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Author Topic: Relics v4.7 (0.54.1a compatible - vanilla balanced )  (Read 131290 times)

Reshy

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #150 on: November 18, 2012, 02:33:58 PM »

The Executioner needs to be modded so that it can carry the Frontal Shield Generator mod, same with the Faithoper.
He can't?
edit: Yes he can't! What a???


They can but the shield is within the ship's bounds and therefore doesn't work as it should.
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arcibalde

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #151 on: November 18, 2012, 02:36:52 PM »

They can but the shield is within the ship's bounds and therefore doesn't work as it should.
I got it, i putted shield radius 0. I will take care of it and work on some other stuff so i will update this mod in day or two. I think i can put on those two burn drive as system  ;D

@Reshy Thanks
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Relics MOD - vanilla balanced - Campaign integrated
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Reshy

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #152 on: November 18, 2012, 02:44:01 PM »

They can but the shield is within the ship's bounds and therefore doesn't work as it should.
I got it, i put shield radius 0. I will take care of it and work on some other stuff so i will update this mod in day or two. I think i can put on those to burm drive as system  ;D

@Reshy Thanks



By the way the armorless ships need to have weaker shields.  Remember that this is done by damage reduction so anything past 50% increases in power much more so than the point before.

For example:

.9 Efficiency equals about 111% shield strength.
.8 Efficiency equals about 125% shield strength.
.7 Efficiency equals about 142% shield strength.
.6 Efficiency equals about 166% shield strength.
.5 Efficiency equals about 200% shield strength.
.4 Efficiency equals about 250% shield strength.
.3 Efficiency equals about 333% shield strength.
.2 Efficiency equals about 500% shield strength.
.1 Efficiency equals about 1000% shield strength.


It goes up very dramatically when past 50%, please keep that in mind.
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arcibalde

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #153 on: November 19, 2012, 12:50:47 AM »

By the way the armorless ships need to have weaker shields.  Remember that this is done by damage reduction so anything past 50% increases in power much more so than the point before.

For example:

.9 Efficiency equals about 111% shield strength.
.8 Efficiency equals about 125% shield strength.
.7 Efficiency equals about 142% shield strength.
.6 Efficiency equals about 166% shield strength.
.5 Efficiency equals about 200% shield strength.
.4 Efficiency equals about 250% shield strength.
.3 Efficiency equals about 333% shield strength.
.2 Efficiency equals about 500% shield strength.
.1 Efficiency equals about 1000% shield strength.

It goes up very dramatically when past 50%, please keep that in mind.

What a... Oh i see. I miscalculate something badly... I see your point. Anything stronger than .4 is way too much. I'll take Plasmatic advice about speed and those shields will be weaker... And maybe something else... Will see, but it will be definitely some tweaking.
Tnx Reshy.


edit. OMG i have older version of my mod on my main PC, i did put system on ships. LOL
« Last Edit: November 19, 2012, 02:48:29 AM by arcibalde »
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arcibalde

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #154 on: November 19, 2012, 05:53:04 AM »

New version is out.

Relics MOD v4.2
- enabling shield hull mod on Elders ships
- lowering shield efficiency on all Purifiers ships
- lowering max speed on all Purifiers ships
- reducing firepower of Purifiers fighters
- some minor tweaks ( can't remember what  ;D )
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Reshy

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #155 on: November 20, 2012, 12:28:05 PM »

Why are the Purifiers refered to as 'Terror' fleets?


Also shouldn't Elder Seeker ships be hostile to the player?
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arcibalde

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #156 on: November 20, 2012, 01:50:40 PM »

Why are the Purifiers refered to as 'Terror' fleets?
Only strongest Purifier fleet is Terror fleet because it would rain havoc upon Scourge Heart. It's ultimate Scourge fighting fleet.

Also shouldn't Elder Seeker ships be hostile to the player?
No. Elder ships are design to be salvation of human race. Can't be hostile toward player only toward those who attack them. Unless player attack them. Then he is toast  :P
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Reshy

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #157 on: November 24, 2012, 05:33:39 PM »

Can we please get this updated to .54?


Also the Elder Seeker ships tend to come in a lot larger numbers than ships of their size would otherwise imply.  8 giant ships shouldn't be in a single fleet, they should probably have 1-4 plus a small escourt of fighters.


Another reason to add fighters is that the fleets that appear on the map are very small dots, barely visible since they're all of the same class.
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arcibalde

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #158 on: November 25, 2012, 02:04:30 AM »

This mod works with 0.54a :)
I'm planing to reduce Elder fleet spawn and to alter Elder fleets compositions. Also I plan to integrate variants addon to this mod to add variety to Elder and Purifier ships.
And Elders are just relics of forgotten times... Fighter escort are lost long time ago...
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Lordzias

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #159 on: November 25, 2012, 03:50:26 AM »

I think that it would be cool if Elder had more ship types. While I like Faithopper and Extinctioner, I would love to see something like a massive, flying colony or some kind of small Dyson Sphere...
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ValkyriaL

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #160 on: November 25, 2012, 04:15:55 AM »

A planet with engines? the ultimate colony ship ::)
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arcibalde

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #161 on: November 25, 2012, 08:51:30 AM »

LoL.

People I will adjust this mod and vanilla addon mod an then i want to start work on another mod :) There you will have Behemoth ships  ;D
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Reshy

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Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
« Reply #162 on: November 25, 2012, 05:26:06 PM »

The Faithoper is already a Colony ship (PS Arci, you should set it's maximum crew to like 1000 but keep it's min crew at 0).  The Ultima could use a little nerfing as well, as it seems a little too efficient in it's flux/kinetic damage conversion.


By the way if these are Colony ships that are still maintaining themselves why not have them have repair and refit facilities for fighters?  They have hanger space, why not just make them have 'drone' escorts.  Ships that they could easily make with the on-board repair and refit systems.


If you were to make another Elder Seeker ship I'd prefer one that's like a giant piece of construction or mining equipment and has it's own variant of the 'Homeworld Defense Force' from another mod (Basically, spawns 15 weak fighters and rebuilds a new one every few seconds). 
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arcibalde

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Re: Relics v4.3 (0.54a compatible - vanilla balanced )
« Reply #163 on: December 02, 2012, 03:10:13 AM »

New version is up.

Relics MOD v4.3
- adding max crew to Faithoper and Extinctioner
- change turrets arc and angle on Faithoper
- lowering kinetic dmg and flux usage on Ultima (it's weaker now)
- changing - lowering fleet composition for Elders (have weaker fleets now)
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ValkyriaL

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Re: Relics v4.3 (0.54a compatible - vanilla balanced )
« Reply #164 on: December 02, 2012, 03:30:11 AM »

Elder Ultimate Fleet... "weaker"?.. ^_^
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