGCY (http://www.youtube.com/watch?v=Nl8xTqTUGCY)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on July 27, 2013, 09:59:35 AM
The only thing it doesn't do is ram the enemy head on. But that doesn't make much difference.

I tried this once on an Onslaught. Increasing his accelerating speed but decreasing to nearly nothing its maneuverability and deceleration. The AI will be able to close distance with enemy ship, but won't be able to brake. Worked quite well. However it will need a gigantic amount of armor to be efficient, as ships explosion will very heavily damage it.

Still, a very lovely ship, looks like a flying concrete brick with some bumpers.

BTW, will there be new missions for the next release? I can't wait to see what's next after crossing that alley with those goddamn phase ships!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 27, 2013, 12:00:33 PM
Yes, before the campaign is fully finished, I will probably release Complete Pack 16 with the Hedgehog, Stampede (I went with Stampede for the ramming ship) a few fixes for older ships and several new missions.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 28, 2013, 05:04:50 AM
After some tweaking, the AI now occassionally rams head-on with devastating effect.

I.E. 500 damage to the Stampede but 3000 damage to its target, plus sending it hurling away at high speeds. All the while the Stampede will continue firing its mining lasers.  :D
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 28, 2013, 06:46:40 AM
Stampede Relative starting difficulty: Very Easy (low-tech ramming cruiser)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/stampede_logo.png) (http://www.mediafire.com/?doqe89061juzkdu)


Also updated:

Wrestler v4
-Reduced all forward weapon arcs by 10 degrees
-Shield arc up by 10 degrees

Foxhound v5
-Side weapons facing forward at a 45 degrees angle + increased their arc from 90 to 110 degrees
-Maximum speed increased by 5

Timberwolf v5
-Shield arc +10 degrees and 0.1 more damage efficient
-Plus 10 points of armour

Striker v5
-Fixed spelling mistake in one of the variants


[edit]
I'd love some feedback on the Stampede, so I can tweak it in time for the next Complete Pack. :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 28, 2013, 07:18:56 AM
Say vanilla Starsector could have a new capital ship. What kind of ship would you prefer? A high-tech battleship? Or some lumbering low-tech dreadnought? Perhaps a midline battlecruiser, in some way different from the Conquest? I'm curious, because I still want to add a capital ship to TuP and I'm wondering what the community would like to have.


[edit]
While working on a campaign mode with a custom starsystem; I'm also doing an update for the Complete Pack that will include a campaign mode set in Corvus. That should allow me to do a quicker update, so that the latest stuff can be included in the Exerelin mod. :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: LazyWizard on July 28, 2013, 08:39:22 AM
High tech is pretty well represented in vanilla already. The Paragon can be fitted as a nigh-invincible tank or an extremely powerful brawler (or both with the proper skills), the Astral is a decent fire support ship with unbeatable carrier capabilities (or will be post-.6a), and the Odyssey can be set up to adequately fill almost any role you can think of.

For low and mid-tech capital ships, the Onslaught is an excellent brawler that's able to get to fights quickly, while the Conquest is a powerful, fragile ship that's much less vulnerable to flanking (I don't use it, so can't really say much more than that ;)).

Looking at what roles aren't represented, I think a low/mid-tech dedicated fire support capital ship could be interesting. :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on July 28, 2013, 09:55:07 AM
LazyWizard said it all. So yeah, how about a low tech missile boat or carrier? The Prometheus could be a good base for it.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 28, 2013, 10:37:44 AM
The Prometheus, eh? Not a bad idea.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on July 28, 2013, 10:44:56 AM
i'd say a midline midline capital ship (yes you read right, its not a typo)
kinda like the bastard child of an onslaught and a conquest, not as sturdy yet not so fragile either

something that would have part of the elongated shape of midline ship but with more emphasis on the low-tech forward facing armament aspect of the onslaught. I feel that'd be an interesting idea.
Nested in the middle of the ship could be a sort of built-in weapon similar to the onslaught TPC (you could even call it the "spinal laser", get it :P ?)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on July 28, 2013, 11:32:32 AM
I noticed there aren't many high-tech ships- and the vanilla game's high-tech frigates aren't exactly sexy (Aside from the beautiful Wolf of course). Maybe some for this mod?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on July 28, 2013, 02:36:23 PM
I noticed there aren't many high-tech ships- and the vanilla game's high-tech frigates aren't exactly sexy (Aside from the beautiful Wolf of course). Maybe some for this mod?

there's already many high-tech capital ship in fact, with much fewer low-tech/mid-tech ones
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 29, 2013, 06:34:54 AM
@Vinya and Phyrex
Yes, there aren't that many high-tech ships in the game. However, we are discussing adding a capital ship, of which there are actually quite a few high-tech ones.

I'll be working on turning the Prometheus into a low-tech capital ship.


In other news, I am nearly done with the campaign mode.  :o

It proved easier than I had estimated. Corvus will be replaced with the Iota star system (from the story-driven missions). It will keep all the familiar factions (Hegemony, Tri-tachyon, pirates, independents) and receive several new ones comprised from TuP ships. Like "Maas Mining, Inc." and "Iota IV Planetary Defense Force". And several familiar unique ships will pop up, such as the ISS Horizon's taskforce.  :D

And when we finally get multiple star systems? Then Iota can go in as an extra system.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 29, 2013, 08:20:08 AM
I can only work on java stuff for so long before getting the desire to do artwork:

Here's the much needed buffalo based Bumblebee. I'm sure some of you will be able to recognise what inspired me.  ;)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/bumblebee_dd.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on July 29, 2013, 08:53:41 AM
@Vinya and Phyrex
Yes, there aren't that many high-tech ships in the game. However, we are discussing adding a capital ship, of which there are actually quite a few high-tech ones.


actually only vinya suggested high-tech capital ship, i suggested the opposite...
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on July 29, 2013, 09:15:10 AM
@Vinya and Phyrex
Yes, there aren't that many high-tech ships in the game. However, we are discussing adding a capital ship, of which there are actually quite a few high-tech ones.


actually only vinya suggested high-tech capital ship, i suggested the opposite...

I know that, Phyrex. The comment was aimed at you both since there was an obvious misunderstanding between the two of you. You were talking about capital ships and how there are already lots of high-tech ones. Vinya was suggesting adding more high-tech ships, but not capital ships per se, since there aren't that many high tech ships overall.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: phyrex on July 29, 2013, 09:24:54 AM
@Vinya and Phyrex
Yes, there aren't that many high-tech ships in the game. However, we are discussing adding a capital ship, of which there are actually quite a few high-tech ones.


actually only vinya suggested high-tech capital ship, i suggested the opposite...

I know that, Phyrex. The comment was aimed at you both since there was an obvious misunderstanding between the two of you. You were talking about capital ships and how there are already lots of high-tech ones. Vinya was suggesting adding more high-tech ships, but not capital ships per se, since there aren't that many high tech ships overall.

well there was still a misunderstanding going on, had to read all the post thrice to really get what you meant XD
i think im tired
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Vinya on July 29, 2013, 12:02:51 PM
I can only work on java stuff for so long before getting the desire to do artwork:

Here's the much needed buffalo based Bumblebee. I'm sure some of you will be able to recognise what inspired me.  ;)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/bumblebee_dd.png)

Love it (mostly the inspiration). The front section really bugs me for some reason- either the resolution, size of it, or the slightly different colour.

Probably all of the above.





Also note that I talked about frigates right after mentioning the high-tech ships. I never mentioned capital ships. Stop putting words in my mouf >:(
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: HELMUT on July 31, 2013, 06:23:28 AM
The cockpit is very obviously taken from the Medusa but that's ok. Have to say it's one of you very best looking ship yet.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 02, 2013, 03:10:37 PM
Changed the sprite a little and decided to rename it the Corsair.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/corsair01.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on August 02, 2013, 03:30:29 PM
Much better, now. I had felt it did look a little wonky. Out of curiosity, are these ships integrated with the game proper at all? (Meaning, can you buy them from any stations). It'd certainly spruce up the pirate base a bit. And integrating them into pirate fleets would adda very interesting dynamic to the game, giving them a more asymmetrical feel, and a much greater, potent ship variety.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 02, 2013, 03:35:21 PM
I'm actually currently working on a campaign mode, where the system is reworked and includes these new ships ontop of all the vanilla factions.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on August 02, 2013, 03:45:49 PM
Hot damn! Very nice to hear. Some more freelancers/mercenaries (of varying faction, perhaps, so they don't all aggro you by default). [Because huehue, can attack independent miners and traders/mercs don't aggro.]
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 02, 2013, 03:52:13 PM
Well, it will be a whole new system. It will still have Tri-tachyon, Hegemony, independents and pirates and their respective stations. But it will also add the Maas Belt Mining outfit (MBM), Iota IV Defense Force (IDF) and Planet Wright Shipyards. All with their own stations and custom ships for sale. There will also be a few more smaller groups, mostly familiar encounters from the TuP missions. Like the ISS Horizon Taskforce and the Lost Fortune Freebooters.

Try out the complete pack v5 if you want to check out the missions.

Once we have multiple systems, this one can be added ontop of Corvus and whatever else we may get.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Grug on August 02, 2013, 04:06:41 PM
I can't even begin to describe how classy that sounds. Looking forward to the release.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 03, 2013, 07:37:59 AM
Almost done with the first release of the Campaign mode. Maas Station acts as a personal storage base. Iota IV Orbital Station sells low to mid-tech ships. Wright Shipyards sells mid to high-tech ships.

The first release features the Iota System. It includes all the vanilla factions, stations, ships and weapons. It adds several new factions and stations. All of TuP's custom ships will be available. Either through purchase from a station or by raiding and boarding. There are no supply convoys yet, so the custom stations will not be resupplied in the coming version. This is something I'll add in a future version.

This version will also include custom backgrounds, music and portraits. In short it will offer an enhanced vanilla Starsector experience.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 03, 2013, 08:07:01 AM
I've run into an issue. And I'm sure it is due to something small that I am currently overlooking.

I've added the following lines to a Gen file:
Quote
      CargoAPI cargo = iotaivStation.getCargo();
      cargo.addWeapons("arbalest", 5);
      cargo.addCrew(CrewXPLevel.ELITE, 10);
      cargo.addCrew(CrewXPLevel.VETERAN, 20);
      cargo.addCrew(CrewXPLevel.REGULAR, 40);
      cargo.addCrew(CrewXPLevel.GREEN, 80);
      cargo.addMarines(40);
      cargo.addSupplies(160);
      cargo.addFuel(160);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "boartusk_wing", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "foxhound_Stock", null);

The above leads to an error.

The following should be added to iotaivStation. Unfortunately, the game gives me a null error. I have never before had trouble with adding cargo to a station. The only thing that I've found challenging in the past is adding a convoy to deliver goods.

Does anyone spot the issue?

Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on August 03, 2013, 08:35:11 AM
Send me the DEV :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 03, 2013, 08:39:37 AM
Send me the DEV :)

Will do. Usually I find the solution in the end. Many times it is a ridiculously simple thing I overlooked, like referring to a token or having an uppercase instead of a lowercase letter somewhere. But I really want to finish the first release today. :)
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Zaphide on August 03, 2013, 01:25:54 PM
I've run into an issue. And I'm sure it is due to something small that I am currently overlooking.

I've added the following lines to a Gen file:
Quote
      CargoAPI cargo = iotaivStation.getCargo();
      cargo.addWeapons("arbalest", 5);
      cargo.addCrew(CrewXPLevel.ELITE, 10);
      cargo.addCrew(CrewXPLevel.VETERAN, 20);
      cargo.addCrew(CrewXPLevel.REGULAR, 40);
      cargo.addCrew(CrewXPLevel.GREEN, 80);
      cargo.addMarines(40);
      cargo.addSupplies(160);
      cargo.addFuel(160);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "boartusk_wing", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "foxhound_Stock", null);

The above leads to an error.

The following should be added to iotaivStation. Unfortunately, the game gives me a null error. I have never before had trouble with adding cargo to a station. The only thing that I've found challenging in the past is adding a convoy to deliver goods.

Does anyone spot the issue?



I think you will probably want to add a hull rather than a variant:
Code
cargo.addMothballedShip(FleetMemberType.SHIP, "foxhound_Hull", null);
But that won't throw a null error (it would throw a different error).

Has anything been assigned to the variable iotaivStation prior to the code block you pasted above?
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 03, 2013, 03:01:22 PM
I just fixed it. Thanks for looking into it guys. I had a hunch it was due to having certain code in two places. This is the first mod where I alter some of Corvus.JAVA, and I just put some code in the wrong spot, basically.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Uomoz on August 03, 2013, 05:34:01 PM
Oh, one thing I had to tell you: the stock variants you created can be automatically created by the game if you call em "*hullid*_Hull". No need to create empty variants.
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 03, 2013, 05:35:51 PM
Oh, one thing I had to tell you: the stock variants you created can be automatically created by the game if you call em "*hullid*_Hull". No need to create empty variants.

True. I just created them out of habit. And now I'm keeping them because I have weapon groups assigned to built-in weapons on the stock ships.  :D

But thanks for sharing how to automatically create stock variants!
Title: Re: Tore Up Plenty - Alternate Starting Ships
Post by: Erick Doe on August 03, 2013, 05:42:56 PM
Here she is:

Tore Up Plenty - Campaign V1 (http://www.mediafire.com/?cb3p1bcs979xk5x)

The campaign includes all the ships and missions that can be found in the Complete Pack. But also adds music, portraits and a unique vanilla campaign mode. This means that it is no longer compatible with other vanilla mods. That is why I will also continue updating the Complete Pack.

The campaign has a new map. The Iota system. Similar to the Corvus system in vanilla Starsector. All the old factions are included. But it also features new factions, stations, planets and ships. All based on the story-driven missions (I recommend you try these out as well!). The campaign is still in an early stage and I will expand upon it, adding more features and factions.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 04, 2013, 05:13:02 AM
In case you're thinking of starting a proper campaign with V1, you might want to wait a little till I release V2 today, which will add more factions and ships.  :)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 04, 2013, 08:02:24 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/stormcrow_bb.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/corsair01.png)

Time to add in the Corsair and Stormcrow.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Gotcha! on August 04, 2013, 08:04:08 AM
Those ships are matching perfectly. So, when's your new faction coming out? ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 04, 2013, 08:07:28 AM
Those ships are matching perfectly. So, when's your new faction coming out? ;)

Don't have a faction.   :-\

I have a campaign mode with factions, though.

Anyway, for someone who wants to integrate TuP into their mod compilation, it isn't too hard to create a faction consisting of TuP ships.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: HELMUT on August 04, 2013, 08:20:38 AM
The antenna on the Stormcrow looks funny, i like it. However the weird brown Onslaught bit on top of the right munition ship feels... Well, weird. Maybe replacing it with something else (Condor cockpit? That thing always fit for everything).

Otherwise, you should change the name. Stormcrow is already used for a Blackrock Driveyards cruiser. It could be confusing when used with this mod.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 04, 2013, 08:52:47 AM
I did not know that the name was already in use by another mod. I normally do not mind though. I can't keep tabs on all the mods out there. Common names like Crow, Raven or Rook are easily taken by others.

However, I don't mind changing the name to Scarecrow, if need be.

Or maybe something like 'Osprey', 'Buzzard' or 'Gull'. 'Cormorant' or 'Heron'?

[edit]
The more I think about it, the more I like 'Cormorant'. It is a real life water bird. An eal hunter.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: HELMUT on August 04, 2013, 09:15:28 AM
I think Cormorant also have been already been taken by another mod. Well, it was an old mod which is no longer updated and might not even work with 0.54a so this may not pose a problem.

So yeah, Cormorant seems good to me too.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Uomoz on August 04, 2013, 10:23:33 AM
Some feedback about the cormorant, the top-right part fell copy-pasted from right below it. Very solid ship nonetheless.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Silver Silence on August 04, 2013, 10:35:28 AM
I actually thought you were talking about Caldari (http://www.ravestats.com/public/fen/caldari-cormorant-1.jpg) ships for a moment there. So there's an idea, many Caldari ships are named after birds.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 04, 2013, 02:10:06 PM
SWEET. Me like ;)
I especially like the big sensor dish in the front.
The only parts whats a bit odd is the front right. Maybe some more details there, some antennas or visible steal beams...
Overall really cool sprite.

Some feedback about the cormorant, the top-right part fell copy-pasted from right below it. Very solid ship nonetheless.

Added a few more beams and antennae. Tried to get rid of the clear cut between the upper half and the lower half of the upper right part of the ship. Added some rust, paint and detail.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/cormorant01.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Uomoz on August 04, 2013, 02:16:23 PM
That's more Erick Doe quality.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Gotcha! on August 04, 2013, 02:55:08 PM
I don't think people should worry too much about naming their ship to an already used ship name. With 102498 ships flying around here there are bound to be some duplicate names around. :)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Grug on August 04, 2013, 06:53:11 PM
I did not know that the name was already in use by another mod. I normally do not mind though. I can't keep tabs on all the mods out there. Common names like Crow, Raven or Rook are easily taken by others.

However, I don't mind changing the name to Scarecrow, if need be.

Or maybe something like 'Osprey', 'Buzzard' or 'Gull'. 'Cormorant' or 'Heron'?

[edit]
The more I think about it, the more I like 'Cormorant'. It is a real life water bird. An eal hunter.
Cormorant is actually my favourite bird.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Grug on August 04, 2013, 06:57:04 PM
Oh! Just a suggestion, but you do a lot of classy looking low-tech and very late core/early expansion tech ships. Have you considered making more early core/median core mercenary-style ships? Destroyers/Carriers/Etc. Things that have been outfitted by more wealthy merc companies to be able to excel against similar craft, or fill in roles that aren't normally filled by core era ships? (A sort of adaptation to having to deal with both low tech craft, and high tech.)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Grug on August 04, 2013, 07:09:06 PM
Hot damn. From what I'm seeing so far, this is probably the most wonderfully executed system I've ever seen. This has a hell of a lot of potential. If you like, I'd be more than happy to help write up lore for all your ships, edit grammatical mistakes, and help flesh out the place in general.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 04, 2013, 08:18:06 PM
Now up for download. Not yet included in campaign.

Cormorant Relative starting difficulty: Very Easy
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/cormorant_logo.png) (http://www.mediafire.com/?o9mkzicecjzhzj6)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: MShadowy on August 04, 2013, 08:21:35 PM
Looking good.  Time to give her a whirl.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 05, 2013, 05:02:13 AM
Hot damn. From what I'm seeing so far, this is probably the most wonderfully executed system I've ever seen. This has a hell of a lot of potential. If you like, I'd be more than happy to help write up lore for all your ships, edit grammatical mistakes, and help flesh out the place in general.

Thanks Callahan! But I'd like to write up the lore myself. It is part of what makes doing this campaign enjoyable. However, don't hesitate to point out any grammar mistakes. Oh, and since you like writing so much, I'd love to see a story set in the Iota system.  :D
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 05, 2013, 05:38:05 AM
I've updated the Cormorant. Now to get back to enhancing the campaign.

As a side note: The Cormorant is a carrier and shines in this role. But she can also be used fairly well in direct combat. Depending on her loadout she can destroy a Dominator or even a Conquest.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Grug on August 05, 2013, 05:59:39 AM
Hot damn. From what I'm seeing so far, this is probably the most wonderfully executed system I've ever seen. This has a hell of a lot of potential. If you like, I'd be more than happy to help write up lore for all your ships, edit grammatical mistakes, and help flesh out the place in general.

Thanks Callahan! But I'd like to write up the lore myself. It is part of what makes doing this campaign enjoyable. However, don't hesitate to point out any grammar mistakes. Oh, and since you like writing so much, I'd love to see a story set in the Iota system.  :D
Something I've noticed is that the ships don't really have a backstory. All you've got, it seems is 'this is a chunk of an onslaught, turned into a warship.' Or 'this is a (ship) that got modified due to being used in x role.'

Where instead you could have something (in regards to the onslaught pieces), along the lines of the enemies of the Hegemony being forced to break up and re-use pieces of the warships they kill in order to keep up the fight, and sustain combat losses (would be great to see the Iota PDF in a bitter struggle to maintain their system's independence, using such strategies, along with experienced frigates and such, and a few operational cruisers, but mostly relying on a jury-rigged fleet because of the drawn-out war of attrition).

Once the Iota system is really fleshed out, I might do an actual short story based in it. Instead of the 'short story' that is Independence. Which is basically just a serial novel.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 05, 2013, 06:51:40 AM
True. I still have to flesh out the descriptions of various ships. I do hope people read the descriptions in the codex though. Because the ship's immediate description only shows the first paragraph.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 05, 2013, 07:07:14 AM
Campaign V2 progress:

Well, I've finished Maas Mining Outfit. They spawn at Iota I, near the Maas Station in the Maas Belt. They are neutral to the player but hostile to pirates and Wright Shipyards, as they all compete for minerals and salvage. Their fleets are a mix of TuP ships and vanilla mining and cargo vessels. They will comment on the player's presence near the Maas Asteroid Belt, depending on their relations with you.

Next up are the Aurora pirates, who lurk on the dark side of the Aurora Moon.

I've also included the Cormorant in the campaign.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Uomoz on August 05, 2013, 07:35:48 AM
Can Iota be one of 0.6 UsC's systems? :D
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 05, 2013, 07:51:04 AM
Can Iota be one of 0.6 UsC's systems? :D

You know it! (That's a yes :) )

Side note: Finished the Aurora Moon Raiders faction, who spawn near the mysterious Aurora Moon; A planetoid that did not originate from the Iota system. Instead, it hurdled through space and ended up caught in Iota's gravity well. The Lost Fortune freebooters and the Damocles fleet from the story-driven missions were part of the Aurora Moon Raiders.

About to upload V2 of the Tore Up Plenty Campaign.


Oh yes, tackled the long forgotten problem with the Timberwolf. I changed its fast missile racks (useless on the Timberwolf) for maneuvering jets. Hopefully all you Timberwolf haters will now find a use for this lovely frigate. I mean, just look at the sheer amount of weaponslots on that ship!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 05, 2013, 08:31:47 AM
Guess who!  ;D

I took one of David's portraits and changed it around a bit.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/portrait_mercenary01.png)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/erick1.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 05, 2013, 08:53:52 AM
Tore Up Plenty - Campaign V2 (http://www.mediafire.com/download/0aahpibdi889yab/Tore_Up_Plenty_Campaign2.zip)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Grug on August 05, 2013, 03:57:00 PM
I pack a pair of harpoons, a sabot SRM, three tactical lasers, and two vulcan cannons. With the maneuvering jets, the timberwolf will tear through hounds like a hot knife through butter.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Gotcha! on August 05, 2013, 04:39:29 PM
Nice beard/moustache! Maybe you can restore his left eyebrow and right eye as well?

If you'd like, do use this one as well: :)
(http://avatar.home.xs4all.nl/crap/madampilot.png)
I removed her scars to the best of my abilities.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Grug on August 05, 2013, 04:47:22 PM
Nice beard/moustache! Maybe you can restore his left eyebrow and right eye as well?

If you'd like, do use this one as well: :)
(http://avatar.home.xs4all.nl/crap/madampilot.png)
I removed her scars to the best of my abilities.
Hahaha, the more vanilla grounded avatars, the better. I'd love to see some more spacesuits, and ship security (non-marine) armoured personnel.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 06, 2013, 06:51:44 AM
Read all about the history of the Iota system here! (http://fractalsoftworks.com/forum/index.php?topic=6479.0)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: legion on August 06, 2013, 04:18:56 PM
One thing that you should do is slow down some of the planets orbits, especially the Hegemony one. Sometimes, a resupply convoi keeps trailing right behind the station, without delivering stuff.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 06, 2013, 04:34:16 PM
One thing that you should do is slow down some of the planets orbits, especially the Hegemony one. Sometimes, a resupply convoi keeps trailing right behind the station, without delivering stuff.

I thought I fixed the Hegemony orbit? Is this V1 or V2 of the campaign? Because it was working fine when I tested it in V2. Though it could be that the largest fleets are still having trouble, in which case I will reduce the orbit speed some more.

Aurora Moon is still too fast though, for returning fleets to dock at. I am going to see if I can't have Aurora Moon Raiders despawn at the sun, because I'd like keep the Aurora Moon fast.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 07, 2013, 07:51:19 AM
Tore Up Plenty - Campaign V3 (http://www.mediafire.com/download/x7j7tmiwv594x91/Tore_Up_Plenty_Campaign3.zip)

Steady version. Lots of little tweaks. Including changes in orbital speeds.


Won't be updated for a quite a bit. Not until I have a bunch of new content to add. So enjoy!  ;)


Here's also a nice little image with all the ships in the mod:
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/allships.png)
[close]
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Chronosfear on August 07, 2013, 09:46:35 AM
hmm, your error ?
Spoiler
28214 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.FormatFlagsConversionMismatchException: Conversion = h, Flags = 
java.util.FormatFlagsConversionMismatchException: Conversion = h, Flags = 
   at java.util.Formatter$FormatSpecifier.failMismatch(Formatter.java:3995)
   at java.util.Formatter$FormatSpecifier.checkBadFlags(Formatter.java:2905)
   at java.util.Formatter$FormatSpecifier.checkGeneral(Formatter.java:2863)
   at java.util.Formatter$FormatSpecifier.<init>(Formatter.java:2639)
   at java.util.Formatter.parse(Formatter.java:2480)
   at java.util.Formatter.format(Formatter.java:2414)
   at java.util.Formatter.format(Formatter.java:2367)
   at java.lang.String.format(String.java:2769)
   at com.fs.starfarer.loading.specs.returnsuper.new(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog$o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.ooOO.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Just downloaded the mod and now my game crashes.
eg : when refiting the hound in the first campaign mission
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 07, 2013, 10:22:38 AM
Do you have any other mods active at the same time?

I tried the mission. I've tried fiddling around with the ship. Nothing I do reproduces this error.

[edit]
Do you have two or more Tore Up Plenty Campaign folders in your mod folder? If so, delete the old ones and only keep the latest version.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Gotcha! on August 07, 2013, 10:31:21 AM
What is that 5 pound Boartusk doing in those tons of metal? ;D
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 07, 2013, 10:33:04 AM
What is that 5 pound Boartusk doing in those tons of metal? ;D

Sneaking its way into the mod, of course.  :)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Sproginator on August 07, 2013, 10:39:46 AM
I'm gonna have to do a damn series now, aren't I?
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 07, 2013, 01:49:03 PM
I'm gonna have to do a damn series now, aren't I?

I believe so, yes.  :D
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Sproginator on August 08, 2013, 03:34:49 PM
Uch, so much effort
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 09, 2013, 09:17:20 AM
Come on Sprog, you know you want to.

If anyone has played the campaign mode, I'd appreciate any feedback.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Vensalir on August 09, 2013, 10:22:57 AM
I have tried the campaign and I have to say it feels a bit empty. All of your ships are fun to play and balanced, not to mention the superb quality of the sprites. The soundtrack, both in and out of battle is great, and reminds me of EVE Online (While I'm on topic : Why hasn't anyone made an EVE mod yet ?).

I think UsC is so fun because it's extremely varied and there is lots of stuff happening, whereas the TuP campaign is a bit, again, empty. I think it needs a bit more dynamism, more factions, more random events. And it never hurts to have more ships and maybe even a few vanilla-friendly guns to play with   ;D

All in all, I think it's a great start, it only needs more content  :)

Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 09, 2013, 12:26:14 PM
I can understand how it may feel empty compared to UsC, which is comprised of many factions. TuP does, however, extend upon the original Starsector, and already offers 8 instead of just 4 factions. It will be expanded upon further in the future. But it may never be as crowded as UsC.

I hope you understand why.

I'm happy to see you praise the soundtrack and quality of the ships though!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Sproginator on August 09, 2013, 12:39:46 PM
I'll make a vid sometime soonTM
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 11, 2013, 07:49:45 AM
I'm looking forward to it, Sproginator.


Busy adding fightercraft / small frigates from the old Scavenger mod idea.

Hauler-class Heavy Fighter
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/hauler_hftr.png)

Impala-class Bomber
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/impala_bmbr.png)

Flamberge-class Support Fighter
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/flamberge_sftr.png)

Tug-class Support Fighter
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/tug_sftr.png)

Pincher-class Heavy Fighter
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/pincher_hftr.png)

Surveyor-class Heavy Fighter
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/surveyor_hftr.png)

Spade-class Assault Fighter
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/spade_aftr.png)

Interloper-class Heavy Fighter
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/interloper_hftr.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Vensalir on August 11, 2013, 01:34:43 PM
Beautiful. I like the Flamberge in particular  :)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 12, 2013, 06:27:10 AM
The 'Raider' cargo shuttle will be added in the next version.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/raider_aftr.png)

Armed with a swarmer SRM and an assault gun. It has no shields but it is fairly sturdy (100 armour, 800 hull) plus fast and nimble. Comes in wings of two.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 12, 2013, 06:31:49 AM
Planning a second campaign mode. A completely empty star system with only a neutronstar and no stations or planets. Fleets will be stuck here, and the only way to survive is to raid and board. You'll start with a single frigate and a large unarmed colony ship that holds all your crew and marines (thousands). These can not be replenished. The end goal of this campaign is to defeat the largest fleet, which has the key for getting out of the system.  :)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: xenoargh on August 12, 2013, 12:59:19 PM
Love those fighters, great work :)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: phyrex on August 12, 2013, 01:10:03 PM
Planning a second campaign mode. A completely empty star system with only a neutronstar and no stations or planets. Fleets will be stuck here, and the only way to survive is to raid and board. You'll start with a single frigate and a large unarmed colony ship that holds all your crew and marines (thousands). These can not be replenished. The end goal of this campaign is to defeat the largest fleet, which has the key for getting out of the system.  :)

Wow, that actually sounds really interesting !
You have my full attention now :P
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 14, 2013, 07:04:58 AM
The idea of an empty system needs a starting ship with minimal combat power and enough space to hold thousands of supplies and crew.

The Zephyr-class colony ship:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/zephyr_bb.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 16, 2013, 07:28:45 AM
The Zephyr is done. Not much of a starting ship, but it will play a key role in the new campaign mode I suggested earlier. It is also used by Wright Shipyards and the IDF as supply ships.

Zephyr Relative starting difficulty: Medium
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/zephyr_logo.png) (http://www.mediafire.com/download/no24bu47fp0hg81/Zephyr1.zip)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 16, 2013, 08:24:30 AM
And that's not all. Here's the Barracuda. One tough little destroyer. Personally, it felt like flying a mix between a Hammerhead and a Mule, with added maneuverability.

Barracuda Relative starting difficulty: Easy
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/barracuda_logo.png) (http://www.mediafire.com/download/vvhuspjm8a89car/Barracuda1.zip)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 16, 2013, 10:03:41 AM
To do:
-Add Zephyr, Raider and Barracuda to Campaign V4
-Add auto weapon groups to V4 (you may now rejoice, Sproginator)
-Add trade convoys that deliver TuP ships in V4
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: HELMUT on August 19, 2013, 11:13:47 AM
I really like those fighters. They got some Antediluvians vibes in their shapes. For the Zephyr, while he look pretty okay, i expected the colony ship to be a little more than "buffalo-ized" Atlas. I think it could be more different than the original hull.

BTW, here's a colony ship i found on the spiral arms thread. While it doesn't fit the Tore Up Plenty feel, i thought it could give you some ideas to improve the zephyr.

Spoiler
(http://i.imgur.com/KJ3tyRg.png)
[close]
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Sproginator on August 19, 2013, 03:40:28 PM
Love all of these, including the colony ship Helmut posted :D
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on August 20, 2013, 04:44:05 AM
The Zephyr is something of a rushed job. I just quickly needed a ship that can carry lots of personnel. While the ship you posted is a nice sprite, it is more a floating colony than a colonising ship.  :D

The idea with the Zephyr is that it has lots of cryo chambers or crew compartments within those containers, plus ample supplies to actually colonise a planet once it reaches it.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: ciago92 on September 13, 2013, 07:18:52 PM
I don't suppose you're still planning on doing the zephyr campaign thing you mentioned are you? I really liked that idea and hope you can make it work
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 14, 2013, 04:29:15 AM
Getting the current campaign to .6a compatible has priority.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 15, 2013, 04:46:44 AM
Working on the 'Thunderchild' frigate:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/thunderchild03.png)

Kind of a sporty design.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 15, 2013, 04:55:19 AM
Oh yes...

WARNING!

Tore Up Plenty is not yet .6a compatible / balanced!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: planeswalker on September 15, 2013, 09:44:53 AM
Hey Erich, thanks for trying to update your mod. Would it be possible to just upgrade the ships to be 0.6A compatible? As to be honest though, I love using your carrier ships as the vanilla game is severely lacking 'mid-line' carriers like your Lance (hope it would have 2 flight decks now ;D ) and starting the game with the Talus. For the campaign I've not played it before as I just like using your carrier ships. I prefer playing mods that add to the vanilla game as some mods are total overhauls with too many weapon systems and ships to keep track of.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Uomoz on September 15, 2013, 09:47:22 AM
WHERE IS MY FOXHOUND.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 15, 2013, 01:17:23 PM
Hey Erich, thanks for trying to update your mod. Would it be possible to just upgrade the ships to be 0.6A compatible? As to be honest though, I love using your carrier ships as the vanilla game is severely lacking 'mid-line' carriers like your Lance (hope it would have 2 flight decks now ;D ) and starting the game with the Talus. For the campaign I've not played it before as I just like using your carrier ships. I prefer playing mods that add to the vanilla game as some mods are total overhauls with too many weapon systems and ships to keep track of.

Yes. I am rebalancing all the ships individually before uploading the entire campaign again. That means I'll upload the seperate ships first, once I'm done. About the Lance getting a second flight deck, sure why not. It probably should've had 2 to begin with.

The TuP campaign actually just adds to the vanilla campaign. Unfortunately in the past we could only have one system, so TuP 'changed' the Corvus system into the Iota system. Now with 0.6a we can have multiple systems.  :)


WHERE IS MY FOXHOUND.

Patience is a virtue.  ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Kommodore Krieg on September 16, 2013, 05:03:08 PM
I am looking forward to the updated version of this most essential mod. 
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Sproginator on September 17, 2013, 12:16:45 AM
And I'll have to make yet another video -_-' ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Taverius on September 17, 2013, 12:56:32 AM
Patience is a virtue.  ;)

... I lack! :D
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 17, 2013, 06:08:44 AM
Working hard on getting everything up to date. In the mean time:

Put this (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/TuP_logo.png) in your signature to support the mod and get a special starting ship send to you in the colour of your choice!  8)


(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/thunderchild_choice.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Uomoz on September 17, 2013, 06:38:50 AM
Kickstarter!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 17, 2013, 08:04:10 AM
Kickstarter!

Well, hey! It gives me something to do when I get bored of updating the same stuff over and over.  ;)

Also, put that in your signature Uomoz, so I can send you a Thunderchild ship of your choice.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Aklyon on September 17, 2013, 08:15:14 AM
This is a pretty great sounding mod, and I don't exactly have anything else to do with my sig here :)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 17, 2013, 08:19:08 AM
This is a pretty great sounding mod, and I don't exactly have anything else to do with my sig here :)

PM me the colour you want, please.  :)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Uomoz on September 17, 2013, 09:12:02 AM
BLUE!

PS need any help with .6 integration?
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 17, 2013, 09:13:51 AM
BLUE!

PS need any help with .6 integration?

I might with the actual system. Since Iota was based (and in part overwrote) the Corvus system. I'll let you know.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Uomoz on September 17, 2013, 09:19:58 AM
Add me on skype if you want!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Sproginator on September 17, 2013, 09:24:54 AM
BLUE!

PS need any help with .6 integration?

I DO I DO I DO!!!!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: ciago92 on September 17, 2013, 09:58:41 AM
Do I get bonus points? ;-)

Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Wriath on September 21, 2013, 07:18:16 AM
Checking to see if I did the sig thing right, I'm not worried about a custom version of that ship though.
EDIT: Bargh, I do not forum.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Aklyon on September 21, 2013, 02:41:15 PM
Checking to see if I did the sig thing right, I'm not worried about a custom version of that ship though.
EDIT: Bargh, I do not forum.
Add {img} {/img} tags. But with brackets instead.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Wriath on September 21, 2013, 05:18:56 PM
Umm... no I kinda like mine actually.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Captain Draco on September 22, 2013, 05:50:49 AM
Love this mod spares me the need to cheat on the start.  ;D Would take blue ship although run the Mace most often what a perfect pirate hunter ship she is. 
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: joey4track on September 22, 2013, 10:11:41 AM
I'm assuming this is not compatible with 6a right?
Title: Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
Post by: Erick Doe on September 22, 2013, 01:59:12 PM
I'm assuming this is not compatible with 6a right?

Not yet, no. I'm working on it.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: ValkyriaL on September 22, 2013, 02:02:33 PM
I want my Cormorant! >.<
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: planeswalker on October 04, 2013, 06:54:17 AM
No Mace carrier Erick? Pretty please  ;D
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Vinya on October 05, 2013, 04:23:30 PM
Y'all images got photobucketed.


Use imgur >.>
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Erick Doe on October 05, 2013, 04:24:47 PM
I haven't gotten around to replacing those yet.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Uomoz on October 06, 2013, 07:08:53 AM
 :-[ :-[ :-[ :-[ :-[
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Erick Doe on October 06, 2013, 07:11:33 AM
:-[ :-[ :-[ :-[ :-[

The Zorg mod has priority at the moment. I'd like to have a fully finished product instead of spreading too thin.

Rest assured, once the Zorg are pretty much done, I'll get back to TuP.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: HELMUT on October 20, 2013, 08:11:38 AM
Pretty much a copy/past of my other question from your other mod. When will we be able to play with TUP for 0.61? Also, really, continue the mission campaign you started please. I have yet to see another mod featuring missions as interesting as yours and i want to fly again my faithful "Chartreuse".
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Erick Doe on October 20, 2013, 08:12:26 AM
Heavens, Helmut!

I can't be everywhere at once! What's next? The Firefly / Serenity mod?



[edit]
I realise that this is my more mainstream and popular mod project. And this has priority after the Zorg mod.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Wunder on October 20, 2013, 08:40:12 AM
Heavens, Helmut!

I can't be everywhere at once! What's next? The Firefly / Serenity mod?



[edit]
I realise that this is my more mainstream and popular mod project. And this has priority after the Zorg mod.
Sir Doe!
When will tore up plenty come back!
I want to stop using the debug commands to cheat the game!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Uomoz on December 04, 2013, 03:46:50 PM
Hi there Erick! I've pm'd you something about TuP, let me know! Cheers!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Obscure on December 05, 2013, 10:15:34 AM
wow, love the sprite work on these. some of these look relatively original!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Erick Doe on December 08, 2013, 05:32:46 AM
Given Uomoz permission to include TuP in UsS. He will have to make them compatible with [0.6.1a] as I don't have the time to work on them right now.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Erick Doe on December 12, 2013, 05:08:07 AM
After seeing Uomoz's awesome implementation of TuP in UsS, I've decided to pick up working on TuP again. Expect all ships updated and downloadable by the end of the day. Also adding three new ships to TuP.  ;)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Cycerin on December 12, 2013, 05:18:40 AM
Hear, hear!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Erick Doe on December 12, 2013, 05:52:44 AM
Quote
2796 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.json.JSONException: Expected a ',' or ']' at 1014 [character 5 line 53]
org.json.JSONException: Expected a ',' or ']' at 1014 [character 5 line 53]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONArray.<init>(JSONArray.java:143)
   at org.json.JSONTokener.nextValue(JSONTokener.java:356)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Any ideas? Looks like I accidently removed a , or ] somewhere. But I can't figure out where.

[edit]
Problem lies somewhere in the variants, that I edited to clean up some redundant weapon group code.

Going to address the problem by process of elimination. May take a while.  ::)

[edit #2]
FIXED!
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Erick Doe on December 12, 2013, 06:31:28 AM
Shall I add all colours of the Thunderchild, or no?

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/thunderchild_choice.png)

That means I have to add 5 different versions of the same ship.


Also, add the Gull, Heron (name will be changed since we'll soon have a vanilla ship by that name) and Mothergoose?
(http://i.imgur.com/gEG0vtd.png)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Grug on December 12, 2013, 07:05:57 AM
No, Cormorant, and Gander.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: HELMUT on December 12, 2013, 07:42:56 AM
Not sure about the different colors for the Thunderchild. If it's a TTS ship, blue, if it's Hegemony, red. But then, that's my own point of view, some persons might like having different colors for this ship.

I think there is already a Cormorant ship for TUP. Heron can be changed for Gander though.
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: sirboomalot on December 12, 2013, 09:08:21 AM
I like colors  ;D
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Bjørn_in_the_Sector on December 13, 2013, 03:05:39 AM
Albatross?  ::)
Title: Re: Tore Up Plenty - Alternate Starting Ships - Not yet 0.6a compatible
Post by: Erick Doe on December 13, 2013, 03:33:19 AM
Well, I've got 22 ships ready to go. I've fixed up all the missions to be compatible with [0.6.1a]. Right now I'm still adding automated weapon groups, as requested a long time ago. And I'm adding the ships as starting options to the new settings.json.

I'll also add some basic faction stuff so that it can be made to work with Exerelin.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 13, 2013, 05:18:51 AM
First [0.6.1a] compatible release is here!

Note: Exerelin compatible version is on its way, as well as a new release that also includes the new Iota system!
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Piemanlives on December 13, 2013, 09:57:05 PM
I love you, and all your work O_O
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 14, 2013, 07:12:09 AM
I love you, and all your work O_O

Hey, thanks!  :)
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Toxcity on December 15, 2013, 09:51:55 AM
When I have this mod enabled with Blackrock the Did Something Else option doesn't make the ship options appear.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 16, 2013, 04:26:37 AM
When I have this mod enabled with Blackrock the Did Something Else option doesn't make the ship options appear.

That's because BRDY uses a character creation plugin. Go to:
Blackrock Drive Yards > data > scripts > plugins

And remove the CharacterCreationPluginIml.JAVA

You can either move it somewhere out of the folder, or delete it.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 16, 2013, 04:51:42 AM
The Void-class research ship has finally found a home. Forgot all about this sprite. I think it fits nicely in TuP.
(http://i.imgur.com/YKMNxmo.png)
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Uomoz on December 16, 2013, 05:14:12 AM
I think the red part doesnt fit very well. Other then that looks cool!
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Cycerin on December 16, 2013, 05:26:48 AM
Would be hyper rad if you replaced the fuel tank with a bit from an Apogee or Gemini I think.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 16, 2013, 05:34:02 AM
It is a destroyer-sized Apogee, pretty much. Large cargo and fuel storage, fair crew space and Sensor Drones.

The fuel tank stays. And I made it stand out on purpose. The ship is highly modular, with its fuel and cargo compartments being square-like and standing out from the rest of the hull.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Uomoz on December 16, 2013, 06:21:17 AM
I mean, it would be cool if they did a paint job to make it orange. Also I feel it's more like a cruiser then a destroyer. Look at the falcon for example.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 16, 2013, 07:56:53 AM
I mean, it would be cool if they did a paint job to make it orange. Also I feel it's more like a cruiser then a destroyer. Look at the falcon for example.

I see what you mean. But the paint is still deliberately different. Also, it is not well-armed enough to be a cruiser. It is long and slim, yes. But so is the Valkyrie troop transport.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: HELMUT on December 16, 2013, 12:07:39 PM
I'm pretty sure i saw a similar ship somewhere on the forum. Can't find it though.

Same as the others for the fuel tank. It really look copy/pasted on the ship, that's very weird. That's not so much about the color but more about it being a complete separate part of this rest of the ship. Maybe you should add some pipes and wires that goes from the tank to the rest of the ship.

By the way, are you planning some stuffs for this ship? I think it was a quite nice idea.

(http://i.imgur.com/0IqERxp.png)
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Toxcity on December 16, 2013, 01:15:26 PM
That's because BRDY uses a character creation plugin. Go to:
Blackrock Drive Yards > data > scripts > plugins

And remove the CharacterCreationPluginIml.JAVA

You can either move it somewhere out of the folder, or delete it.

Thanks. The Void looks nice.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: HELMUT on December 18, 2013, 09:09:40 AM
I also post this error here:

Code
28011 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [zephyr] variant [zephyr_Basic]: slot id [WS0004] not found for weapon [lightmg]
java.lang.RuntimeException: Ship hull [zephyr] variant [zephyr_Basic]: slot id [WS0004] not found for weapon [lightmg]
at com.fs.starfarer.loading.specs.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.title.Object.for.Ò00000(Unknown Source)
at com.fs.starfarer.title.Object.for.super(Unknown Source)
at com.fs.starfarer.coreui.W.o00000(Unknown Source)
at com.fs.starfarer.ui.privatesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.D.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.float.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.title.OoOO.ôØ0000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

The Zehpyr's name apparently conflict with the Zephyr from IFed mod.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 18, 2013, 09:14:40 AM
You already posted that in the IF thread. TuP hulls never got a prefix as TuP isn't a true 'faction mod'.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: HELMUT on December 18, 2013, 09:23:47 AM
Oh for god's sake one of you two do something about it! There are dudes who want to play with mods without being bothered by that kind of stuff! So please pm to each other and fix this!
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Garmine on December 18, 2013, 11:59:18 AM
You already posted that in the IF thread. TuP hulls never got a prefix as TuP isn't a true 'faction mod'.

(You could still put something like tup_ as a prefix just to be a good neighbour (just as IFed should use a prefix of their own :D))
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 18, 2013, 02:20:26 PM
It is something that I've planned for the next version.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 23, 2013, 04:21:59 PM
(http://i.imgur.com/m0KgTcM.png)

Better? (meh, actually I'll work on it some more)

I'm pretty sure i saw a similar ship somewhere on the forum. Can't find it though.

Same as the others for the fuel tank. It really look copy/pasted on the ship, that's very weird. That's not so much about the color but more about it being a complete separate part of this rest of the ship. Maybe you should add some pipes and wires that goes from the tank to the rest of the ship.

By the way, are you planning some stuffs for this ship? I think it was a quite nice idea.

(http://i.imgur.com/0IqERxp.png)
That's the Owen / Buckler. Forgot all about that ship. A bit too blurry for TuP. But I do have a few older versions that might work. Still, a bit too kitbashed looking for my tastes.

I also still have the Vulture:
(http://i.imgur.com/NIwTsd8.png)
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: MesoTroniK on December 23, 2013, 05:44:36 PM
Oh ballz that thing is called the Vulture? I have a ship called that too for the upcoming Infernal Machine pack :(

(http://i492.photobucket.com/albums/rr285/darvus1/Vulturev7nameplate_zps3925ad73.png)
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: ValkyriaL on December 23, 2013, 06:00:18 PM
"steals sprite"
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 24, 2013, 09:42:51 AM
Oh ballz that thing is called the Vulture? I have a ship called that too for the upcoming Infernal Machine pack :(

(http://i492.photobucket.com/albums/rr285/darvus1/Vulturev7nameplate_zps3925ad73.png)

Don't worry. Next release of TuP will have a "tup_" prefix for all the ship ids.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 27, 2013, 07:04:43 AM
Done so far for the coming update:
1.)-Re-balanced some hull stats
2.)-Added hull prefix "tup_" to prevent incompatibility (updated a whole load of files to include the prefix, like variants and strings)
3.)-Added the Void-class destroyer
4.)-Fixed supply consumption of fighter wings
5.)-Removed all individual ship missions and added a single mission containing all ships in the mod
6.)-Added a nice little icon for TuP missions, setting them apart from vanilla and other mods
7.)-Reworked all ship descriptions into a better format and expanded upon content
8.)-Added a station that sells all the TuP ships in Corvus
9.)-Added player portraits

Player portraits preview:
Spoiler
(http://i.imgur.com/L8dWSEa.png) (http://i.imgur.com/X7dWuNo.png) (http://i.imgur.com/OIVTw1b.png) (http://i.imgur.com/KQU1xUa.png)
(http://i.imgur.com/oYmIh9R.png) (http://i.imgur.com/vP5UOte.png) (http://i.imgur.com/70viZSD.png) (http://i.imgur.com/zMBTpcd.png)
(http://i.imgur.com/yOLjqy0.png) (http://i.imgur.com/H601eNW.png) (http://i.imgur.com/hMlWFMe.png) (http://i.imgur.com/xtrpUss.png)
(http://i.imgur.com/DMEXp3F.png) (http://i.imgur.com/mucJI6U.png) (http://i.imgur.com/mOh0LpN.png) (http://i.imgur.com/3M1DUvh.png)
(http://i.imgur.com/YHXBJSP.png) (http://i.imgur.com/86GztzG.png) (http://i.imgur.com/YTPX8Gp.png) (http://i.imgur.com/liqmQR9.png)
(http://i.imgur.com/rV96lNz.png) (http://i.imgur.com/MXL5d62.png) (http://i.imgur.com/aup5h1C.png) (http://i.imgur.com/dreFQ9s.png)
[close]
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on December 28, 2013, 07:06:45 AM
The scrapyards and debris fields that move in orbit of the Corvus Scavengers' station.
Spoiler
(http://i.imgur.com/EapSA7b.png)
[close]

This station is the early campaign integration of TuP. It is operated by the Corvus Scavengers faction, who spawn in the Corvus system and use TuP ships. The station sells all the TuP ships, but lacks supply convoys atm.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - New release!
Post by: Erick Doe on December 28, 2013, 07:41:26 AM
V3 Update - featuring campaign integration!
(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/ux7ijlsr4lr3v3m/Tore%20Up%20Plenty%20NEW%20V3.zip)
Current version: V3

Changes:
1.)-Re-balanced some hull stats
2.)-Added hull prefix "tup_" to prevent incompatibility (updated a whole load of files to include the prefix, like variants and strings)
3.)-Added the Void-class destroyer
4.)-Fixed supply consumption of fighter wings
5.)-Removed all individual ship missions and added a single mission containing ALL ships in the mod
6.)-Added a nice little icon for TuP missions, setting them apart from vanilla and other mods
7.)-Reworked all ship descriptions into a better format and expanded upon content
8.)-Added a ‘Scrapyard’ station that sells all the TuP ships in Corvus
9.)-Added player portraits
10.)-Added station illustration
11.)-Added the ‘Corvus Scavengers’ faction that uses TuP ships
12.)-Added debris fields around the ‘Scrapyard’ station
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Garmine on December 28, 2013, 01:34:11 PM
Oh wow, debris field! I love those things.

Looks great, gonna try it with vanilla :D
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: ciago92 on December 28, 2013, 09:05:05 PM
any chance you can use the token system from UsC way back when? I loved buying the tokens and upgrading ships into higher ships
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: NanoMatter on December 29, 2013, 08:23:42 AM
The scrapyards and debris fields that move in orbit of the Corvus Scavengers' station.
Spoiler
(http://i.imgur.com/EapSA7b.png)
[close]

This station is the early campaign integration of TuP. It is operated by the Corvus Scavengers faction, who spawn in the Corvus system and use TuP ships. The station sells all the TuP ships, but lacks supply convoys atm.

Don't you think the debris is a tad bit too big, comparing to the little fleets
Pretty cool tho.
Title: Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
Post by: Erick Doe on January 05, 2014, 06:44:57 AM
The scrapyards and debris fields that move in orbit of the Corvus Scavengers' station.
Spoiler
(http://i.imgur.com/EapSA7b.png)
[close]

This station is the early campaign integration of TuP. It is operated by the Corvus Scavengers faction, who spawn in the Corvus system and use TuP ships. The station sells all the TuP ships, but lacks supply convoys atm.

Don't you think the debris is a tad bit too big, comparing to the little fleets
Pretty cool tho.

Yes. I will scale it down some.


New TuP release is close. Featuring supply fleets, updated Scavanger fleets and four new ships:
(http://i.imgur.com/zc647fs.png) (http://i.imgur.com/QaQcuRS.png) (http://i.imgur.com/4jbDbSS.png) (http://i.imgur.com/21Yo3lV.png)
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Gothars on January 06, 2014, 05:22:32 AM
Looking great. I really like the scaffolding structures, helps to make the ships more authentic and, well, torn up looking. They actually look a bit like pre-mastery-epoch (Onslaught etc.) ships, a blend of real-world near-future spaceship designs and Starsector. Yeah, really like it.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Erick Doe on January 06, 2014, 06:26:06 AM
Thank you! Mission achieved. :)
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: HELMUT on January 06, 2014, 06:53:52 AM
Reassure me Erick, you are still working on the big one yes? Because it would be very sad to let it with this huge flaw.

(http://i.imgur.com/JQErV92.png)
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Jonlissla on January 06, 2014, 07:18:22 AM
Reassure me Erick, you are still working on the big one yes? Because it would be very sad to let it with this huge flaw.

I was just going to make a post about that.

That section in the middle stands out way too much.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Gotcha! on January 06, 2014, 08:21:33 AM
What's wrong with it? :o I was just about to post how awesome that ship looks.
Minor shading around that part perhaps, but... ???

Edit: Aaargh, now I see it too and what has been seen can't be unseen. :-[
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: ValkyriaL on January 06, 2014, 08:26:41 AM
I still don't see it... what am i looking for?
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: HELMUT on January 06, 2014, 09:11:02 AM
I still don't see it... what am i looking for?

The contrast between the central part with the rest of the ship. Here the big problem comes mainly with the lines around the central part. They make the part seems like it's put on the ship rather that being the ship.

(http://i.imgur.com/ReDtOK3.png)

It's one of the the reason i don't really like kitbashing big ships, you always have those things somewhere and it can be tricky to get ride of that weird overlap effect.

Here my take to try to correct the problem. On the left mine, Erick's on the right.

(http://i.imgur.com/lUrLPYh.png)

First i brightened a tiny bit the part, because it was a bit darker than the plates around it. Then i copy/pasted the same part on top, moved it 1 pixel to the edge and manually suppressed the dark outline, that way you don't have that outline that don't appear that much on David's art (for example Xenoargh don't like that absence of lines, if you like at his sprites there are outlines EVERYWHERE). Also a good thing to do is to add stuffs to connect the part that stand out with the rest of the ship. Here i used pipes, pipes are magic, everything's better with pipes (that's why high-tech ships are b*tch to kitbash, there's not much pipes on them).
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Erick Doe on January 06, 2014, 12:42:01 PM
I'm not done with that sprite yet.  ;)

Conquest Battlecruiser to the left / Dreadnought Battlecruiser to the right (for TuP)
Spoiler
(http://i.imgur.com/eE5buni.png) (http://i.imgur.com/21Yo3lV.png)
[close]

Armed with 1 large ballistic turret, 2 medium ballistic turrets, 1 medium energy hardpoint, 6 small missiles, 2 medium missiles, 1 large missile, 1 small universal hardpoint, 1 small universal turret, 10 small ballistic turrets, 2 build-in MRM racks.

The sprite still needs some work.

Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Uomoz on January 06, 2014, 01:09:53 PM
HELMUT version is ready to go imho.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Jonlissla on January 06, 2014, 01:34:48 PM
Here my take to try to correct the problem. On the left mine, Erick's on the right.

That looks great. Pretty much ready for release.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Gotcha! on January 06, 2014, 03:23:49 PM
Indeed, if you're feeling lazy, HELMUT's is armed and ready. ;D
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Vinya on January 06, 2014, 04:17:46 PM
It's probably just my BSG fan speaking, but those two hardpoints on the side pod-things would look great as hangars.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Chronosfear on January 06, 2014, 04:59:36 PM
It's probably just my BSG fan speaking, but those two hardpoints on the side pod-things would look great as hangars.

Indeed ! ( BSG ! )
Would be awesome if those were hanger bays :)

maybe 2 variants ?  ::)
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Uomoz on January 06, 2014, 05:07:28 PM
Doesn't look like a carrier to me... Definitely more of a battleship vibe to it.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: ValkyriaL on January 06, 2014, 07:45:35 PM
id say battlecruiser, it neither feels nor looks heavy like a battleship would.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
Post by: Erick Doe on January 12, 2014, 05:53:17 AM
id say battlecruiser, it neither feels nor looks heavy like a battleship would.

Indeed. It is a battlecruiser. And it actually fills the gap between the vanilla Conquest Battlecruiser and Onslaught Battleship.
Title: Re: [0.6.1a] Tore Up Plenty V3 - Campaign + Exerelin Integration!
Post by: Uomoz on January 12, 2014, 07:19:57 AM
Next TuP version will make UsS 1.2 happen :D. Can't wait for it!
Title: Re: [0.6.1a] Tore Up Plenty V3 - Campaign + Exerelin Integration!
Post by: Erick Doe on January 12, 2014, 07:29:02 AM
Next TuP version will make UsS 1.2 happen :D. Can't wait for it!

Almost done!
Title: Re: [0.6.1a] Tore Up Plenty V3 - Campaign + Exerelin Integration!
Post by: Garmine on January 12, 2014, 07:31:11 AM
Next TuP version will make UsS 1.2 happen :D. Can't wait for it!

Almost done!

I can't wait to try out the new Battlecruiser. It looks so goood. :)
Title: Re: [0.6.1a] Tore Up Plenty V3 - Campaign + Exerelin Integration!
Post by: ciago92 on January 12, 2014, 08:58:40 PM
think this got lost a while back, but are there any plans to make getting the TuP ships available via a token system like UsC did in 17.1? I loved the feel of actually upgrading the ships they came from rather than just buying them
Title: Re: [0.6.1a] Tore Up Plenty V3 - Campaign + Exerelin Integration!
Post by: Erick Doe on January 13, 2014, 05:48:34 AM
think this got lost a while back, but are there any plans to make getting the TuP ships available via a token system like UsC did in 17.1? I loved the feel of actually upgrading the ships they came from rather than just buying them

Not in the near future. Though Uomoz is free to add this feature again for TuP ships in Uomoz's Sector, if he likes.
Title: Re: [0.6.1a] Tore Up Plenty V4 - Campaign + Exerelin Integration!
Post by: Erick Doe on January 13, 2014, 06:31:38 AM
V4 is out!

(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/j7ojpxph17l24u6/Tore%20Up%20Plenty%20NEW%20V4.zip)
Current version: V4

-Included the 4 new ships
-Corvus Scavengers now have a supply convoy
-several small tweaks
Title: Re: [0.6.1a] Tore Up Plenty V4 - Campaign + Exerelin Integration!
Post by: Erick Doe on January 15, 2014, 03:11:58 PM
I will release a hotfix soon. In the meantime if you're playing Exerelin with TuP do this:

I found the problem. It is easy to fix. In Tore Up Plenty V4, go to data > variants. Then change dreadnougt_Support to dreadnought_Support. I made a typo while saving the variant and the 'h' is missing. Exerelin is probably looking for dreadnought_Support.

So change the name and add the 'h'. Also open up the variant file and change this line:
  "variantId": "dreadnougt_Support",

to

  "variantId": "dreadnougth_Support",
Title: Re: [0.6.1a] Tore Up Plenty V4 - Campaign + Exerelin Integration!
Post by: Erick Doe on January 17, 2014, 07:42:36 AM
Competition time!

Whomever makes the finest video review for TuP will win their own ship, made in detail to their specifications!

Really, I'd appreciate some reviews of TuP. I'll pick the one I like best and build a custom ship for the creator, sprite and all. I hope that will spark some interest.  ;)

(plus I like grabbing any possible excuse to create a new sprite)
Title: Re: [0.6.1a] Tore Up Plenty V4 - Campaign + Exerelin Integration!
Post by: Erick Doe on January 22, 2014, 09:00:55 AM
Working hard on the new version, including...

-the Dreadnought fix
-Phoenix-class civilian cruiser
-Redstar privateer
-Lowered repair % (though overall a little higher than vanilla) [0.6.2a] - being jury-rigged means they are easier to repair
-Increased repair cost (roughly 2x more expensive) [0.6.2a]
-Reduced CR cost (still slightly higher than vanilla) [0.6.2a] - after all, TuP ships are somewhat special
Title: Re: [0.6.1a] Tore Up Plenty V4 - Campaign + Exerelin Integration!
Post by: Erick Doe on January 23, 2014, 04:44:18 AM
V5a is out!
(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/k2asru2h3axc1gh/Tore%20Up%20Plenty%20NEW%20V5a.zip)

-Bunch of balance fixes for [0.6.2a]
-Added the Redstar, Wolfpack and Phoenix
-Scrapyard now sells unarmed hulls

Here's what I imagine would happen if the Redstar takes off. Especially that ending. :P
Video (https://www.youtube.com/watch?v=ZU26EseuDoI)


There is a bug with the redstar_Support variant for the Redstar. Just open it up and change "frontgenerator" to "frontshield". Will be fixed soon! Fixed in V5a!
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: ciago92 on January 23, 2014, 08:15:43 AM
*clang*

What was that?
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: TimeDiver on January 23, 2014, 07:35:13 PM
At the risk of offending the author of Torn Up Plenty, I recently re-arranged the structure of the 'graphics' folder so that all of the various ship .png files are now in a single 'graphics\tup\ships' sub-folder, and edited all thirty of the .ship files to reflect the new file path(s).

As for why I did so? Mainly because the current folder structure (as of v5.0a, which I used for this purpose) made for one hell of a headache, at least when integrating the new version with the latest Uomoz's Sector (for personal use only, rest assured).

Should Erick Doe approve, I could either upload (for general usage) a .rar archive with only the revised 'graphics\tup\ships' sub-folder and the thirty modded .ship files, or (perhaps more appropriately) PM/e-mail the author to do with the archive as he/she/it sees fit.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Uomoz on January 24, 2014, 09:08:57 AM
At the risk of offending the author of Torn Up Plenty, I recently re-arranged the structure of the 'graphics' folder so that all of the various ship .png files are now in a single 'graphics\tup\ships' sub-folder, and edited all thirty of the .ship files to reflect the new file path(s).

As for why I did so? Mainly because the current folder structure (as of v5.0a, which I used for this purpose) made for one hell of a headache, at least when integrating the new version with the latest Uomoz's Sector (for personal use only, rest assured).

Should Erick Doe approve, I could either upload (for general usage) a .rar archive with only the revised 'graphics\tup\ships' sub-folder and the thirty modded .ship files, or (perhaps more appropriately) PM/e-mail the author to do with the archive as he/she/it sees fit.

That would be so good for UsS integration... Are you going to agree Erick? I thought that a general refactoring of the folder structure for tup was going to happen sooner or later, given the folder mess xD.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on January 24, 2014, 09:20:51 AM
I didn't respond to this yet? Basically it is on the to-do list. The current structure is a relic of when TuP was composed of individual ship mods. As the missions were integrated into one, so shall the folders be. At my leisure.  ;)
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Chronosfear on January 24, 2014, 10:09:03 AM
Hey Erick Doe,
don´t you think your new Battlecruiser ( Dreadnought Class) is a bit to strong?
At least I think it is.
Still I like it as it is. So there is no need to change it  ;D ( could be my flagship for the future )

The Flux dissipation of 1000 is to high for only 1(2) Large and 2 Medium slots of ballistics ( Onslaught only 600 with way more ballistic slots )
-> I´ve set Vents to 50 and got more flux dissipation then all my weapons at the same time could do
The ship itself got a good armor and hull in comparison to its maneuverability and speed . So the weak shield isn't needed much. ( upkeep is high anyway )
The 2 build-in Harpoon look a bit odd due to the change in size. ( maybe turn them by 90° and change them to normal )

Spoiler
My Dreadhnought
Using Harpoon on the small missile and universal slots and Pilum on the 2 medium and large makes this a nice missile ship.
The 2 Medium ballistics are Maulers, the large one is a Mark IX Autocannon , they give a good firepower to your broadside and more worse if something is in front of you
The small ballistics are light machine guns and some dual .. don´t need that much PD ( arcs a small but still good )
Maybe i´ll use 1 medium for a dual flak and change smalls on sides to something offensive ( would increase my PD strength if needed but worked good without)

As long as I had ammunition , I didn't had to worry anything
[close]

Chronosfear

Edit : Oh you added music ;) ( Why does that music remind my so much of Mech Warrior ?  :D )

Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on January 24, 2014, 11:14:26 AM
No. It is perfectly balanced between the conquest and the onslaught. In fact, it has a hard time beating an onslaught. It has a fairly easy time against a Conquest, unless that Conquest is piloted by a player. Without the 1000 dissipation it would overload much too quick from shield damage. The Dreadnought has the durability of the Onslaught, while a little less. And the speed and maneuverability of the Conquest, but again, a little less than the Conquest itself. Both the Onslaught and the Conquest can outgun the Dreadnought.

The music's been there quite a while, but I'm glad you like it.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: TimeDiver on January 24, 2014, 01:42:52 PM
I didn't respond to this yet? Basically it is on the to-do list. The current structure is a relic of when TuP was composed of individual ship mods. As the missions were integrated into one, so shall the folders be. At my leisure.  ;)
So... should I assume then, that permission to upload said archive (if for no other reason than to lighten Uomoz' sanity load) is not granted?
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on January 27, 2014, 07:15:08 PM
I didn't respond to this yet? Basically it is on the to-do list. The current structure is a relic of when TuP was composed of individual ship mods. As the missions were integrated into one, so shall the folders be. At my leisure.  ;)
So... should I assume then, that permission to upload said archive (if for no other reason than to lighten Uomoz' sanity load) is not granted?
You're free to upload the archive. I'm just saying that I will get around to it eventually myself. Graphics and sounds will both also be moved into a tup subfolder.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: TimeDiver on January 27, 2014, 08:02:37 PM
You're free to upload the archive. I'm just saying that I will get around to it eventually myself. Graphics and sounds will both also be moved into a tup subfolder.
Well, in that case, here it is:

https://drive.google.com/file/d/0Bz-e0Ikhh_YHM0RRUFJ6NVF1eU0/edit?usp=sharing

To those unfamiliar with Google Drive (can't be arsed to sign up an account with another downloading host), select the 'Download' option from the 'File' menu (or use 'Ctrl + S' as a keyboard shortcut).

The linked archive contains only the edited .ship files, as well as the revised 'graphics' folder structure (though only the 'tup\ships' sub-folder has actual files inside them).

To clarify, the empty sub-folders within said archive, are the ones that are not to be deleted from the mainline TuP v5a archive (the other 29 sub-folders containing the ship graphics are safe to delete).
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: ciago92 on January 29, 2014, 03:26:54 PM
I'm putting this on both your's and U'sS pages, but the Mace class doesn't have any flight decks while the description says it can field "multiple wings of strike craft"
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on January 30, 2014, 08:07:41 AM
I'm putting this on both your's and U'sS pages, but the Mace class doesn't have any flight decks while the description says it can field "multiple wings of strike craft"

It did have flight decks. Just no launch bays. It is a relic from before 0.6. when ships had both launch bays and flight decks (or hangar space). This allowed it to field several fighters.

I noticed this for the Damocles and changed it accordingly. I didn't realise the Mace also had this in its description.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on February 04, 2014, 06:41:19 AM
Coming up soon in Tore Up Plenty V6:

-These new ships:
(http://i.imgur.com/dFYVH3l.png)
(still need re-shading and re-colouring)

-Description fix for the Mace (has no flightdecks)
-All ship sprites in one folder
-Possibly a home system for a TuP based faction - maybe not though since it would be a lot of work.  ::)
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Uomoz on February 04, 2014, 06:47:55 AM
Hi there Erick! nice to see you're working on this!

Some feedback!

I feel like the one of the left could use more work on its "lines". The center of the ships shows converging lines, a clear sign of mirroring. It's not bad per se but looks more bashed then the other 3 (that looks very good to me).
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on February 04, 2014, 07:11:42 AM
I see what you mean by converging and mirrored lines. I'll see what I can do to address this. You mean the blue parts, down the centre, right? Because the grey metallic parts are mirrored like that on purpose.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on March 15, 2014, 06:03:34 AM
Spoiler
(http://i.imgur.com/U7bwWml.png)
[close]
Eight new ships coming up. Also some tweaks and a new folder structure.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: DarkAlbino on March 15, 2014, 07:46:01 AM
Hey Erick, if you'd like me to give you a hand with setting up a faction (also Exerelin) just PM me.
I think your ships should definitely be part of one, maybe some group of passionate engineers, tweaking everything in range.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on March 15, 2014, 08:00:09 AM
Hey Erick, if you'd like me to give you a hand with setting up a faction (also Exerelin) just PM me.
I think your ships should definitely be part of one, maybe some group of passionate engineers, tweaking everything in range.

It is not really a 'faction' mod. Zaphide said he'd put TuP in Exerelin as civilian / pirate / rebel spawns. Likewise, Uomoz has integrated TuP into Uomoz's Sector not as a faction, but instead has the ships all spread out across the vanilla factions (independents, Hegemony, Tri-tachyon, Sindrian Diktat and pirates).

TuP already has a small faction though; the Corvus Scavengers. Which employs mostly just the low to mid-tech TuP ships, but sells ALL TuP ships at their station in Corvus.

I appreciate the offer though. But I like working solo on my projects.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Uomoz on March 15, 2014, 09:26:28 AM
Hi there Erick! Some "negative" feedback on the ships in the compilation/faction. You obviously know that i like most of the ships.

(http://i.imgur.com/7KzmAnx.jpg)

1) Feels mirrored and kind of cheap compared to other designs, could use a rework imho.

2) The angular converging shapes bother my eyes a lot as they represent mirroring.

3) These two are nice but maybe too similar in visuals, I like the bigger one the best. I'd cut one and keep the other.

4) Feels a little bit flat and kind of ugly (not cool ugly as a hound though).

5) Again feels a little weird with all those converging lines. Could use some tweaks.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on March 16, 2014, 06:00:20 AM
1.) I will break up the symmetry a little on this ship, by adding pipelines and other greeble.
2.) The more I look at this sprite, the less I like it. I'm not going to include it in the update afterall.
3.) I'd like to keep both in, though I might apply a change in colour for one of them.
4.) The ugliness is intended. It really shouldn't be seen without its build in Hellbore and Reaper though. It looks much cooler with those attached.
5.) For once a ship that has intended converging lines. It is supposed to look perfectly symmetrical. I did offer a choice out of three similar designs and this one proved most popular.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on March 24, 2014, 07:56:16 AM
Sorry for the slow progress. I'm getting there. I've set a 40 ship mark for myself. Plus, I'm updating some older ship stats, since they're a little outdated. For example, the Foxhound is based on the Hound. But the Hound has seen a big armour increase from 300 pts to 400 pts in previous versions of Starsector. I still had to edit the Foxhound to match this change. Same goes for some other ships.

In the meantime, here's the Wrestler Mk2 for all you Wrestler fans:
(http://i.imgur.com/hb4bCcO.png)

Bigger, faster, meaner.  ;)
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: HELMUT on March 24, 2014, 08:18:50 AM
I really like this one, look pretty mean.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: ciago92 on March 24, 2014, 11:22:00 AM
Sorry for the slow progress. I'm getting there. I've set a 40 ship mark for myself. Plus, I'm updating some older ship stats, since they're a little outdated. For example, the Foxhound is based on the Hound. But the Hound has seen a big armour increase from 300 pts to 400 pts in previous versions of Starsector. I still had to edit the Foxhound to match this change. Same goes for some other ships.

In the meantime, here's the Wrestler Mk2 for all you Wrestler fans:
(http://i.imgur.com/hb4bCcO.png)

Bigger, faster, meaner.  ;)
sexier
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on March 28, 2014, 08:44:55 AM
Next update will be released some time today (friday) or tomorrow (saturday).
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on March 30, 2014, 12:03:31 PM
Next update will be released some time today (friday) or tomorrow (saturday).

Almost there!

Here's the Skylark service utility shuttle. Its arms can embrace all sorts of modules, such as cargo- and fuelcontainers, engines and additional weapons. In this case it is embracing two engines for extra speed.

(http://i.imgur.com/b7OiG5C.png)

I'll add a couple more variants of this ship.

Updated list of ships:
Spoiler
(http://i.imgur.com/O5zaHEo.png)
[close]
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Uomoz on March 30, 2014, 01:09:32 PM
Mmhh the image is not working here...
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Nanao-kun on March 30, 2014, 07:17:10 PM
Mmhh the image is not working here...
Works fine for me.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Taverius on March 31, 2014, 04:31:08 AM
Here's the Skylark service utility shuttle. Its arms can embrace all sorts of modules, such as cargo- and fuelcontainers, engines and additional weapons. In this case it is embracing two engines for extra speed.

(http://i.imgur.com/b7OiG5C.png)

I'll add a couple more variants of this ship.
Wowow, that's a badass design!

Only thing I'd note is the 'shoulders' of the very front part before the join with the main hull look a little blurry.
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration!
Post by: Erick Doe on March 31, 2014, 06:07:13 AM
V6 is out!
(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/9r5frwpzoy91hll/Tore_Up_Plenty_NEW_V6.zip)

-Bunch of balance fixes for [0.6.2a] (increased stats for various TuP ships).
-Added the Rover, Buck, Owen, Skylark, Icarus, Daedalus, Jules, Vulture and Wrestler Mk2.
-TuP now has over 40 ships!
-Scrapyard's ship stock decreased. Now sells a base assortment at the start of the campaign. New ships will be delivered over time.
-Updated TuP Collection mission, updated list of simulation opponents and screen variants.
-Updated folder structure, for better compatibility and easier integration with other mods.  ;)
-Some other tweaks here and there, like improved ship descriptions, etc.
Title: Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
Post by: Erick Doe on March 31, 2014, 06:28:08 AM

Wowow, that's a badass design!

Only thing I'd note is the 'shoulders' of the very front part before the join with the main hull look a little blurry.

Glad you like it.  :)

The Skylark is part of a series of ships:
Skylark-series of haulers
Spoiler
(from left to right: fuel bonus, speed bonus, cargo bonus)
(http://i.imgur.com/i27J9jy.png) (http://i.imgur.com/re5ctio.png) (http://i.imgur.com/qKyeLIP.png)
[close]

More will come in the future. To elaborate on the bonusses. The basic Skylark has none. The SF (fuel hauler) has double fuel storage and half fuel consumption. The SC (cargo hauler) has double supply storage and half supply consumption. The SE (engine hauler) has almost 20% more combat speed and 1 more burn speed. I will also add a Skylark that carries weapon components for extra firepower, a Skylark that carries shield generators and more.  ;)

Obviously, the SE is useful for a speed-based fleet. It still provides a fair amount of crew, supply and fuel space. The SF and SC work best together in a slower and larger fleet.
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration! 40+ new ships!
Post by: HELMUT on March 31, 2014, 09:07:20 AM
Modular ships are definitely something i'd like to see more in the future. With the TuP integration on Uomoz, there was also an old chinese mod that was doing that kind of thing pretty well.

For the Skylark, for some reason it feel a bit "Star Wars" to me. My major critic would be that the additional fuel tanks are a bit too bright i think, it clash pretty hard with the rest. Otherwise it seems good.
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration! 40+ new ships!
Post by: Lakis on March 31, 2014, 11:39:13 AM
Tested in vanilla and...

No issues cropped up with Linux!

I've got to say, I really enjoy some of your frigates, especially the Ryker!

That's my favourite amongst the Frigates. ^^
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration! 40+ new ships!
Post by: Erick Doe on April 01, 2014, 09:20:20 AM
Glad to hear there were no issues on Linux.


I'm currently adding another batch of ships, but after that I'd like to start working on some weapons.
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration! 40+ new ships!
Post by: Grug on April 01, 2014, 09:22:50 PM
Engines and fuel cells seem like they should be larger- to fit the general size of the cargo variant. Otherwise you've just got awkward empty space there.
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration! 40+ new ships!
Post by: Erick Doe on April 02, 2014, 04:10:16 AM
Following Uomoz's feedback, I've made the following changes for V7:

-Daedalus' sprite has a more worn and less clean look now
-Ryker has a bit more detail in the middle to break up its symmetry
-Fuel Skylark's fuel cannisters are less flat thanks to shading and have a rounded tip on the end
-Cargo Skylark's cargo containers are less flat looking thanks to some additional shading
-Engine Skylark had some bright pixels removed that stood out on a darker background
-Thunderchild's sprite has some additional lines and details intended to break up its symmetric look
-Also gave the Thunderchild softer edges
-Vulture's sprite less bright and more in line with the Falcon and Eagle in brightness and shading

-Some tweaks to set TuP ships apart from vanilla ships without making them clear cut upgrades over the originals.
i.e. the Wrestler has more weapon slots and better flux efficiency, but it is also slower and less well armoured than the Brawler. The Wrestler Mk2 has upgraded stats over the original Wrestler, but is even slower.

-Adding Sentinel Mk2, Striker Mk2, Buck Mk2 and Annihilator Mk2
-Adding new fighter wings

[edit]
Creating vanilla-esque portraits. Won't be done till V8
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration! 40+ new ships!
Post by: Uomoz on April 03, 2014, 05:07:39 PM
Is V7 out soonish?  8)
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration! 40+ new ships!
Post by: Erick Doe on April 03, 2014, 05:22:12 PM
Yes, let me just double check everything before uploading.
Title: Re: [0.6.2a] Tore Up Plenty V6 - Campaign + Exerelin Integration! 40+ new ships!
Post by: Erick Doe on April 03, 2014, 05:37:36 PM
Ok, here it is.

V7 is out!
(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/0juwa8phjz367h6/Tore_Up_Plenty_NEW_V7.zip)

-Daedalus' sprite has a more worn and less clean look now
-Ryker has a bit more detail in the middle to break up its symmetry
-Fuel Skylark's fuel cannisters are less flat thanks to shading and have a rounded tip on the end
-Cargo Skylark's cargo containers are less flat looking thanks to some additional shading
-Engine Skylark had some bright pixels removed that stood out on a darker background
-Thunderchild's sprite has some additional lines and details intended to break up its symmetric look
-Also gave the Thunderchild softer edges
-Vulture's sprite less bright and more in line with the Falcon and Eagle in brightness and shading

-Some tweaks to set TuP ships apart from vanilla ships without making them clear cut upgrades over the originals.
i.e. the Wrestler has more weapon slots and better flux efficiency, but it is also slower and less well armoured than the Brawler. The Wrestler Mk2 has upgraded stats over the original Wrestler, but is even slower.

-Added Sentinel Mk2, Striker Mk2, Buck Mk2, Annihilator Mk2 and the Taskmaster
-Added a new fighter wing: the Buckler


V8 won't be out for some time. I'm casually going to work on portraits and some campaign stuff, so it is going to take a while. Oh, and weapons. Lots of weapons.

[edit]
Hm. I might have to put V5a up. I think it is the latest version that is compatible with Exerelin, if I'm not mistaken?
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Uomoz on April 03, 2014, 06:34:11 PM
Very nice changes! I still think that Skylark modules stands out way too much though. Maybe it's the strong shape and style difference between the ship and the modules?

Daedalus feels a lot better now, Ryker is way better, TC as well.

Overall very good stuff, but I'm still thinking that the Taskmaster middle part is awkwardly unattractive to my eyes.

Vulture is way better now, but I need to give it a new name for UsS xD.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 03, 2014, 07:04:26 PM
Vulture is way better now, but I need to give it a new name for UsS xD.

It shouldn't cause any conflicts what with the prefixes in place.


[edit]
Tell you what, I'll rename it the 'Buzzard'.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: HELMUT on April 04, 2014, 08:14:59 AM
Speaking of UsS, i have been playing the mod a bit and was able to toy with some of the TuP ships. I think the lance carrier is currently too strong.

As a cruiser, the Lance does everything the Heron does but usually better. Much less crew requirement, less supply per day, higher cr recovery rate, only 11 logistics points and more importantly, 2 medium missile launchers (plus a built in hvel, but given its role it's not that important). I think it could use some nerf here and there to make the Heron finally competitive again.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 04, 2014, 08:25:31 AM
Speaking of UsS, i have been playing the mod a bit and was able to toy with some of the TuP ships. I think the lance carrier is currently too strong.

As a cruiser, the Lance does everything the Heron does but usually better. Much less crew requirement, less supply per day, higher cr recovery rate, only 11 logistics points and more importantly, 2 medium missile launchers (plus a built in hvel, but given its role it's not that important). I think it could use some nerf here and there to make the Heron finally competitive again.

Good observation. Keep in mind that the Lance was actually there before the Heron. And it pretty much filled the spot of mid-tech carrier (which didn't exist in vanilla) that the Heron has now come to fill. Now that the Heron exists, I may have to take another look at the Lance.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: ciago92 on April 04, 2014, 08:44:29 AM
Speaking of UsS, i have been playing the mod a bit and was able to toy with some of the TuP ships. I think the lance carrier is currently too strong.

As a cruiser, the Lance does everything the Heron does but usually better. Much less crew requirement, less supply per day, higher cr recovery rate, only 11 logistics points and more importantly, 2 medium missile launchers (plus a built in hvel, but given its role it's not that important). I think it could use some nerf here and there to make the Heron finally competitive again.

Good observation. Keep in mind that the Lance was actually there before the Heron. And it pretty much filled the spot of mid-tech carrier (which didn't exist in vanilla) that the Heron has now come to fill. Now that the Heron exists, I may have to take another look at the Lance.
nooooooooooooooooooooooooooooooooooooooooooooooo my favorite ship lol!! yeah it needs to be more balanced, but still :-(


although I don't think I've seen the Heron in a while, I've seen a couple lances. What're the prices on each? Speeds? Isn't Heron faster?
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: HELMUT on April 04, 2014, 09:22:28 AM
Yes, Heron is faster, more combat speed, 1 more burn speed, also much more OPs to fit an eventual augmented engine. The Lance kinda struggle to get all its weapons plus some hull mods but as a carrier/missile support, it don't need much to do its job.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 05, 2014, 04:37:00 AM
In case you're wanting to use TuP with Exerelin, the latest compatible version is V5a

Get V5a of TuP here:
DOWNLOAD (http://www.mediafire.com/download/k2asru2h3axc1gh/Tore+Up+Plenty+NEW+V5a.zip)
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Kommodore Krieg on April 06, 2014, 05:52:53 PM
Still the best ship mod imo.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 06, 2014, 06:01:50 PM
Still the best ship mod imo.
Thanks! I appreciate it.  :)
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 07, 2014, 05:24:14 AM
Next update will include the Hawk wing and the Hawk Ranger:

(http://i.imgur.com/DYgClBy.png)
Hawk Ranger Corvette (frigate)
A powerful light freighter, refitted to a combat role. The TY-1035 Hawk Ranger is an impressive corvette that has been armed to adapt to any kind of encounter. It packs a solid pair of assault guns ready to deal with frigates and even destroyers. Its cluster bomb bay used to house escape pods; now they house powerful bomblets that prove devastating to all kinds of unshielded opponents. Its starboard side holds a Sabot missile, normally not found on ships of its size. The top deck of the Hawk has been fitted with a vulcan cannon that can rotate a full 360 degrees. The Hawk Ranger also carries a missile pod on its port nacelle, calibrated to intercept projectiles and strikecraft.


(http://i.imgur.com/59SXgmU.png)
Hawk Corvette Wing (fighter)
A powerful light freighter, refitted to a combat role. The TY-1030 Hawk is an impressive corvette that has been armed to adapt to any kind of encounter. It packs a solid pair of assault guns ready to deal with frigates and even destroyers. Its cluster bomb bay used to house escape pods; now they house powerful bomblets that prove devastating to all kinds of unshielded opponents. Its starboard side holds a Sabot missile, normally not found on ships of its size. The top deck of the Hawk has been fitted with a vulcan cannon that can rotate a full 360 degrees.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 08, 2014, 06:47:27 AM
Uomoz has me slaving over TuP.  ::)

Version 7b will feature the following:

1.) Lance --- The Lance is slower than the Heron, in both combat speed and burn drive. Which is a big disadvantage for a player who wants speed above all else. I have further decreased its maximum combat speed. Its OP points are also lower than that of the Heron, and the Lance is initially unable to properly outfit all its weapon slots.

2.) Taskmaster --- I've updated the sprite a little. Mainly blended in the edges of the bridge with the ship a bit more and added some more pipes that run from the bridge into the rest of the ship.

3.) Hawk --- I've added the Hawk Corvette as a 2 ship wing. I'm currently working on a modifed Hawk frigate.

4.) Hermit --- I've added a weak front shield to the Hermit, as requested. Increased its armour and flux venting a little as well. Downside is the Hermit now gets overloaded pretty easily because of its overall poor flux.

5.) Vulture --- I've changed the name of the Vulture to Buzzard. The ship is NOT similar to the TIM Vulture, as far as I can see. Note that the TIM Vulture apparently fills the slot between the Falcon and the Eagle. The Buzzard fills a niche between the Hammerhead and the Falcon. It isn't a true cruiser, but more of a heavy destroyer.

6.) Buck Mk2 --- Reduced Buck Mk2's armour from 850 to 800.

7.) Almost all ship descriptions have been updated and expanded, adding to the mod's lore.

8.) Improved the starting options, making it work better on lower resolutions (stuff is less likely to vanish off screen). Instead of "Did something else", select "Tore it up plenty".

9.) Added the Hawk corvette wing, the Hawk Ranger frigate and the Underdog frigate.

10.) Updating Corvus' Scavenger's fleet compositions. Focus on low-tech and mining ships.

11.) Adding a new system with new factions that use both vanilla and TuP ships in their fleets. Possibly the Iota system (finally!).

12.) Updated the title screen variants, TuP Collection mission and the sim opponents to include the new ships.

13.) Possibly adding new missions to the mission-driven campaign!
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Uomoz on April 08, 2014, 07:01:24 AM
*whip crack*
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: snull on April 09, 2014, 01:29:38 AM
5332 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [thunderchild_blue_Basic] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [thunderchild_blue_Basic] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Hallo I have trouble to run your mod with Exerlin got that in the .log filescan you or somebody advice or help,what did i wrong? I downloaded all mods fresh and unpdated starfarer as well ;-(

thx
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 09, 2014, 02:46:25 AM
You did nothing wrong

It looks like Exerelin is still looking for the old Thunderchild id, which was changed from thunderchild_blue_Basic to tup_thunderchild for the ship id and thunderchild_Basic, thunderchild_Assault and thunderchild_Support for the variants.

Zaphide said that he'd update Exerelin to fix this.

In the meantime, it will probably work if you change Line 587 in ExerelinCharacterCreationPluginImpl.java yourself. According to Nanao-kun the leftover reference to thunderchild_blue_Basic can be found here. Just change thunderchild_blue_Basic to thunderchild_Basic.

Hope this helps!
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 09, 2014, 05:13:55 AM
Crowding up the space around the Corvus Scrapyard:
Spoiler
(http://i.imgur.com/ZreLiLv.png)
[close]
Ships now move through the debris that clutters the station's orbit.

Also editing the Corvus' Scavengers faction to make them consistently low-tech. Using low-tech and low tier vanilla and TuP ships only (Moth, Talus, Tarsus, Boartusk, Talon, Dram, etc.). This is because I am adding a new and similar faction in Askonia that uses mostly higher tech TuP ships, like a broken off branch of Tri-tachyon engineers (Centaur, Medusa, Thunderchild, Owen, Longbow, etc.). Also, higher tier ships such as the Sentinel Mk2 and the Brawler Mk2 should be harder to come by, so these only get delivered to the stations through convoys and aren't to be found elsewhere (for now).
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 09, 2014, 06:48:56 AM
Reduced the size of the debris parts in the rings:
Spoiler
(http://i.imgur.com/WBTqynb.png)
[close]
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 10, 2014, 06:02:55 AM
Replaced previous portraits with old TuP portraits and some new ones. The previous portraits didn't really match vanilla graphics.

Spoiler
Wright Shipyards portraits:
(http://i.imgur.com/IJEQy0g.png) (http://i.imgur.com/n54sdl5.png) (http://i.imgur.com/HClLP2a.png) (http://i.imgur.com/EswjPu8.png) (http://i.imgur.com/90q9xkm.png)

Iota Defense Force portraits:
(http://i.imgur.com/ah2cMVF.png) (http://i.imgur.com/Eg37pYO.png) (http://i.imgur.com/86PM71U.png) (http://i.imgur.com/zKpxECU.png) (http://i.imgur.com/qzhOs4C.png)

Corvus Scavengers portraits: (yes, altered Project Batavia portraits  ;))
(http://i.imgur.com/qwbXbrl.png) (http://i.imgur.com/LfrMCh8.png) (http://i.imgur.com/1US9DLm.png) (http://i.imgur.com/CdWWPWu.png) (http://i.imgur.com/NwObPkp.png) (http://i.imgur.com/QZiGwbl.png) (http://i.imgur.com/KFhMUVh.png) (http://i.imgur.com/1IGrTiu.png)

Miscellaneous portraits:
(http://i.imgur.com/gnw0ABP.png) (http://i.imgur.com/35BJNl1.png) (http://i.imgur.com/KjUWYjA.png) (http://i.imgur.com/aIDceKf.png) (http://i.imgur.com/k30Qnlt.png) (http://i.imgur.com/vfPTS58.png) (http://i.imgur.com/wYspoDv.png) (http://i.imgur.com/H732Wt3.png) (http://i.imgur.com/dWnWw6D.png)
[close]
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Erick Doe on April 10, 2014, 07:36:58 AM
V7b is out!
(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/bp3zysn6dm40nsm/Tore_Up_Plenty_V7b.zip)

1.) Lance --- The Lance is slower than the Heron, in both combat speed and burn drive. Which is a big disadvantage for a player who wants speed above all else. I have further decreased its maximum combat speed. Its OP points are also lower than that of the Heron, and the Lance is initially unable to properly outfit all its weapon slots.
2.) Taskmaster --- I've updated the sprite a little. Mainly blended in the edges of the bridge with the ship a bit more and added some more pipes that run from the bridge into the rest of the ship.
3.) Hawk --- I've added the Hawk Corvette as a 2 ship wing. Also added the Hawk Ranger frigate.
4.) Hermit --- I've added a weak front shield to the Hermit, as requested. Increased its armour and flux venting a little as well. Downside is the Hermit now gets overloaded pretty easily because of its overall poor flux.
5.) Vulture --- I've changed the name of the Vulture to Buzzard. The ship is NOT similar to the TIM Vulture, as far as I can see. Note that the TIM Vulture apparently fills the slot between the Falcon and the Eagle. The Buzzard fills a niche between the Hammerhead and the Falcon. It isn't a true cruiser, but more of a heavy destroyer.
6.) Buck Mk2 --- Reduced Buck Mk2's armour from 850 to 800.
7.) Almost all ship descriptions have been updated and expanded, adding to the mod's lore.
8.) Improved the starting options, making it work better on lower resolutions (stuff is less likely to vanish off screen). Instead of "Did something else", select "Tore it up plenty".
9.) Added the Hawk corvette wing, the Hawk Ranger frigate and the Underdog frigate.
10.) Updating Corvus' Scavenger's fleet compositions. Focus on low-tech and mining ships. Other factions will have a different focus.
11.) Adding a new system with new factions that use both vanilla and TuP ships in their fleets. Possibly the Iota system (finally!).
12.) Updated the title screen variants, TuP Collection mission and the sim opponents to include the new ships.
13.) Possibly adding new missions to the mission-driven campaign!
14.) Removed old portraits. Added 27 new portraits that fit better with vanilla.
15.) 100 new ship names added.
16.) Added new rings to the Corvus Scrapyard. Changed the old scrap ring to have smaller bits and pieces.
17.) Improved the Damocles' sprite
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on April 15, 2014, 06:39:37 AM
Experimenting with the TuP music track. Turning it into a radio station with a host, guests, sponsors and the music tracks.
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Tecrys on April 15, 2014, 06:58:41 AM
Be careful, Lobo might show up taking over that radio station! xD

No, seriously cool idea!

Edit: I think Lobo should be part of your mod, he would fit in so damn well!
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Vinya on April 15, 2014, 09:47:11 PM
Experimenting with the TuP music track. Turning it into a radio station with a host, guests, sponsors and the music tracks.

"Hello Siifran citizens, this is Virgil Vox, bringing you some sweet tunes over the subspace net...."


Needs more Andromeda references.
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on April 18, 2014, 07:38:34 AM
Another new feature I'm working on is TuP hull mods. These hull mods won't require any leveling. But they aren't as good as some of the regular hull mods you'd get by leveling stats. For instance, a TuP hullmod may add a small 50 points increase in armour through 'welded-on scrap metal', but also suffer from a whopping 25% decrease in maneuverability, due to it not being an optimised hull mod. To make matters worse it will cost a whole 10 OP to put on a frigate.

Where as a proper 'Heavy Armour' mod will cost only 8 OP on a frigate, causes only 20% decrease in maneuverability and adds a whopping 100 points.

You get the idea.  :)


(also, TuP hull mods will only apply on TuP ships)
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on April 26, 2014, 05:23:32 AM
Some of the content in the next release:
-(at least) 3 TuP specific hullmods: "Reinforced Corridors" - "Scrap Armour" - "Scrapped Parts"
-3 new portraits, including improvements to older portraits
-New ship: "Event Horizon-class Battleship"
-New ship: "Perigee-class Heavy Cruiser"
-New ship: "Timberwolf Mk2-class Heavy Frigate"
-New ship: "Steer-class tugboat"
-Small balancing tweaks to existing ships
-Small graphical tweaks to existing ships, most profoundly the Taskmaster
-Visible maneuvering jets to TuP ships that have that system

-Possibly new TuP weapons
-Possibly a new TuP faction spawning in Askonia with focus on high-tech, while Corvus' Scavengers focus on lower tech levels
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: spudcosmic on April 26, 2014, 07:20:41 PM
Um hey, how would I go about disabling your custom soundtrack, I'm not a fan of the music. I miss the vanilla soundtrack, but I like your ships too much to get rid of the mod, so any help?
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on April 27, 2014, 05:00:36 AM
Um hey, how would I go about disabling your custom soundtrack, I'm not a fan of the music. I miss the vanilla soundtrack, but I like your ships too much to get rid of the mod, so any help?

Tore Up Plenty folder > Data > Config > sounds.json

Delete the sounds file. That should disable the custom soundtrack.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: ahrenjb on April 30, 2014, 08:00:45 PM
You did nothing wrong

It looks like Exerelin is still looking for the old Thunderchild id, which was changed from thunderchild_blue_Basic to tup_thunderchild for the ship id and thunderchild_Basic, thunderchild_Assault and thunderchild_Support for the variants.

Zaphide said that he'd update Exerelin to fix this.

In the meantime, it will probably work if you change Line 587 in ExerelinCharacterCreationPluginImpl.java yourself. According to Nanao-kun the leftover reference to thunderchild_blue_Basic can be found here. Just change thunderchild_blue_Basic to thunderchild_Basic.

Hope this helps!

I'm getting the same error as that guy. I tried the fix that you suggested, and I'm still getting the error. Any other ideas, or maybe an ETA on that fix?
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Zaphide on April 30, 2014, 08:24:24 PM
You did nothing wrong

It looks like Exerelin is still looking for the old Thunderchild id, which was changed from thunderchild_blue_Basic to tup_thunderchild for the ship id and thunderchild_Basic, thunderchild_Assault and thunderchild_Support for the variants.

Zaphide said that he'd update Exerelin to fix this.

In the meantime, it will probably work if you change Line 587 in ExerelinCharacterCreationPluginImpl.java yourself. According to Nanao-kun the leftover reference to thunderchild_blue_Basic can be found here. Just change thunderchild_blue_Basic to thunderchild_Basic.

Hope this helps!

I'm getting the same error as that guy. I tried the fix that you suggested, and I'm still getting the error. Any other ideas, or maybe an ETA on that fix?

Hi ahrenjb,

It will probably be some amount of time before I have a non-DEV version of Exerelin for release.

In the meantime it may be best for you to grab the latest DEV version (https://bitbucket.org/Zaphide/exerelin/overview (https://bitbucket.org/Zaphide/exerelin/overview), then click the download link on right hand side, next to 77.1MB). It should be pretty stable at this point :)

Added bonus is that it supports the latest version of all the supported mods (including Tore Up Plenty), plus a few other ones that are not supported in the latest stable release.
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: ahrenjb on May 01, 2014, 01:53:51 PM

Hi ahrenjb,

It will probably be some amount of time before I have a non-DEV version of Exerelin for release.

In the meantime it may be best for you to grab the latest DEV version (https://bitbucket.org/Zaphide/exerelin/overview (https://bitbucket.org/Zaphide/exerelin/overview), then click the download link on right hand side, next to 77.1MB). It should be pretty stable at this point :)

Added bonus is that it supports the latest version of all the supported mods (including Tore Up Plenty), plus a few other ones that are not supported in the latest stable release.


Thanks for the tip, I'll try that out as soon as I get home. Appreciate the quick response. Been following Starfarer Starsector for a couple of years now, and a whole lot of features have been added since I last played. Played vanilla briefly, then decided to see what the modding community had to offer. A lot, by the looks of it.

Just to clarify, the version of TuP that is supported by the latest DEV release of Exerelin is the "V7 - Exerelin Compatible Version" or the latest "V7b" version?
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: Nanao-kun on May 01, 2014, 02:12:09 PM
Thanks for the tip, I'll try that out as soon as I get home. Appreciate the quick response. Been following Starfarer Starsector for a couple of years now, and a whole lot of features have been added since I last played. Played vanilla briefly, then decided to see what the modding community had to offer. A lot, by the looks of it.

Just to clarify, the version of TuP that is supported by the latest DEV release of Exerelin is the "V7 - Exerelin Compatible Version" or the latest "V7b" version?
V7b
Title: Re: [0.6.2a] Tore Up Plenty V7 - Campaign + Exerelin Integration! 45+ new ships!
Post by: ahrenjb on May 02, 2014, 09:41:16 AM
V7b

Thanks,

Got everything working now. Appreciate the assistance everyone.
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on May 02, 2014, 01:21:26 PM
I removed the old link to V7 so there can be no more confusion.
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on May 11, 2014, 08:22:33 AM
V8 is almost done! That's roughly a month after V7b's release. Set that as a deadline for myself.

Some of the content in V8:
-3 TuP specific hullmods: "Reinforced Corridors" - "Scrap Armour" - "Scrapped Parts"
-3 new portraits, including improvements to older portraits
-New ship: "Event Horizon-class Battleship"
-New ship: "Perigee-class Heavy Cruiser"
-New ship: "Timberwolf Mk2-class Heavy Frigate"
-New ship: "Steer-class tugboat"
-New ship: "Raider Mk2 Shuttle"
-New ship: a destroyer based off the Enforcer
-Small balancing tweaks to existing ships
-Small graphical tweaks to existing ships, most profoundly the Taskmaster
-Improved and expanded on ship descriptions, again
-Visible maneuvering jets to TuP ships that have that system
-Adjusted weapon arcs, to make the most of UsS's random weapon variant assignment code
-New factions!
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on May 13, 2014, 08:20:32 AM
Ships that are coming up:
Spoiler
(http://i.imgur.com/RQDtXNH.png) (http://i.imgur.com/BU5sAzD.png) (http://i.imgur.com/KRRyphf.png) (http://i.imgur.com/UCodAVv.png) (http://i.imgur.com/9Qn0GB9.png) (http://i.imgur.com/wpygBgp.png) (http://i.imgur.com/Octrl1F.png)
[close]
Left to right: Raider Mk2, Steer, Bloodhound, Timberwolf Mk2, Marshall, Perigee, Event Horizon


The Event Horizon-class Battleship doesn't really fit in with the rest of the mod so I'll probably keep that as a special mission ship.
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Tecrys on May 13, 2014, 08:26:25 AM
Good job, looking forward to it!

Best new ship just telling by it's look: Timberwolf MK II, everything screams "AWESOME" looking at it!
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on May 15, 2014, 06:12:35 PM
Completed a bunch of hullmods that can only be fitted on TuP ships:

(http://i.imgur.com/9Qo8LBF.png)
Scrapped Parts
By stripping the ship of non-essential parts it can store more missiles and ammo at the cost of hull integrity.

-Reduces hull integrity with 30%
-Increases all ammo types with 25%


(http://i.imgur.com/padmlE5.png)
Scrap Armour
Conceived by welding on pieces of scrap metal that increase the ship's armour rating, depending on hull size. Also reduces ship maneuverability by a quarter.

-Reduces maneuverability with 25%
-Adds 50, 75, 150, 200 armour at a high OP cost
-Only advantage is that this mod is readily available from the start and doesn't have to get unlocked. It also stacks with Heavy Armor. Heavy Armor offers better ratings and costs less. But it has to be unlocked first.


(http://i.imgur.com/sQRwX5j.png)
Reinforced Corridors
By reinforcing the ship's internal passageways with scrap parts and metal beams, hull integrity is increased by a third.

-Increases hull integrity with 30%
-Increases hull integrity with 5% more than blast doors. Though it does not offer crew protection.
-Readily available from the start, unlike Reinforced Bulkheads. However, it is just as expensive and a lot less effective (20% less effective). It does stack with Reinforced Bulkheads though.


V7c is almost done!
Title: Re: [0.6.2a] Tore Up Plenty V7b - Campaign + Exerelin Integration! 50 new ships!
Post by: Erick Doe on May 15, 2014, 06:28:01 PM
V7c is out!
(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/ua4lcy5adapll9h/Tore_Up_Plenty_V7c.zip)

Ok, I am releasing V7c now, because modders like Uomoz have been waiting on its new content and also the fixes and tweaks on existing content. I will continue to work on V8, which will have more fleshed out campaign features soon, such as new factions.

The following has been done:
-3 new TuP specific hullmods: "Reinforced Corridors" - "Scrap Armour" - "Scrapped Parts"
-2 new portraits, including improvements to older portraits
-New ship: "Event Horizon-class Battleship"
-New ship: "Overlord-class Converted Freighter / Command Ship
-New ship: "Perigee-class Heavy Cruiser"
-New ship: "Timberwolf Mk2-class Heavy Frigate"
-New ship: "Steer-class tugboat"
-New ship: "Raider Mk2-class Shuttle"
-New ship: "Marshall-class Light Destroyer"
-Small balancing tweaks to existing ships
-Small graphical tweaks to existing ships, most profoundly the Taskmaster
-Improved and expanded on ship descriptions, again
-Visible maneuvering jets added to TuP ships that have that system
-Adjusted weapon arcs, to make the most of UsS's random weapon variant assignment code
-Improved Corvus Scavengers: Added newer ships to their fleets and improved the consistency of their spawns
-Basic variants are no longer being delivered to the Corvus Scrapyard. Instead empty hulls are being delivered (as intended)
-The custom soundtrack is now disabled by default. To re-enable it simply remove the "#" prefix in the file name
-New ships added as starting ships
-More stuff, such as screen variants, sim opponents, updated test mission, etc.

@Uomoz and Zaphide
I recommend you overwrite and replace existing TuP content to ensure all the tweaks and changes are applied, such as altered engines, weapon mounts, stats and sprites. I've done a lot of small stuff like that, ontop of the bigger content.  :)
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Flunky on July 12, 2014, 07:55:27 PM
Quick question-- is the barracuda supposed to have different arcs for its two medium weapon mounts? The left (port?) mount's arc is about twice as wide as the right mount, but the sprite at least seems to suggest they'd be the same.

(This thread may have gone a few months without a post, but it's TuP! Can't be dead.)

Edit: Oh, and... is the Hermit intended to have a peak performance time period? I'm assuming so, just wanted to be sure since a) seems iffy enough without it and b) I thought part of the whole point of fighters/carriers was to avoid the peak performance issues of frigates.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on July 13, 2014, 04:01:25 AM
Of course it isn't dead! V7c is just a stable release and I haven't had to update it in a while.

The medium mounts on the port and starboard nacelle should have the same arc, but I just tested it and you're right, they don't. Very odd.

I'll fix this for next release.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on July 30, 2014, 05:47:58 AM
Working on V7d:
-Fixed weapon arcs for the Barracuda
-Fixed spelling errors here and there
-Properly Redone the launchbays on all ships
-New ship: Sojourner
-New ship: Stork

(http://i.imgur.com/VWjDfRv.png)
Stork (WIP)

(http://i.imgur.com/d68rnHl.png)
Sojourner
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: SpaceRiceBowl on July 30, 2014, 12:55:12 PM
Do you think that you will integrate ShaderLib with this mod anytime soon?
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on July 31, 2014, 04:19:35 AM
Not planned. I don't normally like being dependant on other mods.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on August 20, 2014, 03:49:54 AM
Spoiler
(http://i.imgur.com/lv5tU5R.png) (http://i.imgur.com/JVDcved.png)
[close]
Old - New Overlord
The new one gets flightdecks, a built in Hellbore and an extra mount. Its also a bit bigger. It is supposed to be a capitalship afterall.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on August 27, 2014, 11:18:28 AM
I need your input!

So I'm torn (up plenty :D) between increasing the Ordnance Points on a whole bunch of frigates, or leaving them as they are now. See, the ordnance points on a lot of TuP frigates (Strikers, Wrestlers, Timberwolfs) are slightly lower than that of their vanilla counterparts, to offset their ability to actually mount more weapons, basically making them more useful and tougher than their vanilla counterparts as you level up. Now, I already increased it for the Foxhound to be equal to the vanilla hound's 30 OP. But then HELMUT made a comment that the Foxhound is a bit overpowered in his experience and that I should nerf it a little. So should I reduce its OP again to 27 and keep all other ships as they are now. Or should I up it?

Note, the Foxhound is at 30 OP now because I kept getting comments to up it. Now I basically get a comment to lower it. What do you think? Please vote in the poll.  I'd also really appreciate some feedback ontop of the poll; your reasons for why you think I should or shouldn't increase the OP a little.

Thank you. :)

I am very happy though that in Dark.Revenant's mod feedback thread TuP always scores really high on balance. That gives me some confidence.  ;)
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Uomoz on August 27, 2014, 11:29:38 AM
I think you should tone down the pd drones on the foxhound. That system is supposed to go on destroyers, on a fast frifate is like having 5 more free machineguns (basically more then +10 free op). Maybe make a custom system with 1-2 drones? The other stats are ok imho.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on August 27, 2014, 11:34:14 AM
I think you should tone down the pd drones on the foxhound. That system is supposed to go on destroyers, on a fast frifate is like having 5 more free machineguns (basically more then +10 free op). Maybe make a custom system with 1-2 drones? The other stats are ok imho.

That is a possibility.

I've added a "No, other..." option to the poll.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: JDCollie on August 27, 2014, 12:45:26 PM
I think you should tone down the pd drones on the foxhound. That system is supposed to go on destroyers, on a fast frifate is like having 5 more free machineguns (basically more then +10 free op). Maybe make a custom system with 1-2 drones? The other stats are ok imho.
The Problem
Personally, I think the Foxhound is victim of synergy. It's the combination of being fast, having drones, and good weapon arcs that make it a terror on the field. Any one of those traits on a frigate is powerful. Having all three gives us the shield munching monstrosity we have today.

Still, I agree with Uomoz and HELMUT that the drones are the biggest part of the problem. Five flux-free machine guns in addition to whatever you mount on the hardpoints make it dangerous alone, and absolutely lethal in packs against anything that depends on shields. (And good gods, don't try it with those new plasma flamethrowers  . . . unless you like barbecues and murder >:D  )Essentially you have a Hound with it's very own wing of Talons.


My (stolen) Solution
I like Uomoz's idea -- a custom drone system of 1-2 drones would greatly reduce the damage output.

My Less-Stolen-But-Most-Likely-Stupid Solution
Another thought i just had: at the moment, don't those drones inflict kinetic damage? (Hence the shield mauling) If the damage type were switched to fragmentation, that would dramatically reduce the Foxhound's drone effectiveness against shield based opponents while still retaining the point defense capacity, yes?



And now . . .

*JD casts . . . WALL O' TEXT!!!!*

About Tup Balance
As to the balance of TuP ships and their ordinance points, I'm not necessarily sure that more mounts = more power, especially if the weapons themselves are properly balanced. That being said, I've never felt completely crippled by the OP allotment on any of the TuP ships. Have I felt restricted? Absolutely. Unable to fulfill the ship's intended role? Not so far.

Honestly, I think it comes down to the flavor of the TuP shipset itself. These aren't Tri-tachyon ships of the line. Hell, they aren't even Hegemony production cruisers; they're the salvaged, scavenged, held-together-by-bubblegum-and-grit kind of ships that smugglers, traders, miners, and pirates would make and use. Most of the ships probably predate their crew by at least a generation. I interpret OP to kind of represent the capacity of ships systems (CPU, power generation, etc) It makes sense that these ships would lack the efficient and powerful (or at least well maintained) power generators and systems that higher-end ships possess.

Most importantly though, TuP ships fill an important role in the modded Starsector universe in regards to both gameplay and lore (especially in UsS). They provide newer players with a variety of ships to fight against and use which won't smash newbies to pieces, which can be utilized by a logistically unskilled commander, and won't bankrupt them if lost. Sometimes you don't need the newest system defense carrier or anti-battleship dreadnought. You just need a ship that will still fly true.



TL:DR
TuP ships (aside from the Foxhound) fill a well balanced role both lore and gameplay wise. I vote that you leave the OP be, but that's just me. :D
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Uomoz on August 27, 2014, 12:47:47 PM
Very cool post JD.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: JDCollie on August 27, 2014, 12:52:40 PM
Very cool post JD.

Thanks :D

Also, I didn't think of this till just now, but these ships will fit in even better with the incoming economy. We'll actually have down-on-their-luck traders, and TuP has the ships to outfit them.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: HELMUT on August 27, 2014, 01:44:37 PM
Also, I didn't think of this till just now, but these ships will fit in even better with the incoming economy.

Good point, it's very likely that SS update will bring a big change to the vanilla experience and by extensions, mods. Maybe TuP ships will have their place there.

Changing the machine guns drones with Vulcan drones would indeed make them less effective against shields. However even with Frag damage, a swarm of Foxhounds will just take one or two seconds more to overload shields and unlike kinetic weapons, Vulcans will murder everything with their hull open.

Reducing the drones seems like a reasonable nerf. 1 drone seems a bit too harsh, 2 or 3 perhaps? That's still like 6/9 OPs missing.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: JDCollie on August 27, 2014, 04:12:26 PM
Also, I didn't think of this till just now, but these ships will fit in even better with the incoming economy.

Good point, it's very likely that SS update will bring a big change to the vanilla experience and by extensions, mods. Maybe TuP ships will have their place there.

Changing the machine guns drones with Vulcan drones would indeed make them less effective against shields. However even with Frag damage, a swarm of Foxhounds will just take one or two seconds more to overload shields and unlike kinetic weapons, Vulcans will murder everything with their hull open.

Reducing the drones seems like a reasonable nerf. 1 drone seems a bit too harsh, 2 or 3 perhaps? That's still like 6/9 OPs missing.

I might actually even consider a triple change. Make the drones frag, reduce their number, and remove the capacity to "free roam". That way the drones are still really dangerous in the intended role of point defense, but they'd be more dangerous to use in an aggressive fashion, since they would require the Foxhound in question to stay in close combat range to keep their firepower applied. (As well as potentially give opponents the opportunity to disengage if they have the ability to temporarily outrun a Foxhound by some means)

I don't know if there is a way to balance a wolfpack of foxhounds though without seriously damaging the ship' functionality in all other contexts or removing everything unique.



Actually. . . I don't know if it is possible, (I'd assume it probably isn't at the moment) but what if the drones were an actually limited resource? ( I.E., you have to have 10 drones in your fleet inventory in order to have your Foxhound's drones fully stocked, and any destroyed in combat would be removed )

Then again, that would be a lot of work logistically for the player just to use one ship if it were only integrated for the foxhound, and on the other it would seriously nerf the economic viability of a huge swath of drone using ships. Destroying the balance of twenty ships in order to fix one I guess might not be such a good idea. :(
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Schwartz on August 27, 2014, 08:53:30 PM
Well, the big nerf that isn't a nerf would be to simply up its Logistics requirement to 1,5 or 2. Which is sensible, considering the package deal you get with its combat abilities and cargo space. Also it would make sense to remove the roam ability from the drones. A frigate with drones is unusual to begin with, maybe the link-up is a bit patchwork and not strong enough to bridge a distance. Everybody loves the Foxhound, would be a shame to see it reduced to a puppy.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: M Hoyt on August 29, 2014, 11:07:55 AM
A low-tech frigate with drones is unusual, at least.

Switching the drones to vulcans from LMG's would probably be enough.

ed: Granted that vulcans are actually more effective DPS against armor, but in my experience, the challenge with LMG drones/fighters is that they push your flux through the roof and that prevents you from shooting them down or using a strike weapon to kill the foxhound/mothership.  These drones are quite easy to shoot down with Burst PD lasers and presumably with thumpers and flak as well.

Don't these drones (all 5 summed) have a theoretical sDPS of 1560 and aDPS 390 right now?  It's easy to see how Helmut could make these things stomp everything.  Switching to vulcans changes it to 625 aDPS and sDPS.  Vulcans also have less range, which would probably make it harder for them to reach their max DPS.

I don't think the armor damage increase is as important as the shield damage decrease in this context.  The medium and missile mount on the Foxhound give it the HE or strike capability to force an opponent to generate hard flux or punish them for taking the LMG shots on armor.  By decreasing the shield damage, though, you allow an opponent more time to eliminate the drones and probably force the foxhound to mount kinetic weapons.

The logistic cost could definitely come up to 1.5 and that would make it more comparable to the other drone frigates and hound variants.  That would also be a 33% decrease in pack size!
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Admiral Loverod on August 29, 2014, 11:52:33 PM
Actually, the low OP values might be a problem if you're trying to make your ships scale into the late game. A TuP frigate get more useful as the player gets higher level, but so do other ships. TuP ships will still have lower OP than vanilla ships in the late game.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on August 30, 2014, 03:02:48 AM
Actually, the low OP values might be a problem if you're trying to make your ships scale into the late game. A TuP frigate get more useful as the player gets higher level, but so do other ships. TuP ships will still have lower OP than vanilla ships in the late game.

The difference is that TuP frigates will be able to mount more weapons in the late game. These frigates already have better flux numbers than vanilla's frigates, so the few exta OP points a vanilla frigate might spend on flux won't give them much of an advantage. Though more hullmods potentially is.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Gothars on August 30, 2014, 07:19:31 AM
I agree with JD, too.
Your mod, Erick, is somewhat unique in that it fills a power niche slight below vanilla balance, while still fitting snugly into vanilla style and lore. It thus manages to realign the whole vanilla balance construct like no mod with stronger than or equal to vanilla balanced ships ever could. It's like the Buffalo MK.IIs extended family.   ...or in short, it's cool because it makes vanilla ships feel stronger :)

And then to make the ships grow with the player is a great concept and guarantees that you ships end up as much more than Buffalo brothers. I think if you want to change anything, you should try to pronounce that more, not fix it.

What's a bit unsightly are the many free weapon slots you'll usually have in the beginning with a TUP ship. How about some wielded-together slabs (no damage weapons) to cover them up?
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Flunky on September 03, 2014, 03:06:26 PM
For whatever it's worth I wanted to take a bit of time from my evening and agree with JDCollie as well. I'm pretty sure there's a post from me early on in this thread complaining about OPs (although I think there were even lower back then?), but at this point I'm quite happy with where TuP ships are-- particularly as a part of UsS.

It's really quite nice to have a large variety of ships that both fit with existing factions and aren't necessarily better than existing vessels. Many of them represent interesting tradeoffs compared to their vanilla brethren, they encourage use of some of the lower OP (and seemingly often less popular) weapons, and you can generally count on reasonable logistics costs. Been playing one of the recent daily builds of UsS specifically faction-less and have really grown to appreciate TuP ships, particularly ones that initially seemed pretty 'meh' like the Void and the Phoenix. Still having trouble seeing a use for the Hermit, though.

If anything, it's the fact that so many of these ships make me think "if only I could squeeze in that bigger gun..." that makes them enjoyable. Making the most of those limited OPs and quirky weapon arcs encourages experimentation.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on September 03, 2014, 03:22:10 PM
What's a bit unsightly are the many free weapon slots you'll usually have in the beginning with a TUP ship. How about some wielded-together slabs (no damage weapons) to cover them up?

Not a bad idea. I can do that.


For whatever it's worth I wanted to take a bit of time from my evening and agree with JDCollie as well. I'm pretty sure there's a post from me early on in this thread complaining about OPs (although I think there were even lower back then?), but at this point I'm quite happy with where TuP ships are-- particularly as a part of UsS.

It's really quite nice to have a large variety of ships that both fit with existing factions and aren't necessarily better than existing vessels. Many of them represent interesting tradeoffs compared to their vanilla brethren, they encourage use of some of the lower OP (and seemingly often less popular) weapons, and you can generally count on reasonable logistics costs. Been playing one of the recent daily builds of UsS specifically faction-less and have really grown to appreciate TuP ships, particularly ones that initially seemed pretty 'meh' like the Void and the Phoenix. Still having trouble seeing a use for the Hermit, though.

If anything, it's the fact that so many of these ships make me think "if only I could squeeze in that bigger gun..." that makes them enjoyable. Making the most of those limited OPs and quirky weapon arcs encourages experimentation.

That's pretty much how I envisioned TuP be used. And yes, I did slightly up the OP quite some time ago  :) Personally, I am also quite happy with how the OPs are now. So instead of changing their values, I'll do some other tweaks, like a lesser drone system for the Foxhound or higher logistics cost.

Thanks for the feedback everyone.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: JDCollie on September 03, 2014, 04:59:00 PM
Actually, the low OP values might be a problem if you're trying to make your ships scale into the late game. A TuP frigate get more useful as the player gets higher level, but so do other ships. TuP ships will still have lower OP than vanilla ships in the late game.
I don't see a problem with this myself. Why should a civilian-yacht-turned-converted-pirate-frigate be as useful as a state-of-the-art dedicated military escort to an experienced player?
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Histidine on September 29, 2014, 06:02:04 AM
Could someone edit the OP to not tell Exerelin players to download v7b? v7c is the one that actually works and it's what Zaphide says to use.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on September 29, 2014, 06:06:37 AM
Could someone edit the OP to not tell Exerelin players to download v7b? v7c is the one that actually works and it's what Zaphide says to use.

I was not informed that Exerelin had been updated to use V7c. This must have been a recent change. I've removed the link to V7b.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Zaphide on September 29, 2014, 02:29:57 PM
Could someone edit the OP to not tell Exerelin players to download v7b? v7c is the one that actually works and it's what Zaphide says to use.

I was not informed that Exerelin had been updated to use V7c. This must have been a recent change. I've removed the link to V7b.

Sorry Erick, I probably should have mentioned that :P
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on September 29, 2014, 03:57:27 PM
Could someone edit the OP to not tell Exerelin players to download v7b? v7c is the one that actually works and it's what Zaphide says to use.

I was not informed that Exerelin had been updated to use V7c. This must have been a recent change. I've removed the link to V7b.

Sorry Erick, I probably should have mentioned that :P
No problem. I'm happy you've updated.  ;)
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Mr5by5 on October 21, 2014, 10:48:23 PM
The new 0.6.5a release is amazing, almost makes it a new game....but I REALLY miss the TuP ships!!!!!
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on October 22, 2014, 04:05:38 AM
It is going to take some time to get TuP 0.6.5a ready.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: SpaceRiceBowl on October 22, 2014, 03:38:34 PM
I imagine your gonna make good use of the new ship skins with 0.65, man, there's so much modding potential in this new release.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on December 12, 2014, 07:34:54 AM
To do:
-Add new launchbays (should've gotten around to that ages ago)
-Create new fleet roles
-Get that darn station out there with its fleets and market
-Add a logo for the Corvus Scavengers

I am very excited about the whole ship skin thing.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Ratheden on December 12, 2014, 11:46:43 AM
 Just finished reading  the lore, eager to see this when it updates to .65.1a.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on December 13, 2014, 08:31:28 AM
I've been very busy, trying to get things working properly.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: tanith on December 14, 2014, 11:16:38 AM
We all appreciate the effort you're putting in, Erick :)
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on January 25, 2015, 06:47:16 AM
Rurhland industrial ships - normal and pirate skin (named for the industrial Ruhr area in Germany - I wanted to call them Rhineland ships, but thought that people might think I was copying Freelancer  ::)) WIP
(http://i.imgur.com/IOXyKla.png)   (http://i.imgur.com/D2AFRNx.png)

Extended Buffalo freighter
(http://i.imgur.com/0wbvahG.png)

Latest Overlord
(http://i.imgur.com/xUuWWfT.png)


Updating to V7d first (Exerelin and Uomoz's Sector compatible) a final release for 0.6.2a, before working on a new version for 0.65.1a.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Valkyriiking on January 27, 2015, 12:13:01 AM
Really looks like an awesome mod! I like how it still has a vanilla feel to it. Only problem every time I try to use this mod I get a JSON logo error. Any way to fix this
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: MesoTroniK on January 27, 2015, 12:25:31 AM
Tore Up Plenty is not yet updated for Starsector 0.65.1a, but only will work for 0.6.2a.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: DinoZavarski on February 03, 2015, 11:10:06 AM
Just run on a gamebreaker bug.

In graphics/tup/backgrounds several files have their extension set to .JPG instead of .jpg, as written in mission definitions:

background15.jpg
background16.jpg
background5.jpg

This leads to a crash on mission start (may work on Windows however).
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: SpaceRiceBowl on February 03, 2015, 01:33:14 PM
Jesus christ guys, this mod isn't updated for 0.65 yet, so calm down and just wait.]
Edit: Was a bit to hasty posting this, sorry Dino
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Tartiflette on February 03, 2015, 02:14:41 PM
Easy, he is playing with SS 0.62.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on February 04, 2015, 11:28:16 AM
Just run on a gamebreaker bug.

In graphics/tup/backgrounds several files have their extension set to .JPG instead of .jpg, as written in mission definitions:

background15.jpg
background16.jpg
background5.jpg

This leads to a crash on mission start (may work on Windows however).

Case sensitive Linux problem then? I can fix this and re-upload. For now, you could change the extension yourself manually to lower case.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: DinoZavarski on February 04, 2015, 12:37:14 PM
Case sensitive Linux problem then? I can fix this and re-upload. For now, you could change the extension yourself manually to lower case.

NP, it's the most common thing i do even since first mod download. It's just that your mod is active and the version i play is latest, so you were the first to be nagged by me.

As for your quiz question - i think lowering the OP requirements for installing TUP specific upgrades on TUP ships may be much better in terms of overall game balance than increasing OP.

Edit: My proposal is to Just tune OP so one will prefer scrap armor/hull upgrade on scrapper ship instead of stock ones (or install both your and stock, effectively becoming target cube replacement). I think Project Batavia mod is good example of this approach.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Sproginator on February 25, 2015, 11:19:10 AM
I'm very curious, is this still being kept up to date?
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Schwartz on February 25, 2015, 11:28:27 AM
This is my favourite mod, and one of the few kitbash-mods I can stand to look at, it's that well put together. I also hope there'll be a new version eventually.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on February 26, 2015, 08:30:39 AM
This is my favourite mod, and one of the few kitbash-mods I can stand to look at, it's that well put together. I also hope there'll be a new version eventually.
Thanks! I appreciate it :)

I'm very curious, is this still being kept up to date?
I was planning 1 more quick 0.6.2a update (for exerelin mostly) before updating to the latest version.

But I could probably use some help in getting it working in the latest version.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Ratheden on August 24, 2015, 05:06:16 AM
Looking forward to your next update  :)
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on August 25, 2015, 07:32:19 AM
Looking forward to your next update  :)

We aren't quite there yet.  ;)
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: gruberscomplete on October 26, 2015, 04:06:09 PM
This mod will be awesome with Nexerelin!
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: zoe_zucchini on October 26, 2015, 04:21:14 PM
Yeah I kinda miss this mod, never used any of the ships but I remember fighting them way back when uomoz' sector was still a thing(RIP The Best Mod)
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: AeusDeif on December 09, 2015, 04:25:12 AM
just stumbled on this, great looking ships. as someone else said, vanilla-grounded, and I'm a big fan of the vanilla look. would love to see these in the game now that it's been updated.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: ciago92 on December 09, 2015, 05:53:53 AM
Can't argue with you, this was easily my favorite mod! Hopefully upgrading to .7.1a isn't too difficult! I'm no coder but if I can help in any other way I'd love to
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Tartiflette on December 09, 2015, 08:07:11 AM
Can't argue with you, this was easily my favorite mod! Hopefully upgrading to .7.1a isn't too difficult! I'm no coder but if I can help in any other way I'd love to
Upgrading from 0.65.2 to 0.7+ is super easy. Problem is, that mod never got ported to 0.65 because 0.62 to 0.65 was on the contrary a huge pain.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Schwartz on December 09, 2015, 08:14:39 AM
*cheers in the background* Tore Up! Tore Up! Tore Up! Tore Up!
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Mealstrom on December 10, 2015, 02:57:01 PM
Can't argue with you, this was easily my favorite mod! Hopefully upgrading to .7.1a isn't too difficult! I'm no coder but if I can help in any other way I'd love to

bruh... tore up plenty, starsetctor +, scy, blackrock, diable, neutrino, tiandong, and tartifel's <==( don't know if I am correct lol probably not) upcoming anomaly mod are all the best yet lol
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: BuckCake on March 02, 2016, 05:02:29 AM
Any plans to update this mod for the latest version of the game?
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Midnight Kitsune on March 02, 2016, 09:56:36 AM
Any plans to update this mod for the latest version of the game?
I highly doubt it as this mod is around 3 or 4 versions old
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: SierraTangoDelta on March 03, 2016, 11:08:06 AM
That's unfortunate, the art style does a good job remaining grounded in the look of Vanilla, and 55 ships is a ton of new stuff to play with.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: BuckCake on March 04, 2016, 03:00:48 AM
Hell, I'd probably do it myself if I had any relevant skills.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: c plus one on March 05, 2016, 12:47:10 PM
Come on...you folks aren't giving Erick Doe enough room to breathe. It's only been a week or so since the game advanced to version 0.7.2a; please give him some time! Now that the hotfixes to 0.7.2a have been made available to the public, he can finally think about the full scope of the work that's needed to update this massively massive but equally awesome mod. It is very premature to give up hope.

As Tartiflette stated previously, the transition from Starsector version 0.62 to v0.65 was a royal pain in the butt. The bulk of Erick Doe's efforts are going to have to concentrate upon that, and it's definitely going to take him considerable time. There's truly no way around that, so we must be patient.

It's important that we express our enthusiasm constructively for Tore Up Plenty's eventual return. I'm also one of you who eagerly looks forward to the day when TuP makes its triumphant and much-anticipated return. :) From my POV, Starsector just isn't nearly as interesting and fun to play without TuP. I love what it did for vanilla gameplay, especially at the statrt of the game when new characters need all of the help that they can possibly get.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on March 08, 2016, 09:57:59 AM
Any plans to update this mod for the latest version of the game?
I highly doubt it as this mod is around 3 or 4 versions old

Actually, I was waiting on 0.7.2a before starting to work on TUP again. Though now that it is out, I am contemplating how I want to tackle this. I might need to bring in some help from other modders. I also need to dig up some files from my old PC which I forgot to transfer over. I did get some work done since 0.6.2a you know. :)

And if I really can't do this, then I'll try and find someone to take over for me. I'd rather see TUP's assets used than having them fade into obscurity. Starsector needs its Foxhound!
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: SierraTangoDelta on March 08, 2016, 10:44:41 AM
Your mod has some of the closest-to-vanilla designs I've seen, I'd love to see it make a return if you can manage to do the work.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Drokkath on August 11, 2016, 08:45:30 PM
This mod definitely deserves some updating love due to ships alone so I went ahead and made the Hermit-class along with Raider and Raider Mk2 playable for myself in the recent version of 0.7.2a. I set it up in such a way that I can only get the ship and the wing craft for it through Console Commands mod (need my main ship to be unique and exclusive to me anyway).
Yeah, yeah I'm a big time cheater in SP games since time immemorial. It's how I play games and every game is a lot more fun for me when I'm the OP god being. My reasons, my computer. I play how I wanna play, capiche?

That aside and not to get off-topic. From what I've seen of the mod from images, well I only have looked at ship sprites the most and the "She's tore up a plenty, but she'll fly true" quote and some descriptions of the mod made me insta love the theme as I'm bit of a fan of Firefly/Serenity too and for me, Hermit-class was the ship I chose and made so much more superior config-wise.

Sorry for necro-posting, just incase.. but it is a mod and it needs some more love, IMO. If anyone feels like laying morals on me then I'm having none of it anymore, my nerves recently broke and you might as well talk to a wall. If this mod doesn't get updated well, whatever. I already got the sprites which I can refurbish for recent version for myself only but it'd be nice to try the mod eventually.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: cjuicy on September 17, 2016, 05:02:21 AM
The hermit class was quite fun. I'd have either harpoon MRM's up the wazoo or give it a HVD and snipe for days.
Foxhound though, thats a whole 'nother barrel of fun.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on September 17, 2016, 06:46:57 AM
This mod definitely deserves some updating love due to ships alone so I went ahead and made the Hermit-class along with Raider and Raider Mk2 playable for myself in the recent version of 0.7.2a. I set it up in such a way that I can only get the ship and the wing craft for it through Console Commands mod (need my main ship to be unique and exclusive to me anyway).
Yeah, yeah I'm a big time cheater in SP games since time immemorial. It's how I play games and every game is a lot more fun for me when I'm the OP god being. My reasons, my computer. I play how I wanna play, capiche?

That aside and not to get off-topic. From what I've seen of the mod from images, well I only have looked at ship sprites the most and the "She's tore up a plenty, but she'll fly true" quote and some descriptions of the mod made me insta love the theme as I'm bit of a fan of Firefly/Serenity too and for me, Hermit-class was the ship I chose and made so much more superior config-wise.

Sorry for necro-posting, just incase.. but it is a mod and it needs some more love, IMO. If anyone feels like laying morals on me then I'm having none of it anymore, my nerves recently broke and you might as well talk to a wall. If this mod doesn't get updated well, whatever. I already got the sprites which I can refurbish for recent version for myself only but it'd be nice to try the mod eventually.

Whatever works for you, space cowboy! If you want to use the mod's sprites for your own singleplayer experience no-one's going to stop you. In fact, I applaud it and hope you'll have a blast.  8)

Also, there's a rumour going around that a certain someone is working on this mod right now, trying to bring it up to snuff. No promises here, but I endorsed their work.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: DownTheDrain on September 17, 2016, 08:40:20 AM
Also, there's a rumour going around that a certain someone is working on this mod right now, trying to bring it up to snuff. No promises here, but I endorsed their work.

That would be most welcome.
I haven't been around long enough to ever get to play Tore Up Plenty, but considering the huge amount of stylish ships I sure want to.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Drokkath on September 21, 2016, 09:02:40 AM
Whatever works for you, space cowboy! If you want to use the mod's sprites for your own singleplayer experience no-one's going to stop you. In fact, I applaud it and hope you'll have a blast.  8)

Also, there's a rumour going around that a certain someone is working on this mod right now, trying to bring it up to snuff. No promises here, but I endorsed their work.

Thanks, sorry if my original post seemed off-putting or aggressive or uncaring or whatever. At the time I was deep in getting to know how to mod the game myself and had made the Hermit flyable again plus I have my mental health to keep in check so one of the reasons my post was odd like that.

Anyhow glad to hear the mod is being worked on. I myself since the original post made Moth-class available for myself as an impervious ship (awesome 360 degree front shields) with a nasty/powerful mining laser (altered and separate weapon based on the thing from Tiandong mod) with those built-in missiles replaced with light auto-cannons (had to adjust symmetry for them for my own sanity).

Here's screenshots of it:
Spoiler
Voluntary picture deletion. Original image of a config modifed Moth-class (for personal in-game use only).
[close]
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: CaptainWinky on November 04, 2016, 07:23:11 PM
Hi, I'm the certain someone that Erick mentioned.  Sorry it took so long for me to put this out but I got sidetracked by real-life stuff not long after I asked Erick about updating his mod.  I'm currently waiting to start a new job so I decided to take advantage of my newfound free time to get back into Starsector and work on TUP.  The mod now works in 0.7.2a!

Download Tore Up Plenty V7d (http://www.mediafire.com/file/9u38fe6uy56clne/Tore_Up_Plenty_V7d.zip)

https://www.youtube.com/watch?v=u27STnCINqI

So what's changed?

Quote
+ Heavily revised ship statistics to fix prices, burn values, fleet points, supply costs, etc.  This will definitely need more balancing!
+ Added Shielded Cargo Holds hullmod to Foxhound, Redstar, Wolfpack, and Bloodhound
+ Added High-Resolution Sensors hullmod to Void
+ Added new logo and brief lore blurbs for Corvus Scavengers and Scrapyard station
+ Edited Corvus Scavengers faction definition file to support new fleet generation system, ship distribution probably needs balancing
+ Edited Scrapyard station generation code, disabled old fleet spawning code.  Scrapyard functions as a regular market with pre-unlocked storage at the moment
+ Edited missions to change no-longer-existent vanilla hull variants.  Mission #12 (Broken Avenue) probably needs balancing due to new phase mechanics in 0.7.2
+ Added unofficial Nexerelin support

I didn't start playing Starsector until long after the last version of this mod came out, so I'm sure there are some differences in behavior that I'm unaware of.  I should point out that the vanilla character creation dialog does not currently give you the option to start with a TUP ship.  The Scavengers' Scrapyard station in Corvus offers TUP ships for sale.  If you want a particular ship and don't want to wait for it to appear at the station, I recommend using Console Commands. ("list ships tup" to see what's available and "addship tup_shipname" to add it to your fleet)

I've also added in unofficial support for Nexerelin.  To get full functionality you will need to copy the "Nexerelin" subfolder in the TUP folder over your Nexerelin 0.7.6c install, overwriting a couple of files where necessary.  This will allow you to start as the Corvus Scavengers, use the faction directory function to locate their planets, etc.  I've played this on and off for a couple days and look forward to further playtesting.  ;D

I went over the ship stats (burn values, prices, etc) to bring them roughly in line with vanilla SS 0.7.2.  With this many ships to consider, I'm sure there are things that need further tweaking, but the ships should be completely playable.  Tore Up Plenty ships reward a heavy investment in the Technology skill tree for extra ordnance points.  Many of these ships have a lot of weapon mounts so having extra OPs helps you get the most out of them!

Have fun and let me know what you think.  I'm not an experienced modder, or programmer in general, but this has been a learning experience and I'd like to continue tweaking and improving this mod.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: RandomnessInc on November 04, 2016, 07:36:44 PM
Holy jesus, this is the big thing we needed, now only if some other mods would be revived
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: RandomnessInc on November 07, 2016, 05:53:49 AM
Alex if you are seeing this please promote this man to five stars  ;D
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: NightfallGemini on November 17, 2016, 03:37:38 PM
I got a CTD involving the logo. I take it that's due to Starsector Plus conflicting?
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Rafe on November 17, 2016, 05:48:34 PM
I got a CTD involving the logo. I take it that's due to Starsector Plus conflicting?

Hi.  I'm a new player.  I received a CTD involving the logo as well but I do not have Starsector Plus installed.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Orikson on November 17, 2016, 06:45:59 PM
The CTD may be cause by clash with the game's base logo and Tore Up Plenty's older logo overwrite.

Another possible cause is system difference. May I ask, those that had the CTD, what system is your computer/laptop on? (Windows, Linux etc.).

Until the modder patches things up, either avoid using this mod or use at your own risk.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: NightfallGemini on November 18, 2016, 11:28:48 AM
Windows 8.1 here.

E: Ah, I feel silly. Guess the link in the OP wasn't the correct version.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: CaptainWinky on November 18, 2016, 05:18:03 PM
TUP does change the base game's logo but version 7d works fine with Starsector+.  Sorry for any confusion.  I'll make a new thread when I finish the next minor revision so that the most up-to-date links will be in the OP.

I've reorganized the ship stats and revised a lot of prices, deployment costs, etc.  I also plan on adjusting the distribution of ships in Scavenger fleets a bit.  There should be a small update in a few days.
Title: Re: [0.6.2a] Tore Up Plenty V7c - Campaign + Exerelin Integration! 55+ new ships!
Post by: Erick Doe on November 22, 2016, 09:45:51 AM
Well done CaptainWinky! I'll put a link to your version in the OP.

You've blown new life into TuP.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on November 25, 2016, 02:54:00 PM
Here's a mini update, not big enough to warrant a new version.  The main 7d download has been updated, but if you already have 7d you can just grab this patch.

http://www.mediafire.com/file/ld73xwl7c71v179/Tore_Up_Plenty_V7d_11-25_patch.zip

Changes:

Quote
+ ship_data.csv is now organized by ship class, more changes to ship stats
+ TuP ships now show up on main menu screen
+ Fixed launch bays and drone bays where applicable on Rover, Lance, Damocles, Talus, Mace, Phoenix, Perigee
+ Scavengers start out hostile to Luddic Path instead of vengeful, and suspicious to pirates instead of neutral.  No illegal commodities, they're not pure pirates but probably not squeamish about the occasional harvested organ here and there.
+ Adjusted distribution of Scavenger ships slightly, also added some TuP ships to independent/pirate fleets
+ Fixed a couple typos in ship descriptions
+ Fixed a few filename case sensitivity issues that might occur for Linux users

Also Nexerelin includes support for the Corvus Scavengers as of version 0.7.6d.  If you play as the Scavengers, the Daedalus and Stampede's built-in mining blasters make them good mining ships that can also hold their own in a fight!
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Bastion.Systems on November 26, 2016, 12:14:55 PM
Why does this mod change the loading bar texture? I really like the base game one.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on November 26, 2016, 06:27:11 PM
Why does this mod change the loading bar texture? I really like the base game one.

I left it in because Erick had it in the original version of the mod.  If you want to use the vanilla loading bar, you can remove or rename the graphics/ui folder in the mod folder with no side effects.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Kaucukovnik on November 27, 2016, 02:03:42 AM
I don't like the altered loadscreen either. I don't want to sound mean, but there are mods of both higher quality and larger scope and they don't hijack the initial screen of the game. In my eyes this gives TuP a bit of bad attitude if you know what I mean. Easy to get rid of, but still.

I definitely do enjoy the added ship variety and I would already miss some of them.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on November 27, 2016, 01:56:15 PM
I don't like the altered loadscreen either. I don't want to sound mean, but there are mods of both higher quality and larger scope and they don't hijack the initial screen of the game. In my eyes this gives TuP a bit of bad attitude if you know what I mean. Easy to get rid of, but still.

I definitely do enjoy the added ship variety and I would already miss some of them.

I see your point, especially since a lot of players (myself included) play with many faction mods at once so it could be a bit off-putting to have one of those mods taking over the load screen.  I'll take the folder with the loadscreen out of the zip.

I also noticed that there's a music file I'm not currently using...it's 20 minutes long so I think enabling it as ingame background music would make it take a lot of time from vanilla and other mod-added music.  I'm removing it for the time being.  As a bonus that will make the download considerably smaller.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on November 28, 2016, 01:56:14 PM
The music file should be disabled by default, if I recall correctly.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Rafe on December 19, 2016, 02:52:30 PM
I'm kind of new to Starsector so forgive me if the answer is self-explanatory.

I have my rep with the Scavs currently at 50/100 do to donations (Steiner mod ability, can only donate to a max of 50/100), but since the Corv Scavs don't consider pirates an enemy, nor has their enemy been anything but the luddic path (which I can't seem to find them to hunt them for faction pts).

I have no idea how to increast my rep past 50/100 in order to get to "friendly" status except by hunting luddic path (which aren't really around much that I can find).

Any tips?
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on December 20, 2016, 09:33:42 AM
I will have to adjust something in a later release (probably after Starsector 0.8 is out) to make it easier to gain rep with the Scavengers.  Since they currently only have one station in Corvus, I didn't want allying with the Scavengers to hurt your ability to buy ships elsewhere so I set them to be neutral with everyone except the Pathers who have no stations of their own and who nobody else likes anyway.  The drawback of them being neutral towards everyone is that it makes it almost impossible to gain serious rep with them if you're not playing with Nexerelin.  For a quick workaround, I suggest using Console Commands and cheating yourself some reputation with "setrelation corvus_scavengers 100".  Alternately you could use the same command to set them to be outright hostile to another faction and earn your rep by fighting their new enemy (example: "setrelation corvus_scavengers pirates -100").

With the changes to salvage/capture mechanics that are coming in 0.8, it might be interesting to let the player gain Scavenger rep by donating captured mothballed ships to them.  Once 0.8 is out I may try adding a new facility to the Scrapyard that lets you do that.  As a bonus it would give the player a reason to capture ships even if you don't want to use them, like most (D) ships.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Rafe on December 20, 2016, 09:53:45 AM
Sounds like you have some really fun ideas ahead :)

And thanks for the help!

Let me just say that I LOVE your ships because they really make me pause to think about how I'm going to outfit and use each one.
TUP's ships really have their own personality when outfitting (which is unique, and exactly what I enjoy) and makes the thought process unconventional for each one.
They say that a fun, fulfilling game is one that is made up of a series of interesting choices. Your mod has that in spades  :)
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on December 20, 2016, 10:08:13 AM
Thanks, glad you're enjoying the mod!  All of the ships were made by Erick but I may add a couple of my own in the future.  I took a liking to the TUP ships both because of their overall style and because of the outfitting choices they offer.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Rafe on December 20, 2016, 06:52:37 PM
It will be neat to see what changes you make and what ships you think up!

You're cool in my book :)
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on December 24, 2016, 03:36:07 AM
With the changes to salvage/capture mechanics that are coming in 0.8, it might be interesting to let the player gain Scavenger rep by donating captured mothballed ships to them.  Once 0.8 is out I may try adding a new facility to the Scrapyard that lets you do that.  As a bonus it would give the player a reason to capture ships even if you don't want to use them, like most (D) ships.

Really like that idea!
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: connortron7 on January 06, 2017, 04:15:25 PM
Im so happy to see my first and favorite mod is back in action, great job man
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Johnny Cocas on January 19, 2017, 07:15:49 PM
I fell in love with this mod the moment I saw it :)
The ships look good, feel good and I can really feel the progression and attachment to my ship as I level up, making the ship stronger. The only mod that made me feel like this before was Blackrock and it's Nevermore cruiser.

You should make more capital ships, I know they would be great as always :D Perhaps a broadside intenside capital ;)
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Drokkath on February 09, 2017, 02:13:09 PM
Wonderful! This mod made me like the Hermit-class even more and thanks to the mod's extra hull-mods I can add now.. well, it's basically a game over for the opposition. Loving it!
Didn't know much about how it was supposed to work in terms of config settings and their features as it was originally intended for Hermit.

Apart from making my love for the Hermit-class even more "set-in-stone", it sure is nice to see this mod resurrected, finally a faction that manages to offer me something precious, something that neither the default pirate faction or the faction from Tiandong mod couldn't and that is simple: Loving your own ship that has been built from scavenged parts, derelicts and welded together to make it all something new and fierce and yet something that when some officials look at it they think that it's some sort of "junk" ..but once it's fixed up and ready to fly more-or-less again it can surpass anything built by some fancy governments or corporations.

To semi-quote captain Mal: "It ain't all buttons and charts. You know what the first rule of flying is? ..Love. You can learn all the math in the 'Verse, but you take a boat in the air that you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' 'fore she keels. Makes her a home."

And that quote has been stuck with me even before I watched the show as in there's something to respect about from ancient to old spaceships that still work after years and years of usage and harsh punishments either from combat or the very raw wild nature of life in space ranging from time dilation, meteor showers, asteroids, comets, escaped exo-planets in the dark to black holes, anomalies and colossal objects and unknown forces in general, aka "the turning of the worlds".
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Weltall on February 10, 2017, 07:59:35 PM
Hello there guys. I want to ask if this is compatible with Nexerelin's Corvus mode. It looks absolutely awesome. It is always nice to see mods of the past rise again! Thank you for the effort to make and revive it ;D
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on February 12, 2017, 07:51:47 AM
Hello there guys. I want to ask if this is compatible with Nexerelin's Corvus mode. It looks absolutely awesome. It is always nice to see mods of the past rise again! Thank you for the effort to make and revive it ;D

This is compatible with Corvus mode, although the Scavengers only have their Scrapyard station in Corvus so they will be outnumbered in the Sector.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Weltall on February 12, 2017, 01:16:55 PM
Ah I see. Make me want to befriend them and protect them.. well except if some Templar will decide to visit. Thanks a lot for the answer CaptainWinky and definitely thank you for reviving this =)
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on February 19, 2017, 07:56:36 PM
While we all anxiously wait for SS 0.8, I decided I'd try to implement something in 0.7.2.  Here's the result.

Spoiler
Commander Alison DeMar, an up-and-coming officer of the Hegemony fleet in Corvus, recently conducted some successful raids against the pirates on Barad A.  She deployed a sizeable force of marines to board a couple of pirate ships that survived the battles mostly intact.  The ships in question were a Venture(D) and a Hound(D).  Many commanders wouldn't bother to capture ships in such poor condition.  However, DeMar had been looking for a way to establish trade relations with the nearby Corvus Scavengers and knew that they would be interested in the decrepit vessels.  The ships were taken with few casualties, so DeMar sent her fleet to the Scrapyard station to make a special delivery.
(http://i.imgur.com/JAEgv3P.jpg)

She hailed the station.  A shady-looking trader told her that Scavengers dropped off their unwanted hulls at the station's Shipbreaking Facility to be processed.
(http://i.imgur.com/FrLg1Sj.jpg)

Of course this was a donation, not a sale.  She hoped it would pay off in the future when the Scavengers warmed up to her a bit and let her buy some of their higher-end ships.  For now, all she could do was drop off the ships and hope it helped relations.
(http://i.imgur.com/FC7b6Dw.jpg)

Within a day of DeMar's delivery, shipbreaker crews started working on the wrecks.  If she managed to seize any more unwanted ships, she knew where to bring them.
(http://i.imgur.com/qFObNZA.jpg)
[close]

Tore Up Plenty V7e (https://www.mediafire.com/?hwkhzgrg4i6gc2v)

As with other mods, be sure to delete your old TUP folder before unzipping this one.  This will probably break existing TUP saves.

short changelog
Spoiler
Version 7e
----------

+ Added shipbreaking facility to Scrapyard.  Prove your worth by donating scrap to the cause!
+ Scavengers no longer require commissions to purchase higher-end ships
+ Nerfed Talus's cargo and fuel capacity to 100 each
[close]

The Shipbreakers will not pay you but they will give you a rep boost with the Scavengers shortly after you drop off junk ships.  You get a 3/6/9/12 point boost for frigates/destroyers/cruisers/capitals.  Fighter wings are worth 2 points, but this will probably be pointless in SS 0.8 due to the upcoming changes in fighter mechanics.  Thanks to Dark.Revenant, whose ship conversion submarket script gave me the basis for this script.

I may add some new Scavenger stations soon.  Also since Alex mentioned the possibility of paying to remove (D) hullmods from ships in 0.8, I think I'll let the Scavengers provide that service at a lower price depending on your reputation.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Weltall on March 09, 2017, 05:57:54 AM
Playing in Nexerelin currently on Corvus mode with version 7d and I saw something odd. Scrapyard has been captured by Shadowyards, but it seems that in a way that did not affect Corvus Scavengers.

In a way it looks like now Scrapyard is shared, with the screen when you check the market having Corvus Scavengers colors. When checking the maps it really just shows both of them own it. Trading with them seems to affect only Scavengers though.
Spoiler
(https://i.imgur.com/1BDzHNs.png)

(https://i.imgur.com/O52PLeR.png)

(https://i.imgur.com/rnJmwz5.png)

(https://i.imgur.com/IpYDJx1.png)

(https://i.imgur.com/pJKn9zs.png)
[close]

Just tried to take them over to see which side will be affected. Seems it was the Scavengers one.
Spoiler
(https://i.imgur.com/hYCIgei.png)
[close]

Feels as if I can access a different overlapping scrapyard, than the one other factions visit.

Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on March 11, 2017, 05:29:55 PM
That's very strange.  I started a game with Nex in Corvus mode and no extra factions other than Scavengers, playing as Tri-Tachyon, and invaded the Scrapyard a couple of times.  The first time I gave myself a bunch of marines and allied fleets and conducted the invasion personally, the second time I requested an AI invasion fleet.  Neither a player-led nor AI invasion caused double markets.

(http://i.imgur.com/qoLEmcj.jpg)

(http://i.imgur.com/GdLZaQu.jpg)

I don't know if there's just a small chance that this can happen or if it's some bizarre interaction between TUP and another mod.  Although conducting this test showed me a different oddity: the shipbreaking facility still belongs to the Scavengers even if the rest of the market doesn't.  I suppose Tri-Tachyon and other possible conquering factions wouldn't really share the Scavengers' interest in scrapped ships though.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: King Alfonzo on March 11, 2017, 05:40:05 PM
Although conducting this test showed me a different oddity: the shipbreaking facility still belongs to the Scavengers even if the rest of the market doesn't.  I suppose Tri-Tachyon and other possible conquering factions wouldn't really share the Scavengers' interest in scrapped ships though.

Yeah, that can happen if you do the coding in a certain way; it's how CABAL and GMDA markets aren't affected by market take overs, and they remain CABAL and GMDA aligned.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Weltall on March 12, 2017, 04:46:03 AM
Phew, that took a while. Ok I finally spotted the mod that is creating this strange reaction with Tore Up Plenty! It is Neutrino Corp. It does not matter if the game is vanilla or Nexerelin.

It happens with
(http://i.imgur.com/5ohVQyJ.png)

or without Nexerelin.
(http://i.imgur.com/vvbYs9N.png)
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on March 12, 2017, 02:45:27 PM
Good news Weltall, I figured it out.  When I looked at the station generation code for the original TUP months ago, I noticed that Neutrino's world gen code was the only mod code I could find that resembled it and ended up using it as a reference to get the old code working.  The problem is that I used the same name ("CorvusAddon") that Neutrino uses, so if both mods are running at the same time the TUP Corvus generation code will get run twice which creates two Scrapyards right on top of each other (and incidentally Neutrino's Corvus generation code won't get run at all, so the Neutrino solar powerplant won't appear in Corvus).  Long story short, I would have saved myself a lot of trouble if I rewrote this instead of trying to shoehorn in the existing code.  Renaming CorvusAddon solved the problem for now.

TUP V7e fixed (https://www.mediafire.com/?hwkhzgrg4i6gc2v)

Some other modders have been giving me advice and I think long-term I will add a couple of new star systems and move the Scrapyard to one of those.  The Scavengers being in Corvus is a holdover from the days when Corvus was the only system in the game.  Erick Doe wrote In Aurora's Shadow (http://fractalsoftworks.com/forum/index.php?topic=6479.0) which provides a nice backstory for the Iota system where the TUP standalone missions take place.  Perhaps Iota will be implemented in the main campaign in the future.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Weltall on March 12, 2017, 06:07:06 PM
Since I just finished my current game, I started a new heavily modded game with Tore Up Plenty. Works like a charm! Thank you so much for fixing and updating this CaptainWinky! Really appreciate it =) I am really glad you found the cause of the problem and fixed it!
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on March 13, 2017, 11:18:23 AM
One more thing, I was playing with a greatly reduced number of Scavenger ships while trying to balance ships and think of things to change or replace.  The version you downloaded has my modified faction file in it that won't spawn many of the ships in Scavenger markets.  Fortunately that's an easy fix and you don't need to start a new game, just unzip this over your TUP directory.  The full assortment of ships will show up when the markets update.

Faction file (http://www.mediafire.com/file/cv7vkz5jgk0yhku/Tore_Up_Plenty_V7e_faction_file.zip)

The full download has been fixed as well.
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Weltall on March 13, 2017, 07:59:34 PM
Thanks again CaptainWinky. I decided to play Paper's Please to take a break, so either way I can use the updated file from the beginning =) I am grateful you went out of your way to make a patch!
Title: Re: [0.7.2a] Tore Up Plenty V7d - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on April 01, 2017, 06:17:10 AM
Actually, the Iota system did exist in game for a while. Back then I modded the Corvus system and changed it into a completely new system with its own planets, stations and factions.

It’s true that the mission also took place in the context of this system. Well spotted.

I will update the main post's download link and description. Thanks again for your work CaptainWinky.
Title: Re: [0.7.2a] Tore Up Plenty V7e - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 14, 2017, 08:07:22 PM
After taking some time to play the new version of vanilla Starsector, I decided it was high time for an update.  First off I've added Version Checker support and changed version numbering a little.  Instead of making this V8 I'm calling it 0.8 to correspond roughly with the current version of SS.  Secondly, I've brought the Iota system into the campaign!

(http://i.imgur.com/q05pY4S.jpg)

(http://i.imgur.com/8k1Bx4R.jpg)

The Qat system near Iota is the new home of the Scavengers.  They still maintain their existing station in Corvus but have expanded out to the frontier to avoid getting too much attention from the major factions.  The planet Marawa is now their main shipyard.  Both Marawa and the original Scrapyard have shipbreaking facilities.  You will not get as much rep for ship donations as in the previous version now that hulls are easier to come by--currently you will get 1/2/4/6 rep points depending on ship size.

(http://i.imgur.com/cKTeXh4.jpg)

Full list of changes:
Spoiler
Version 0.8
-----------
+ changed version numbering, added Version Checker support
+ added two new systems, Iota and Qat.  Qat's Marawa market has a shipbreaking facility like the Scrapyard
+ gave most ships at least 10% extra OP to compensate for skill tree changes
+ added Surveying Equipment hullmod to Void
+ edited variants to tweak hullmods and increase vents/caps where possible
+ flux dissipation on shieldless frigates (Foxhound, Wolfpack, etc.) has been buffed
+ tweaked carriers and fighters to work with new fighter bay system
+ changed Thunderchild's terminator drone system to PD drones
+ removed Raider Mk1, Mk2 is now renamed Raider
+ removed Mk2 ships from faction files (can still spawn in missions, sim, or via cheats)
+ removed Reinforced Corridors hullmod
+ nerfed rep boosts from shipbreaking facilities since hulks are much easier to come by
+ Corvus Scavengers are now hostile to pirates by default, inhospitable towards Hegemony, suspicious toward Tri-tach
+ small changes to existing descriptions, added flavor text for Scavenger comms and AI core exchange
+ removed some fighter wings in missions, replaced Afflictors in Broken Avenue with pirate Kites
[close]

Note that ships with Repair Gantry (specifically, the Overlord) now have a Salvage Gantry instead.  This means the Overlord should be very nice for exploration missions as soon as you can afford its supply and fuel upkeep.

I reduced the number of ships available to the Scavengers in the campaign to hopefully iron out balance issues.  Any suggestions regarding ship stats would be appreciated, as balancing is a never-ending process.  The Mk2 ships could come back or maybe replace their Mk1 variants depending on how the current ship distribution works out.  I'm sure I need to rework fighters some more...we'll see how SS 0.8.1 changes fighter mechanics.

Download Tore Up Plenty 0.8.0a (https://www.mediafire.com/?b5awjkog8isb33e)
Title: Re: [0.7.2a] Tore Up Plenty V7e - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: AxleMC131 on May 14, 2017, 08:12:57 PM
*Polite Applause*
Title: Re: [0.7.2a] Tore Up Plenty V7e - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Wriath on May 15, 2017, 04:48:05 AM
Very much excite!
Title: Re: [0.7.2a] Tore Up Plenty V7e - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 15, 2017, 06:32:28 AM
Quick update to fix some issues.

0.8.0a full (https://www.mediafire.com/?b5awjkog8isb33e)
0.8 to 0.8.0a patch (https://www.mediafire.com/?1ki1zc21y50ee84)

Spoiler
Version 0.8.0a
--------------
+ changed cargo and fuel capacity for several frigates
+ reduced frequency of Scavenger ships in independent and pirate fleets
+ fixed Marawa market to avoid weird fuel prices
[close]
Title: Re: [0.7.2a] Tore Up Plenty V7e - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on May 15, 2017, 03:30:55 PM
Good work. I will update the OP link soon.
Title: Re: [0.7.2a] Tore Up Plenty V7e - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: DIEHARD25 on May 16, 2017, 05:09:21 AM
Am i get right understanding - TUP is updated for 0.8a???
Title: Re: [0.7.2a] Tore Up Plenty V7e - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: RandomnessInc on May 16, 2017, 08:11:08 AM
Probably wanna update the OP soon
Title: Re: [0.7.2a] Tore Up Plenty V7e - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: c plus one on May 16, 2017, 07:26:16 PM
I can hardly wait until this wonderful, back-from-the-dead mod is fully compatible with game version 0.8a!  ;D
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: grinningsphinx on May 17, 2017, 02:25:44 PM
Do Scavs still offer commissions? or just not through Scrap Yard?  Up to 46 rep now and still no offers, yet hegemony offers them at 20
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 17, 2017, 10:50:27 PM
They no longer offer commissions.  This is kind of a double-edged sword since it means you have to build rep through other ways but it also allows you to eventually buy their high-end ships without being locked in to them, like buying from independents.

When I get a chance to work on things again, I'm planning to bump up OPs on most ships and then take a closer look at the missions.  I changed a couple of things, mostly removing excess Talon wings, but there's a lot to be done.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: grinningsphinx on May 17, 2017, 11:23:09 PM
They no longer offer commissions.  This is kind of a double-edged sword since it means you have to build rep through other ways but it also allows you to eventually buy their high-end ships without being locked in to them, like buying from independents.

When I get a chance to work on things again, I'm planning to bump up OPs on most ships and then take a closer look at the missions.  I changed a couple of things, mostly removing excess Talon wings, but there's a lot to be done.

Makes it a bit more difficult to earn money though, no?

Also, when nex is updated, how will you spread the scav faction via conquer?
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 17, 2017, 11:52:02 PM
They no longer offer commissions.  This is kind of a double-edged sword since it means you have to build rep through other ways but it also allows you to eventually buy their high-end ships without being locked in to them, like buying from independents.

When I get a chance to work on things again, I'm planning to bump up OPs on most ships and then take a closer look at the missions.  I changed a couple of things, mostly removing excess Talon wings, but there's a lot to be done.

Makes it a bit more difficult to earn money though, no?

Also, when nex is updated, how will you spread the scav faction via conquer?

Commissions usually don't offer much money compared to systemwide bounties.  Nexerelin lets you join factions that don't offer commissions (pirates for example) after you build up some reputation with them.  I love Nex so I'll make sure TUP works well with it once it's out.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Clutch31313 on May 18, 2017, 11:40:23 AM
I just downloaded and installed the .8.0a version, but am not seeing any "Torn Up Plenty" campaign options. Is this functioning correctly, or is this not actually .8a compatible?
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 18, 2017, 12:11:24 PM
I just downloaded and installed the .8.0a version, but am not seeing any "Torn Up Plenty" campaign options. Is this functioning correctly, or is this not actually .8a compatible?

Currently there are no extra starting options.  I might add some frigates as starting options and put a few of the bigger TUP ships as derelicts in the new systems as well.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Clutch31313 on May 18, 2017, 12:17:53 PM
Oh, ok. I must have gotten the wrong impression from reading the OP. My mistake.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on May 18, 2017, 01:12:05 PM
Oh, ok. I must have gotten the wrong impression from reading the OP. My mistake.

Understandable, there is some outdated info on there. You used to be able from a long list of ships to start with.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: c plus one on May 19, 2017, 03:33:17 AM
You used to be able from a long list of ships to start with.

Erick Doe and CaptainWinky:

Will that feature be returning? That was truly one of TuP's greatest strengths and it's sorely missed. I do hope that a restoration will be possible.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 19, 2017, 09:23:59 AM
You used to be able from a long list of ships to start with.

Erick Doe and CaptainWinky:

Will that feature be returning? That was truly one of TuP's greatest strengths and it's sorely missed. I do hope that a restoration will be possible.

Seems like a good idea since it was in the older version.  I'll take a look at it this weekend.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on May 20, 2017, 11:24:33 AM
I'm all for it.  :)
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Drokkath on May 20, 2017, 07:32:46 PM
That would be awesome. I may be a jump-start-with-endgame-content type but even I can appreciate the starting point descriptions and choices. Heck, I might even find a new ship from this mod once again to like!
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 20, 2017, 09:46:05 PM
Starting ship selection is back!  You can pick one larger ship for your flagship as well as a frigate, or just the frigate if you're a real psychogamer.  This will conflict with any other mod that alters the starting options.  For instance if you have Better Beginning enabled it will override this.

Download Tore Up Plenty 0.8.0b (https://www.mediafire.com/?rb74dawvwb8c242)

Spoiler
Version 0.8.0b
--------------
+ another OP bump for most ships
+ removed Reinforced Bulkheads from all variants that had it
+ slight buff to Marshall's speed and maneuverability
+ restored missing comm relay in Iota
+ new starting ship selection: one frigate and one destroyer/cruiser/capital
[close]
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Clutch31313 on May 21, 2017, 07:32:06 AM
I'm going to start over just to check this out. Thanks for your work!
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Clutch31313 on May 21, 2017, 07:56:55 AM
Everything things to work wonderfully, and I'm loving the options. Is there anywhere I might find a comprehensive list of ships with descriptions of informations to help me decide what ships to start with? It takes a really long time to "choose" ships, load up a new system, and then navigate to the refit screen just to see what each ship in this mod does. Again, I'm really digging the starting options. It really gives the player a substantial sense of choice.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 21, 2017, 10:23:51 AM
The Codex is a great reference but unfortunately you can't look at it while picking ships.  Here's a quick and dirty summary of all the ships you can pick, in the order they appear.

Spoiler
Capitals
Cormorant: TUP's biggest carrier, sort of an improvised Astral.  It has 4 fighter bays.  Ship system: machinegun PD drones.
Damocles: Heavily modified Atlas.  Actually is a large cruiser so I need to put it in the cruisers menu next version.  Half the cargo capacity, but it has a fighter bay and enough guns to put up a fight.  System: burn drive.
Dreadnought: Well, it's a dreadnought.  Built from the wreckage of Onslaughts and includes one built-in Thermal Pulse Cannon.  System: burn drive.
Overlord: A command ship that doubles as a salvage freighter with its built-in salvage gantry.  It has enough weapon mounts to protect itself but should probably not be used offensively.  System: burn drive.

Cruisers
Centaur: High-tech heavy cruiser, it can hit hard but is not super maneuverable.  System: high energy focus.
Mace: Light cruiser.  System: machinegun drones.
Perigee: Modified Apogee with an alternate weapon layout.  System: sensor drones.
Phoenix: Civilian-grade cruiser.  Has decent cargo and crew capacity, also has a fighter bay.  I think of it as a faster less armored Venture, it can defend itself and contribute to a fight but should not get in the middle of it.  System: laser PD drones.
Stampede: RAMMING SPEED!  It has a powerful array of built-in mining weaponry.  Keep in mind that even with the Stampede's high armor and hull, ramming will not always work in your favor.  System: plasma jets.
Taskmaster: An extremely up-armored Dominator.  It's a great tank but it's incredibly slow as a result.  Good for defense and dumping missiles.  System: burn drive.

Carriers include a mixture of cruisers and destroyers focused on carrier duty.
Hermit: Well-armored utility ship with a built-in Typhoon reaper launcher and a fighter bay.  System: burn drive.
Lance: A Gemini with a much better weapons package and 2 fighter bays.  System: reserve wing.
Rover: Not as well armed as the Lance but it's faster and has 3 fighter bays.  System: targeting feed.
Talus: A carrier freighter, sort of like a Condor with more cargo space and small weapon mounts but only 1 fighter bay.  System: laser PD drones.

Destroyers
Annihilator: Heavy destroyer with a built-in railgun, it packs a punch.  System: flare launcher.
Barracuda: Solid midsize destroyer.  System: maneuvering jets.
Buck: Hauls cargo crew and fuel equally well.  Better armored than a Mule but all its weapon mounts are forward hardpoints.  System: flare launcher.
Buzzard: Heavy destroyer/pocket cruiser with a lot of energy mounts.  System: maneuvering jets.
Daedalus: High-tech destroyer with built-in mining blasters.  System: phase skimmer.
Hedgehog: Has a deadly array of starboard-facing missiles but no shields.  System: fast missile racks.
Jules: Missile barge.  Lighter than the Hedgehog but it has shields.  System: burn drive.
Marshall: A lighter alternative to the vanilla Enforcer.  System: accelerated ammo feeder.
Void: Science vessel suitable for long-range exploration.  It's fast for a destroyer and can defend itself.  Built-in surveying equipment and high-res sensors.  System: sensor drones.
Wildebeest: If the Buffalo Mk2 wasn't dangerous enough for you, try this.  Has a built-in antimatter blaster and enough weapon mounts that you can do whatever you want with it.  Like the Buffalo Mk2, it is unshielded.  System: flare launcher.

Frigates
Bloodhound: A Hound with more of a bite.  The hull expansions make it a bigger target though.  Shielded cargo holds.  System: accelerated ammo feeder.
Foxhound: A TUP classic, it's close to the original Hound but has better defenses.  Shielded cargo holds.  System: machinegun PD drones.
Icarus: High-tech, low-HP, meant to strike and flee.  If you like the Hyperion you might like this.  System: phase teleporter.
Moth: Heavy frigate based on a stripped-down Mule.  System: burn drive.
Owen: High-tech defensive frigate.  System: fortress shield.
Platypus: Small but dangerous missile frigate.  System: fast missile racks.
Redstar: An optimized Wolfpack.  Shielded cargo holds.  System: flare launcher.
Ryker: Dram tanker with most of its fuel capacity removed in exchange for an integrated Hellbore cannon.  System: flare launcher.
Sentinel: Modified Vigilance with a lot of mounts for high customizability.  System: flare launcher.
Skylark SC: Hauler optimized for cargo.  120 cargo, 50 fuel.  System: maneuvering jets.
Skylark SF: Hauler optimized for fuel.  50 cargo, 120 fuel.  Also more fuel-efficient than the SC.  System: maneuvering jets.
Striker: Modified Lasher with more mobility at the cost of the ammo feeder.  System: burn drive.
Thunderchild: High-tech shuttle, extremely fast.  System: laser PD drones.
Timberwolf: Lower-tech Wolf with a medium ballistic main mount and a lot of smaller mounts.  System: maneuvering jets.
Underdog: Stripped-down Hound, extremely fast but also extremely fragile.  System: maneuvering jets.
Wolfpack: Foxhound/Cerberus mashup, lots of weapon mounts but unshielded and a large target.  Shielded cargo holds.  System: flare launcher.
Wrestler: Modified Brawler with more weapon mounts.  System: accelerated ammo feeder.
[close]
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Clutch31313 on May 21, 2017, 10:26:42 AM
That's a great reference. Thanks!
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Death_Silence_66 on May 21, 2017, 07:17:34 PM
Many of the added fighters are way too cheap OP wise (ex, Buckler is 6 to the Piranha's 10) . Additionally, many of the stock variants don't use all of their OP.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 21, 2017, 08:09:08 PM
Many of the added fighters are way too cheap OP wise (ex, Buckler is 6 to the Piranha's 10) . Additionally, many of the stock variants don't use all of their OP.

Next version will address the variants.  I sat down and tweaked most of them in the dev mode variant editor yesterday, then discovered to my horror that none of them saved.  Someone already gave me a solution for this (run as administrator then look for saved variants in starfarer.res folder instead of Starsector folder) so next version you should see more caps/vents/hullmods in general as well as removal of some redundant hullmods (point defense AI on a ship that only has PD weapons on small mounts).

I wasn't sure how the fighters would hold up compared to the current vanilla fighters so I left their OP cost low.  Looks like they could use a speed increase in general.  How do they hold up in combat for you?  I've had good luck with Raiders, and Boartusks seem to do okay at intercepting as well as pressuring ships' shields.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Death_Silence_66 on May 21, 2017, 08:49:46 PM
I did some testing with the fighters using a condor vs. the Assault enforcer, hope this will be helpful.

The Hawks seem to behave like longbows and fire their sabots from long range and then rearm, rarely using their other weapons.

The Bucklers prefer to use their swarmers and don't try to bomb until they are within vulcan range. I tested this again vs. an Atlas to and the result was the same. They behave as if they were heavy fighters.

The Raider shuttles might need an armor/hull nerf as they are able to tank fire from the Enforcer very well.

The Gull heavy fighters are sluggish but are a bit too powerful. A firepower or armor nerf should fix this.

Boartusks seem fine but could use the speed buff.

Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 23, 2017, 12:55:29 AM
Thank you for the feedback!  I adjusted the Buckler and Hawk behavior tags as well as the Buckler's engagement range.  This seems to have fixed the Buckler's point blank bombing runs and the Hawk's tendency to dump its Sabot and flee.  I have also increased OP cost and decreased armor and hull on all fighters.  Finally I revised ship variants and made sure they saved this time.  Here's the new update.  It shouldn't break any saves.

Download Tore Up Plenty v0.8.0c (https://www.mediafire.com/?jw21ni36qyhd390)

Spoiler
Version 0.8.0c
--------------
+ lots of adjustments to fighters: lower armor and hull, higher speed, higher OP cost, revised behavior tags
+ another slight OP bump for all ships with fighter bays to compensate for the increased fighter cost
+ Rover burn speed reduced to 8
+ all variants revised to remove unnecessary hullmods and use the extra OPs
[close]
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Drokkath on May 23, 2017, 02:35:40 AM
@CaptainWinky

Neat, been too busy customizing the game for myself in a form of having a customized and personalized modpack for my own use only.
I did try about a few days ago starting out with Hermit and seeing what it has to offer since I first wondered what Hermit as a start ship would be like without having to use Console Commands.

Well, for me it was/is a pain to do combat with it and it has nothing to do with ship being bad, nah, instead it's me unable to function without a super-ship and the new SS's .8 version that feels like a lot of normal difficulty got pushed near to hard and easy difficulty pushed near to normal. Heck I even had to crank up the Hi-octane crazy pumps and give my favorite super-ships a mad boost to all stats and make a separate version of heavy blaster that is colored beige, is a bit bulkier when you look at it closer and it fires out red energy projectiles filled with my wrath and will to steamroll the battle.. liberally. :D

One day I just zoned out and kept steamrolling everything in-game and I yearned for more ships to blast into derelicts, break the backs of those who fled and if the ship initially exploded and didn't have a part of it torn off yet, I just rammed into them with my very heavy but small super-ship that day with insane amounts of speed and rage and shot and tore them asunder.
The sweet ecstasy of ripping and tearing anything in my way apart, destabilizing factions and slowly pushing the human presence away from the sector. I have problems, I know but at least I can calm my mind that way and get the worst and the darkest impulses out of me to keep my edge off in RL.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Hussar on May 23, 2017, 12:19:14 PM
In general i always liked this mod, however - I think that Talus could use some changes. It's meant to be a conversion, a different Gemini of sorts - but the cargo space totally declassifies that ship in this role. Right now standard Tarsus fulfills this role way better really (albeit u need converted hangars mod). I would bump up Talus'es cargo into 250 range like Gemini. Maybe bit less to make it more of an alternative than outright outclassing the Gemini.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on May 23, 2017, 01:55:18 PM
Many of the added fighters are way too cheap OP wise (ex, Buckler is 6 to the Piranha's 10) . Additionally, many of the stock variants don't use all of their OP.

Was OP boosted on the frigates, without changing the variants loadouts?
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on May 23, 2017, 11:16:34 PM
In general i always liked this mod, however - I think that Talus could use some changes. It's meant to be a conversion, a different Gemini of sorts - but the cargo space totally declassifies that ship in this role. Right now standard Tarsus fulfills this role way better really (albeit u need converted hangars mod). I would bump up Talus'es cargo into 250 range like Gemini. Maybe bit less to make it more of an alternative than outright outclassing the Gemini.
That sounds good, probably gonna go with 200 cargo.  Not sure when I'll do another update but I'll eventually do some polish stuff.

Many of the added fighters are way too cheap OP wise (ex, Buckler is 6 to the Piranha's 10) . Additionally, many of the stock variants don't use all of their OP.

Was OP boosted on the frigates, without changing the variants loadouts?
I've updated all the variants in 0.8.0c.  They use all their OP and should hold up better in a fight, for anyone fighting against them or alongside them.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Drokkath on May 24, 2017, 02:37:05 AM
Darn, I started an alternate playthrough with Hermit-class but with easy mode this time and took more time to see how can I use the default vessel in combat simulation and it's still painful for me to do, did however find my usual primal chaingun and light dual machine gun solution still working but only closer than before. I could throw antimatter and heavy blaster there on the front but I'm not much of a missile or other weapons that run out of ammo user. The only default missiles/ammo-charge weaponry I like using is a swarmer since it has just enough missiles to spam-fire liberally in case of too much danger.

And once again, has nothing really to do with the ship but rather me finding out that it's much harder to do any combat in the .8 version of the game, even in easy mode with all of the hullmods, even the ones you can't install in-game, had to spawn it in after making an over modded variant file for the Hermit and I still suck at getting through a large combat fleet which wasn't as hard in the previous version. Soloing anything is much more of a risk now and I hate it when I have to have more ships and fighters taking down something I wanna tear apart, felt like mowing down my own fighter wing.

Oh, well. Back to inserting my super-ship version of a Hermit that has two more visual areas where to attach missile weaponry.

EDIT_1: Aaand done! In a way this is just my own crazy way of using stuff I find interesting but can't use them with their default values.

...

EDIT_2: Did I kill the thread or something with me blitherings? Sorry if I did, I just tend to go into great lengths of some random subject to another random subject to a point I have to decide what writing to change or remove and make the post somewhat more shorter.
That aside, I think should watch some Nemonaemo's recent playthrough videos with .8 version in hopes of seeing and finding new ways to play the game.

To remain on-topic: In one of my attempts I started out with an Annihilator, found it rather slow to fly for my taste but with the right weaponry of about 2-3 weapon combo and adjusting myself with its slower maneuvers, it can be quite deadly, had an awesome moment where I was trying to stay afloat and alive and some NPC with its ship shot a reaper at my behind while I was dealing with about 2-4 ships in front of me and somehow I clumsily but gracefully managed to turn my broadside of the ship around with a whirlwind-esque maneuver and only during then realized and saw how close the torpedo flew past the side of my ship and IIRC, it hit one of the hostile's own ships. After that I eventually dealt with the attacking ships and those who fled were just too fast to catch up with seemingly along the lines of an ancient "Battlestar WithMcClumsyCaptain". :D One of my most recent "Woah!" moments that taught me how to barely move away just enough from a possibly-detrimental projectile while flying a brick because after that I've done the same or similar trick a few times now to dodge away.

The whole scenario is a bit of a grey haze to me as I was frantically checking things like health of hostile ships, my CR levels and hull points, switching weapon groups, checking if the cooldown has gone away, then aiming and firing at hostiles and I can honestly tell that when I say that 80-95% of the time I don't know what ship is shooting at me as I'm just too focused on destroying the hostile ships that all I see basically are small to large red blobs, guesstimating their speed, trajectory and firing at the right spot liberally.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Death_Silence_66 on June 04, 2017, 04:25:32 PM
Any ETA on an 8.1 update?
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Ryu116 on June 04, 2017, 05:28:50 PM
Any ETA on an 8.1 update?

Any mods for 0.8a version works with 0.8.1a version.  I am able to run this mod with Starsector 0.8.1a without any problems.  So go ahead try it with Starsector 0.8.1a.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Drokkath on June 05, 2017, 02:47:59 AM
Aye, can confirm that also. Took a quick look at weapons and ships .csv files to compare with the new update's .csv files and didn't notice anything changed aside from the fact that why bloody heck is supplies/rec and supplies/mo still arse-backwards? ??? Let me demonstrate, default placement:

Spoiler
name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,fighter bays,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,cr %/day,CR to deploy,peak CR sec,CR loss/sec,supplies/rec,supplies/mo,hints,breakProb,minPieces,maxPieces,number

Hammerhead,hammerhead,Destroyer,ammofeed,10,5000,500,4200,4167,250,95,,90,60,40,30,60,400,FRONT,,300,0.4,0.8,,,50,100,100,60,2,30,9,20000,5,12,360,0.25,8,8,,0.5,2,3,300
[close]

TUP's placement:

Spoiler
name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,fighter bays,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,supplies/rec,supplies/mo,cr %/day,CR to deploy,peak CR sec,CR loss/sec,hints,breakProb,minPieces,maxPieces,number

Hermit,tup_hermit,Utility Ship,burndrive,11,3500,850,2750,0,225,95,1,80,50,25,25,30,400,FRONT,,90,0.3,0.5,,,25,75,100,150,3,60,8,30000,10,10,5,12,240,0.25,,0.5,2,2,40
[close]

It's just annoying to move that around or make sense at first, I originally when making a super hermit for my own use I spent hours trying to find the damn issue until I went "Argh, there's my problem!", you see I was confused and climbing up the walls because I didn't know initially why my combat readiness stuff and supplies to repair and their "decay" rate being at bonkers numbers as I was using default game's placement and TUP's Hermit data placement! :D
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on June 05, 2017, 11:19:48 AM
Woke up to a pleasant surprise: Nexerelin updated!  So it looks like it's time to update TUP as well.  Drokkath, I also cleaned up ship_data.csv a bit so it should be consistent with vanilla for your hacking pleasure. :)

Download Tore Up Plenty 0.8.1 (https://www.mediafire.com/?n23nle33le88rxp)

Changes:
Spoiler
Version 0.8.1
-------------
+ Nexerelin 0.8 support
+ ship_data.csv cleaned up somewhat
+ Talus cargo increased to 200, several ships' fuel efficiency improved, many ships' shield efficiency adjusted
+ fixed appearance of asteroid belts in Iota and Qat
[close]

This is just a quick release before I go to work today.  Keep in mind that both Dynasector and Nexerelin override the starting ship selection.  However, Nex includes some starting ship options for the Corvus Scavengers as with all other factions.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Drokkath on June 05, 2017, 01:42:16 PM
Ohh, splendid! Nexerlin along with this mod? Feels like a birthday, thanks! :D

Thanks for also taking the time to move the two supply tags to new default game's position, was wondering of doing it myself but then thought about what if it halts your own train of thought and modding or something along those lines so I asked about it first plus my sense of balance isn't that great to begin with. I sometimes compare the data of various ships and it was hard to make sense of when looking at TUP's ships due to different placement of supply tags.

SS sure is the one of the games that has a large replayablity value to me as modding and playing go along with gameplay and my playstyle in general, like I see something interesting to try out and after trying it out and if I feel like modding it not just in the game but outside the game to give something my own touch of personalization to either add in the fleet or fly around in solo mode or both.

That aside. I'm gonna start a new and proper playthrough with Nexerlin. 8)
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: c plus one on June 05, 2017, 02:57:05 PM
CaptainWinky, you're a right proper credit to the modding community.  ;D

This is just a quick release before I go to work today.

Question:
Does the above imply that there are other, perhaps more substantial TUP improvements (or even additions) in the pipeline for imminent release?
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: CaptainWinky on June 05, 2017, 10:43:19 PM
CaptainWinky, you're a right proper credit to the modding community.  ;D

This is just a quick release before I go to work today.

Question:
Does the above imply that there are other, perhaps more substantial TUP improvements (or even additions) in the pipeline for imminent release?

Now that Nex is out and I made sure things are compatible, my main goal will be to overhaul the missions.  I made a few very small changes in the missions in the first 0.8 release but will need a caffeine-fueled weekend (not this weekend) for some real fixes.  Beyond that, I have some ideas but nothing concrete yet.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Drokkath on June 06, 2017, 03:17:28 AM
@CaptainWinky

Heh, "caffeine-fueled weekend" I've been there many times myself but with green tea when I build something in a game or mod something for a game and sometimes its both as I can be so dead-on persistent that I have sometimes skipped a day or two when I finally decide to get some sleep. Fortunately it doesn't happen often and only happens in rare times but still, yikes.
Title: Re: [0.8.0a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on July 11, 2017, 07:43:36 PM
Updated the download link. Better late than never.  ;)
Title: Re: [0.8.1a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Drokkath on July 14, 2017, 09:25:22 AM
Indeed! :)

Been busy with very few other games lately, planning to do some weeks later or so another polymath Corvus Scavenger character run who's home is a modified and personalized Hermit-class, aka Hermit Mk2 due to being refitted with built-in hullmods from systems to health and hull in such a way that leaves the internal layout cramped and more like the corridors and rooms on the Nostromo from Alien movie.

Can think of my idea of the alternate Hermit I have, as the Torrens from Alien: Isolation game in a way. An upgraded wreck given life again and then some.
Star Trek Beyond's !SPOILER ALERT! Ye have been warned.
Spoiler
Like that scene where they make an old ship meant for only space travel fly again from its planetary bondage and prison, breaking it free and out and off the planet with it's now-beating heart of joy and freedom. *cue the epic Star Trek music*
[close]
Title: Re: [0.8.1a] Tore Up Plenty - Campaign+Nexerelin NEW UPDATE! (by CaptainWinky)
Post by: Erick Doe on July 23, 2017, 08:32:48 AM
Indeed! :)

Been busy with very few other games lately, planning to do some weeks later or so another polymath Corvus Scavenger character run who's home is a modified and personalized Hermit-class, aka Hermit Mk2 due to being refitted with built-in hullmods from systems to health and hull in such a way that leaves the internal layout cramped and more like the corridors and rooms on the Nostromo from Alien movie.

Can think of my idea of the alternate Hermit I have, as the Torrens from Alien: Isolation game in a way. An upgraded wreck given life again and then some.
Star Trek Beyond's !SPOILER ALERT! Ye have been warned.
Spoiler
Like that scene where they make an old ship meant for only space travel fly again from its planetary bondage and prison, breaking it free and out and off the planet with it's now-beating heart of joy and freedom. *cue the epic Star Trek music*
[close]

Would you be interested in a custom Hermit sprite for your Hermit Mk2?
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Drokkath on July 24, 2017, 12:53:51 PM
Would you be interested in a custom Hermit sprite for your Hermit Mk2?

Woah, that's a first! I'm interested alright, I'm just speechless is all. O_O
I can send you the two variations I've been using the most right away. The second/latter variation I've been using a lot more as in more hours of usage.

PM sent.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: CaptainWinky on August 01, 2017, 01:16:53 AM
It's been a couple months since I posted in here but rest assured that I haven't forgotten about you guys.  I started working on this again on the weekend and made some progress on the missions.  The next release will have the Mk2 variants back in the regular fleet distribution...as well as a couple all-new ships.  Erick has some unused sprites including an updated sprite for the Overlord, so I have adjusted the Overlord a bit and plan on putting in the new ships soon.  Before I go to bed, here's one of those ships, a more spacious and slightly more defensible Buffalo.  I might give it laser PD drones instead of the machinegun drones.

(http://i.imgur.com/ouoq9t0.jpg)
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Drokkath on August 01, 2017, 06:34:51 PM
Ohh, I like that Buffalo! Not in a way that I'd fly it as its default form but rather customize a new ship using the turret parts, colors and assets from other existing buffalo variants and then fly a new ship. I'm big time Malcom Reynolds-ing here once again over what an otherwise unappealing/"junk"-ship could be once more again.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: CaptainWinky on August 05, 2017, 08:22:35 PM
Erick's new ships are in!  Mk2 ships are back!  I also tweaked the fleets in the missions a bit, mostly to get rid of fighter wings that don't have carriers as they can act weird in this version of Starsector.  In some cases I added a ship or two to the player's fleet or removed ships from the enemy's fleet to try and balance things a bit.  Mission 10 is the hardest in my opinion but it is doable.

The starting ship selection is updated.  If you're playing with Nexerelin, use the ship selection randomizer to get some of the alternate choices.  Also the Ryker and Hermit now have mining abilities to match their descriptions.

Download Tore Up Plenty v0.8.2 (https://www.mediafire.com/file/c577dpio6wfn635/Tore%20Up%20Plenty%20v0.8.2.zip)
Be sure to delete your old TUP directory completely before unzipping, I'm pretty sure overwriting the old version will break stuff.

Changes in version 0.8.2:
Spoiler
+ added new ships: Rurhland, Rurhland (P), Innogen, Sojourner, Buffalo XL
+ updated Overlord sprite, added built-in hellbore cannon and 2 fighter bays
+ all Mk2 ships are reenabled in faction fleets and markets
+ starting ship selection has been updated to account for new and returning ships
+ fleet distributions reworked to add more variety and allow vanilla scavenger fleets to use some TUP ships
+ standalone missions adjusted somewhat, background in missions 10 and 11 changed because incoming sabots blended in
+ lots of small stat tweaks, mostly nerfs to OPs on some ships, nerfed speed on Void
+ shipbreaking facilities give more rep
+ Scavenger banner color adjusted
+ (Nex) Ryker and Hermit now have built-in mining abilities
[close]

Brief description of the new ships:
The Rurhland frigate is a tanky low-tech freighter, not as much storage space as the Skylark SC but harder to destroy.
The Rurhland (P) has been given the pirate treatment, resulting in damaged armor and subsystems but also tricked-out engines and shielded cargo holds.
The Buffalo XL is an elongated version of everyone's favorite vanilla loot pinata.  This one has 1.5x the cargo capacity and enough PD mounts to slightly increase survivability, plus machinegun drones.
The Innogen is a powerful but fragile destroyer with a large ballistic mount and medium missile mount.
The Sojourner is a high-tech reimagining of the Condor and Talus.  Three fighter bays but only a few small weapon mounts.  Slow default speed but also has plasma jets for bursts of maneuverability.  Eats supplies like candy.

Lore, loadouts, and abilities for these ships are not set in stone.  Any suggestions would be appreciated.

And with that, I'm going to stop staring at Starsector for the night.  Have fun!
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: CaptainWinky on August 29, 2017, 11:20:03 PM
Browsing the forum earlier, I noticed Histidine mentioned a problem where mod factions would fail to post bounties in a randomly generated sector if the mod didn't force a certain function to be called.  Easy enough to fix.  I also have some tweaks for the Innogen so it seems like a good time for an update.

Download Tore Up Plenty v0.8.2a (full mod) (https://www.mediafire.com/file/iwavquw77mjk96g/Tore%20Up%20Plenty%20v0.8.2a.zip)

If you already have 0.8.2 just grab this small patch and overwrite where necessary.
Download v0.8.2->0.8.2a patch (https://www.mediafire.com/file/fv6kdf7ulb8je99/Tore%20Up%20Plenty%20v0.8.2a%20patch.zip)

Changes:
Spoiler
Version 0.8.2a
--------------
+ (Nex) Scavengers properly offer bounties when using randomized sector
+ tweaks to Innogen: longer flames on engines, small hybrid mount is now small universal, more hull, lower supply cost
+ Zephyr's description now shows up properly
+ slight filesize reduction for mission icon PNGs
[close]
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: AxleMC131 on September 01, 2017, 02:37:45 AM
Dumb question: Will we ever get a new version of that image with all the ships, as on the OP? It's always nice to see a full catalog of a mod's content, and since the recent changes to TuP I'd like to get a taste of the new stuff.  ;)
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Drokkath on September 01, 2017, 08:08:39 PM
Awesome. I knew I could put that buffalo's features into use on my own alternative version of a buffalo! The ship I just added sprite-wise to my graphics collection is basically a Hegemony colored (chose that because that color scheme blends in with the rest of the ship, and Hegemony is at least still seemingly the lesser of evils) buffalo with extra turret mounts thus more bulk on the sides along with bulkier front and an extra turret mount on the rear.

BTW, whenever I mention a ship I've personalized for in-game use and say "my own", what I mean by that is that I've only scavenged and welded together a new version/variation of a ship which I've worked on personalizing to be more effective while still valuing the original creators while also feeling like it's part of me now after I've added modifications to it with my own hands, modifications that I feel are necessary for myself to use in-game. If I can make an inferior ship much superior both with visual bulk, turret bulk and config bulk, then I'll make sure to have such a ship in the game ready for my usage.

And I'm aware that I tend to repeat my self sometimes too many times and it's because to avoid those who only read one line of a sentence and don't even read the entire post, or when my message is somwhow misunderstood. Just in case.

EDIT:
I've finished my Buffalo variation which config I tweaked by using default Buffalo's stats/configs as a base along with a little bit from Buffalo XL configs for the extra bulk info. Then cranked up what I felt needed a crank up... heh, come to think of it, this is my first Hegemony themed ship I've altered to my use but then again I can always swap a paintjob from other Buffalos and play with the colors.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: AtomSoldat on September 02, 2017, 03:43:49 AM
Hey, having the updated mod download on the first post might be good, don't you think?
People might miss out on it otherwise :)
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: AxleMC131 on September 02, 2017, 04:57:08 AM
Hey, having the updated mod download on the first post might be good, don't you think?
People might miss out on it otherwise :)

@AtomSoldat I don't believe the person who made the original post presenting this mod is still online - it's changed operator - and only the original poster can change the original post.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Erick Doe on September 05, 2017, 06:48:47 AM
Hey, having the updated mod download on the first post might be good, don't you think?
People might miss out on it otherwise :)

@AtomSoldat I don't believe the person who made the original post presenting this mod is still online - it's changed operator - and only the original poster can change the original post.

I am still active. I will update the OP later today.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: AxleMC131 on September 05, 2017, 11:49:52 PM
I am still active. I will update the OP later today.

Oh, my apologies!  ;D Good to see you still around.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: lechibang on June 19, 2018, 09:08:57 AM
Is Erick Doe still around?
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Erick Doe on September 24, 2018, 09:17:03 AM
Is Erick Doe still around?

I am lurking but not really active.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Embercloud on November 27, 2018, 04:30:43 AM
Is Erick Doe still around?

I am lurking but not really active.

*Knock* *knock*

I like this mod and would really like to see it in 0.9
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: AeusDeif on December 07, 2018, 06:56:36 AM

I am lurking but not really active.

*Knock* *knock*

I like this mod and would really like to see it in 0.9

same.

Does drooling over rusty ships make me some kind of space picker? how else can I smash fleets with stuff that looks like it shouldn't even fly
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Erick Doe on December 16, 2018, 04:47:47 AM
If someone wishes to bring this mod into 0.9 they will get my blessing.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: cjuicy on December 18, 2018, 10:43:20 AM
If someone wishes to bring this mod into 0.9 they will get my blessing.
I might take a look at porting, though it'll probably be until Jan/Feb before I have the time to do so.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: liam556 on July 23, 2019, 05:03:52 PM
So um. Is an update for this mod coming?
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: ciago92 on July 24, 2019, 09:06:02 AM
While I love this mod and would love to see it ported, a 7 month old necro is probably a good indication that there's no work being done right now
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Erick Doe on July 25, 2019, 09:22:40 AM
While I love this mod and would love to see it ported, a 7 month old necro is probably a good indication that there's no work being done right now

To my knowledge, no-one is doing any work on this mod atm.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Erick Doe on February 02, 2022, 02:31:58 PM
Reducing the bloat. Culling a number of ships. Improving remaining sprites.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Lorkhan4E201 on February 02, 2022, 03:14:52 PM
Based AF
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: connortron7 on February 02, 2022, 04:19:31 PM
Reducing the bloat. Culling a number of ships. Improving remaining sprites.

OH OH OH YES YES YEAH!!! TUP was my favorite back in the early days of ss and am so looking forward to this! (Was gonna try and revive it a year ago but my jobs bent me out of shape)
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Vensalir on February 02, 2022, 04:40:45 PM
It's alive !

Terrific news ; TUP has always been one of my absolute favourites, to hear it's coming back is great.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Stelarwand030 on May 21, 2022, 04:16:28 PM
Is this still coming back? The ships look awesome.
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Quartofel on June 25, 2022, 07:15:46 AM
Can I use the graphics from your mod for amateur kitbashing attempt?
Title: Re: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin
Post by: Mr5by5 on July 05, 2022, 02:42:54 PM
I miss my Centaur...!  I will say Erick that this mod of yours has always been my favorite SS mod.  It would be great to see it updated so all the new people can experience those amazing ships of yours.