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Author Topic: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.  (Read 90258 times)

Reshy

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Re: The Scrappers Faction! (Mod v1.70, .53.1a) Fleet Control Integration Update
« Reply #150 on: November 25, 2012, 05:18:16 PM »

The Battleborn is pretty overpowered, it can pretty much beat any other ship in a straight up fight most of the time.
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mkire

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Re: The Scrappers Faction! (Mod v1.70, .53.1a) Fleet Control Integration Update
« Reply #151 on: December 02, 2012, 08:23:26 PM »

A request for future updates: If possible can you make the refuge act like a carrier (Respond to rally carrier and not charge head-long into danger)
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Axiege

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Re: The Scrappers Faction! (Mod v1.70, .53.1a) Fleet Control Integration Update
« Reply #152 on: December 11, 2012, 03:31:29 PM »

When will this be 0.54 ready?

Verrius

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Re: The Scrappers Faction! (Mod v1.70, .53.1a) Fleet Control Integration Update
« Reply #153 on: December 11, 2012, 04:35:18 PM »

It should work with .54a, but I can do a quick update soonish I suppose, just to be sure.

Axiege

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Re: The Scrappers Faction! (Mod v1.70, .53.1a) Fleet Control Integration Update
« Reply #154 on: December 11, 2012, 05:31:19 PM »

I got impatient and just tried it, seems to work just fine. I just wouldn't have known because it doesn't say anything about it in the title or OP

Verrius

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #155 on: December 11, 2012, 05:38:34 PM »

Quick update regardless. I noticed while playing casually that the Ripper is obscenely overpowered. Went to check it's DPS and, lo-and-behold, it was over 900.
Cut that down to a third so it's more in line with the chaingun.

Axiege

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #156 on: December 11, 2012, 05:46:22 PM »

As long as I've got your attention, I'd very much like to include your mods in my season 2 let's play :D Fleet Control is really cool, and having it integrate with your 2 other mods will make it even more interesting. Also, your kitbashes are awesome :D

theSONY

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #157 on: January 31, 2013, 05:31:53 AM »

Spoiler
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Spoiler
5567765 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Invalid strike target Custom
java.lang.RuntimeException: Invalid strike target Custom
   at com.fs.starfarer.combat.tasks.CombatTask.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.new.?00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.private.Object(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÖÖ?000(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)
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-the ABOMINATION - in progress

hairrorist

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #158 on: January 31, 2013, 02:15:58 PM »

You should really release a version of this mod without the two capitals and maybe taking a second look at balance over all classes.  I like the ships and the guns, but the poor balance makes the mod functionally a cheat mod.  Really would like to play with some of the ships though!
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Sonlirain

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #159 on: January 31, 2013, 02:58:38 PM »

Imo refugee is way to good for a frigate.

It should either get promoted to destroyer class of loose all weapons (making it a very specialized hull built entirely around the drones and hangar).
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etherealblade

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #160 on: September 21, 2013, 09:24:51 AM »

Heh...I dont think the overpowered argument applies anymore with all the new power faction mods we got rolling around. They get balanced when they are put in compilations. Would love to see this mod for .6a! I love this faction as much as I love the shadow ship faction!
PS: Love the homeworld and battleborn please keep them. THanks to the introduction of a new faction, the Kadur, the pure long range bombardment style is a good balance to the scrappers up close and personal style.
However if you did want to keep the battleborn from being cheap...make most of the weapons built in and therfore they wont be able to be swaped out with powerful weapons with low flux costs from other mods.  ;D
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Verrius

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #161 on: September 21, 2013, 11:44:33 AM »

Right now, Fleet Control definitely has priority. I'll probably update this one eventually, but I've never been happy with how unpolished it's been, and their are so many better faction mods out their right now. But I'll definitely think about it.

etherealblade

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #162 on: September 22, 2013, 12:35:45 AM »

Right now, Fleet Control definitely has priority.

I definitely support you. I checked out what it was in .54a and I must say....Wow and Thanks.
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Remoirex

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #163 on: December 30, 2013, 04:35:17 PM »

I want this mod for 0.6.1a.
Battleborn-class ship is just awesome.
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Verrius

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Re: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« Reply #164 on: December 30, 2013, 05:02:03 PM »

Unfortunately, I haven't been able to get Trylo's Ship Editor to work for me, even with whatever workarounds were posted in the thread. Dead in the water as a direct result >_<.

I probably could, but time is much shorter than it was when I was big into this stuff. I'd love to update this if I had the chance though, I actually have some surprises.
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