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Author Topic: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23  (Read 382431 times)

Vundaex

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Re: [0.95a-RC12] Missing ships mod
« Reply #270 on: July 23, 2023, 08:23:16 AM »

The prism's high end seller seems to have Ragnarok ships in stock every game. I have even seen the high end seller having two of them at once.
I don't know if this is the intended behavior, but that makes the Ragnarok much less of a rarity.
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Hisoka

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Re: [0.95a-RC12] Missing ships mod
« Reply #271 on: July 30, 2023, 06:33:35 PM »

Are those ships existing in another updated mod?
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Oni

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Re: [0.95a-RC12] Missing ships mod
« Reply #272 on: July 30, 2023, 10:13:08 PM »

Are those ships existing in another updated mod?
Don't think so, there's a bootleg '0.95.1a' version on the previous page.

For the moment I believe changing that one's mod_info.json file to the current game version is the only option... at least until someone decides to officially adopt it.
I think scarface left permission to take it over on the original post:
FEEL FREE TO TAKE WHATEVER YOUD LIKE FROM THE MOD AND DO ANYTHING WITH IT, CONSIDER THIS AS ABANDONED MOD-the definite burnout arrived after separate 4 tries to get civvie supercapital together.....
« Last Edit: July 30, 2023, 10:15:38 PM by Oni »
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Hisoka

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Re: [0.95a-RC12] Missing ships mod
« Reply #273 on: July 31, 2023, 06:02:37 AM »

Thank you for letting me know, I'll see if it works without issues.
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scarface

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Re: [0.96a-RC10] Missing ships mod
« Reply #274 on: August 27, 2023, 09:41:31 AM »

Ive updated the mod to latest version and made several small revisions in crew size for several ships.
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Zr0Potential

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Re: [0.96a-RC10] Missing ships mod
« Reply #275 on: August 27, 2023, 06:10:02 PM »

Ive updated the mod to latest version and made several small revisions in crew size for several ships.

HE HAS RETURNED HUZZAH!

Edit: oh yeah while you're here, do you happen to have a Pirate Venture sprite without the Pirate markings? If I may, I'm thinking of making a sidegrade based on it since we have a Venture (P) in Vanilla now (also applies to Venture (LP) too)
« Last Edit: August 27, 2023, 11:56:48 PM by Zr0Potential »
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scarface

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Re: [0.96a-RC10] Missing ships mod
« Reply #276 on: August 29, 2023, 03:31:48 AM »

Ive updated the mod to latest version and made several small revisions in crew size for several ships.

HE HAS RETURNED HUZZAH!

Edit: oh yeah while you're here, do you happen to have a Pirate Venture sprite without the Pirate markings? If I may, I'm thinking of making a sidegrade based on it since we have a Venture (P) in Vanilla now (also applies to Venture (LP) too)

sadly all sprites were lost years ago when i lost my original laptop. as for duplicates, yea, i will have to figure out how to make them more special. if you want to try it, i made pirate venture by kitbashing it with atlas mk2 and buffalo mk2 and color shifting normal venture.
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Texas Redhawk

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Re: [0.96a-RC10] Missing ships mod
« Reply #277 on: August 31, 2023, 02:57:04 AM »

FEEL FREE TO TAKE WHATEVER YOUD LIKE FROM THE MOD AND DO ANYTHING WITH IT, CONSIDER THIS AS ABANDONED MOD

Based on this, would it be acceptable if I used the Hegemony ship sprites with some minor edits in a new mod? You'd be credited 100% of course.

scarface

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Re: [0.96a-RC10] Missing ships mod
« Reply #278 on: August 31, 2023, 10:21:35 AM »

FEEL FREE TO TAKE WHATEVER YOUD LIKE FROM THE MOD AND DO ANYTHING WITH IT, CONSIDER THIS AS ABANDONED MOD

Based on this, would it be acceptable if I used the Hegemony ship sprites with some minor edits in a new mod? You'd be credited 100% of course.
sure. im always happy when my absolutely stolen inspired work can inspire other people. to be honest, even if you didnt give me a credit id be glad that my ideas resonated with you enough to use them in your own work. cheers
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Zr0Potential

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Re: [0.96a-RC10] Missing ships mod
« Reply #279 on: August 31, 2023, 09:09:41 PM »

Ive updated the mod to latest version and made several small revisions in crew size for several ships.

HE HAS RETURNED HUZZAH!

Edit: oh yeah while you're here, do you happen to have a Pirate Venture sprite without the Pirate markings? If I may, I'm thinking of making a sidegrade based on it since we have a Venture (P) in Vanilla now (also applies to Venture (LP) too)

sadly all sprites were lost years ago when i lost my original laptop. as for duplicates, yea, i will have to figure out how to make them more special. if you want to try it, i made pirate venture by kitbashing it with atlas mk2 and buffalo mk2 and color shifting normal venture.

very unfortunate, such a shame since this is one of the most vanilla-friendly mod

FEEL FREE TO TAKE WHATEVER YOUD LIKE FROM THE MOD AND DO ANYTHING WITH IT, CONSIDER THIS AS ABANDONED MOD

Based on this, would it be acceptable if I used the Hegemony ship sprites with some minor edits in a new mod? You'd be credited 100% of course.
sure. im always happy when my absolutely stolen inspired work can inspire other people. to be honest, even if you didnt give me a credit id be glad that my ideas resonated with you enough to use them in your own work. cheers

I'm very interested in what you're cooking up

FYI some of the sprites has misaligned engine slots (easily identified in Codex if you compare the regular and Hegemony version), did some fixes on my bootleg (for personal use of course)
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datormenta

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Re: [0.96a-RC10] Missing ships mod
« Reply #280 on: September 04, 2023, 08:51:17 PM »

Can this be added to an ongoing save??
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scarface

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Re: [0.96a-RC10] Missing ships mod
« Reply #281 on: September 05, 2023, 01:14:05 PM »

Can this be added to an ongoing save??
as far as i know, absolutely, might have trouble getting some blueprints if you explored a bit.
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Oni

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Re: [0.96a-RC10] Missing ships mod
« Reply #282 on: September 06, 2023, 06:47:29 PM »

Glad to see this is back.  8)

... have you ever felt the DP for the Nagato and Pelagornis might be a bit high?
At 200... it just doesn't feel like they perform enough at that price (have to raise the battle size just to field them with anything but a single frigate, if I can field them at all), the Nagato for one gets ripped apart by small ship wolfpacks without an escort.
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scarface

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Re: [0.96a-RC10] Missing ships mod
« Reply #283 on: September 06, 2023, 08:03:35 PM »

Glad to see this is back.  8)

... have you ever felt the DP for the Nagato and Pelagornis might be a bit high?
At 200... it just doesn't feel like they perform enough at that price (have to raise the battle size just to field them with anything but a single frigate, if I can field them at all), the Nagato for one gets ripped apart by small ship wolfpacks without an escort.
yea, larger battle mods are essential. however i thought about reducing it. to how much however? 120? 150? also i soloed 11 invasion armadas at once with single nagato, more than half from beyond enemy range. however i do agree that small *** get annoying.

how about i increase its carrier slots? and have special frigate sized craft as an inbuilt escort? been toying with this idea for a while ngl.
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Oni

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Re: [0.96a-RC10] Missing ships mod
« Reply #284 on: September 07, 2023, 04:17:14 AM »

yea, larger battle mods are essential. however i thought about reducing it. to how much however? 120? 150? also i soloed 11 invasion armadas at once with single nagato, more than half from beyond enemy range. however i do agree that small *** get annoying.

how about i increase its carrier slots? and have special frigate sized craft as an inbuilt escort? been toying with this idea for a while ngl.
11? ... now I'm wondering if I'm just bad at fighting, or if one of my mods makes the AI better at things.  :P

Anyway, fair deployment/supply cost is a hard thing to tell... you could use Lunalib to give players modifiable options for the two big ones (Nagato and Pelagornis), you could also check other mods for ships in the same category for a comparison  (Sunrider has it's titular ship going at around 90, I think, and I've found it about the same 'can solo fleets if used right' category. If with better speed/mobility and with fewer guns... the UAF mod also has some big ships). Though I'd at least consider 125 to 150 a good starting point, you can always fiddle with it later.

Giving Nagato more free carrier slots might start stepping on the Pelagornis's toes... though, you could give it fixed inbuilt slots. Put a customized 'Escort Frigate' (in the same midline style) in them that can't be swapped out and it's only job would be sitting around it hunting frigate to cruiser sized ships that get too close (prioritizing ones that are actively attacking maybe? Ship behaviour isn't something I know if you can mod). You'd have to make it so they can't be forced to engage away from the ship and only guard it, but I think that'd work. As for how many it'd need... that'd depend how strong you make these theoretical Escort Frigates.

PS: If you're getting back into modding in general, as opposed to just maintaining this one mod, you could look into making a Nexerelin 'Custom Start' option in the same vein as 'The Infernal Machine'. Where you start some kind of unique super prototype fusion of the Nagato and Pelagornis, but it's not complete and you upgrade it over time in the same way (using credits to remove otherwise un-removable D-Mods and reactivate systems/weapons or maybe by exploring for random schematics that you plant in the loot table). That could be pretty fun I think.
« Last Edit: September 07, 2023, 05:34:22 AM by Oni »
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