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Author Topic: DeathSG Minimash V1.3d! Up for grabs!  (Read 131318 times)

DeathSG

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Re: Mod Pack(TT station+Nomad+Starfarer Extended)
« Reply #60 on: February 26, 2012, 07:07:10 PM »

hmm yea being able to determine the power for a ship would be good.



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Arghy

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #61 on: February 27, 2012, 01:47:06 AM »

So just to clarify .5 has all the mods and everything works?
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Uomoz

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Re: Mod Pack(TT station+Nomad+Starfarer Extended)
« Reply #62 on: February 27, 2012, 01:50:57 AM »

hmm yea being able to determine the power for a ship would be good.

I'd like to join the team! I was thinking about an excel grid where every ship have values from 1 to 5 to many characteristic like armor, hull HP, flux dissipations, and every ship gets a certain amount of points to determine if it's op or not. The mod ships would be compared to vanilla ofc :).
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medikohl

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Re: Mod Pack(TT station+Nomad+Starfarer Extended)
« Reply #63 on: February 27, 2012, 01:56:35 AM »

hmm yea being able to determine the power for a ship would be good.

I'd like to join the team! I was thinking about an excel grid where every ship have values from 1 to 5 to many characteristic like armor, hull HP, flux dissipations, and every ship gets a certain amount of points to determine if it's op or not. The mod ships would be compared to vanilla ofc :).
don't forget to take in account ship scale and base price.
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Uomoz

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Re: Mod Pack(TT station+Nomad+Starfarer Extended)
« Reply #64 on: February 27, 2012, 01:59:02 AM »

hmm yea being able to determine the power for a ship would be good.

I'd like to join the team! I was thinking about an excel grid where every ship have values from 1 to 5 to many characteristic like armor, hull HP, flux dissipations, and every ship gets a certain amount of points to determine if it's op or not. The mod ships would be compared to vanilla ofc :).
don't forget to take in account ship scale and base price.

Ofcourse. In my opinion the Tempest is OP, but in game it's rare and expensive so thats a good compensation for the strenght of the ship.
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medikohl

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #65 on: February 27, 2012, 02:07:49 AM »

personally I'd been wanting a ship like the hound. same stats, about 5 extra stat points (for the turret), and a front and rear firing arc. (no shields)


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mendonca

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #66 on: February 27, 2012, 02:23:34 AM »

I did some recent rebalancing work for the junk pirates mod bringing them back below the performance of the TT fleets, shield performance tweaks etc. It's 1.03, and it should make those particular ships a bit better balanced.

Don't know if that's the one here, but talk of .35 on the langoustine makes me think perhaps not.

Nice work by the way, very cool.
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Arghy

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #67 on: February 27, 2012, 02:37:00 AM »

Is it possible to design the mods to be put together in packs like these? If all of the mods work together or have some sort of hub that makes them all work together then the user can ensure everything is kept up to date. Modding i feel is going to be a good 60% of the finished game and making infrastructure and rules now is a good investment.
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medikohl

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #68 on: February 27, 2012, 02:45:16 AM »

Is it possible to design the mods to be put together in packs like these? If all of the mods work together or have some sort of hub that makes them all work together then the user can ensure everything is kept up to date. Modding i feel is going to be a good 60% of the finished game and making infrastructure and rules now is a good investment.
I just hope there will be an easy to use tool to make modded ships and factions. you pick a sprite, you set up the stats, you pick a faction, you pick a fleet layout, it's in the game.  I tried to add a custom ship before, but it didn't work right.
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XpanD

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #69 on: February 27, 2012, 07:03:33 AM »

Is it possible to design the mods to be put together in packs like these? If all of the mods work together or have some sort of hub that makes them all work together then the user can ensure everything is kept up to date. Modding i feel is going to be a good 60% of the finished game and making infrastructure and rules now is a good investment.

Coming Starfarer updates should mostly eliminate mod conflicts as far as I know, so we might not need any packs anymore if that happens.
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Upgradecap

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #70 on: February 27, 2012, 07:14:14 AM »

How do you add a completley new faction to the game ??? i have absolutley no idea so that's why i'm asking you guys ;D
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XpanD

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #71 on: February 27, 2012, 07:16:01 AM »

Stop threadjacking and make your own topic.
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Upgradecap

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #72 on: February 27, 2012, 07:26:10 AM »

Don't you think i already have an? Go check it out and answer it instead if being unhelpful (if you know the answer).
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XpanD

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #73 on: February 27, 2012, 07:39:19 AM »

Stick to that thread instead of hijacking mod release topics, then. You're not contributing to this thread in any way by asking unrelated questions. That's the last I say about this, because I don't want to steer this thread off-topic any further.

(and no, I don't know the answer - but I'd help out if I could)

On a more topic-related note, the new mod version seems to be a bit less buggy. Haven't come across any invincible enemies yet. Good to see it's save-compatible, too. :D
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Bartcheeks

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Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« Reply #74 on: February 27, 2012, 07:57:03 AM »

Thank you kind sirs for making this pack, no more having to use different saves for different mods :P
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