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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1715295 times)

SpaceRiceBowl

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3105 on: December 08, 2013, 03:03:17 PM »

Huh that works, thanks alot  ;D
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Piemanlives

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3106 on: December 08, 2013, 04:36:27 PM »

No problem :P
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This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.

Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3107 on: December 08, 2013, 06:13:01 PM »

Uploading UsS 1.1b:

Fixed a null error on load game, added "Tiger" pirate frigate, fixed some bugs with tabs when using the VW station, added some vanilla variants by Cycerin, fixed description error for exigency, made traders a little more dangerous, changed starting ships.
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ciago92

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3108 on: December 08, 2013, 07:18:45 PM »

Save compatible yes/no/maybe?

edit:
definitely not!
Spoiler
[close]

basically I was in the void walkers for a while before the update. after the update it has the join option and the leave option. pressing the join option apparently spawns your forces (including what I had already created before updating) but doesn't actually join the faction so you see the screen again. I click this a couple dozen times, and now the void walkers have over a thousand fleets! MUWUAHAHAHAHAH



edit again: also, I dislike the change to stoats as the escorts. They have 5 burn and not enough OP to add unstable injectors so I am 90% sure I'm just going to sell them to the first station I see
« Last Edit: December 08, 2013, 08:00:46 PM by ciago92 »
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Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3109 on: December 09, 2013, 07:54:44 AM »

I dislike the change to stoats as the escorts. They have 5 burn and not enough OP to add unstable injectors so I am 90% sure I'm just going to sell them to the first station I see

Basically I just went back to vanilla (1 combat ship) but you have the option of 2 scrappy frigate freighters (you can also store em for later use).

PS. I noticed the messed up PP campaign values. Lazy cyc! Fixing them in upcoming 1.1c

EDIT: Uploading it!
« Last Edit: December 09, 2013, 09:28:05 AM by Uomoz »
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ciago92

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3110 on: December 09, 2013, 10:10:15 AM »

link says nothing there. still uploading?
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Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3111 on: December 09, 2013, 10:26:38 AM »

Yep, had to clean up a small mess I made :P.

Later today we will have production queue for crafting (you can add multiple ship to the production line).
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Erick Doe

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3112 on: December 10, 2013, 08:28:06 PM »

Nice implementation of TuP. I'd change one thing though. The Wrestler shouldn't have peak CR. Just like the Brawler.

I see you also didn't forget to add the Thunderchild frigate.  8)


Oh btw, the missions don't work because you didn't include the backgrounds from the TuP campaign.


[edit]
Fleet goal DEFEND in missions need to be changed to ATTACK
« Last Edit: December 12, 2013, 06:06:20 AM by Erick Doe »
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ciago92

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3113 on: December 11, 2013, 02:01:26 PM »

minor issue: when you have more than 1000 electronics, the smallest pile at the end is the only one that is counted when seeing if you can create a ship

also, would it be possible for our followers to find (at a vastly reduced rate, I'm sure) blueprints? that way people who rush into being void walkers aren't completely screwed

does selecting salvage crews increase parts found? does it increase blueprints found? just curious
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Dex

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3114 on: December 13, 2013, 07:19:29 AM »

This mod has really grown from just a compilation of vanilla balanced mods (i miss you federation/ lotus conglomerate) to something that offers more than whats just in the campaign.

Excellent work, sir.

A cookie for you.

Two things:
Having multiple instances of the same blueprint is only of benefit if you arent yet a voidwalker as you may swap or sell. Having many of the same blueprint is cumbersome and unsightly. May i suggest making the independent traders so that they DONT automatically go hostile and they can give an alternative blueprint from ANY faction? Actually, seeing as money is superfluous when you VW, perhaps two blueprints for one random one?

Weapons. Maybe a weapon duplicator at an exorbitant cost in scraps/electronics/whatever? Having to keep reequipping my mantis frigates with hard to get ppde's really does start to annoy after the fifth time.

Again, excellent mod.
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sirboomalot

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3115 on: December 13, 2013, 10:43:10 AM »

Personally I kind'a like the rarity of certain weapons, it gives them a value once you go void-walker.


Anyways, I think I might have run into a few potential bugs in what seems to be the latest version.

First of all, I'm getting more blackrock blueprints from the hegemony than hegemony blueprints. Are the hegemony supposed to give blackrock blueprints at all?

Second, the void-walker station, when filled with large amounts of various weapons and supplies, seems to eventually start eating things. Noticed this when I returned to my station to dump off my loot and found that my only large weapon was a single hellbore cannon at the time, even though I could'a sworn I had others. I went ahead and dumped the aforementioned loot, which included more large weapons, left the station for a bit, and when I returned I found the only large weapon in the station to be a single Gauss gun.

Thirdly, I have quite simply never seen my void-walker followers use anything larger than a frigate in their fleets. With all the blueprints that I own available to my followers, including capitals cruisers and destroyers, I'm kinda confused as to why they seem content flying around in fleets consisting of a couple frigates and the occasional fighter wing.
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Ambient

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3116 on: December 13, 2013, 05:23:52 PM »

Does this mod change the supply consumption in any way?

Reason im asking is because i havent played the game since it was added in vanilla, and now im really struggling.

Once i got a capital ship a carrier and 2 fighter wings out, it just goes full *** with the consumption.

And it would be fine is they were cheap, but they eat up 95% of my funds.

Is there a way to change this? It simply not fun to play atm.
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drakhades

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3117 on: December 13, 2013, 05:56:15 PM »

i don't know if it's better, or i just got used to it, but if you choose hegemony you won't have that problem (your base will be near enough)

one problem i see with the latest update is the cost for constructing new ships went up.  looks like capital ship costs went up 4x.    now it's actually more cost effective to just sell the parts and buy a ship from an indie station.  (i havent switch to void walker mode)

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ValkyriaL

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3118 on: December 13, 2013, 05:59:29 PM »

you only have problems with supplies if you can't be arsed reading your logistic rating and not invest in logistic skills tbh.
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Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3119 on: December 13, 2013, 06:58:41 PM »

Nice implementation of TuP. I'd change one thing though. The Wrestler shouldn't have peak CR. Just like the Brawler.

I see you also didn't forget to add the Thunderchild frigate.  8)


Oh btw, the missions don't work because you didn't include the backgrounds from the TuP campaign.


[edit]
Fleet goal DEFEND in missions need to be changed to ATTACK

Implemented your most recent version in DEV. Nice job!

minor issue: when you have more than 1000 electronics, the smallest pile at the end is the only one that is counted when seeing if you can create a ship

also, would it be possible for our followers to find (at a vastly reduced rate, I'm sure) blueprints? that way people who rush into being void walkers aren't completely screwed

does selecting salvage crews increase parts found? does it increase blueprints found? just curious

1) Fixed
2) Nice idea! I'll see how it balances out.
3) Salvage increases the parts found but do not influence the BP drop.

This mod has really grown from just a compilation of vanilla balanced mods (i miss you federation/ lotus conglomerate) to something that offers more than whats just in the campaign.

Excellent work, sir.

A cookie for you.

Two things:
Having multiple instances of the same blueprint is only of benefit if you arent yet a voidwalker as you may swap or sell. Having many of the same blueprint is cumbersome and unsightly. May i suggest making the independent traders so that they DONT automatically go hostile and they can give an alternative blueprint from ANY faction? Actually, seeing as money is superfluous when you VW, perhaps two blueprints for one random one?

Weapons. Maybe a weapon duplicator at an exorbitant cost in scraps/electronics/whatever? Having to keep reequipping my mantis frigates with hard to get ppde's really does start to annoy after the fifth time.

Again, excellent mod.

1) Will do something about the excess BPs. Maybe use them to enhance VW fleets?
2) Weapons are supposed to be rarer and the variants less optimized, its part of the fun of discovery :).

Personally I kind'a like the rarity of certain weapons, it gives them a value once you go void-walker.


Anyways, I think I might have run into a few potential bugs in what seems to be the latest version.

First of all, I'm getting more blackrock blueprints from the hegemony than hegemony blueprints. Are the hegemony supposed to give blackrock blueprints at all?

Second, the void-walker station, when filled with large amounts of various weapons and supplies, seems to eventually start eating things. Noticed this when I returned to my station to dump off my loot and found that my only large weapon was a single hellbore cannon at the time, even though I could'a sworn I had others. I went ahead and dumped the aforementioned loot, which included more large weapons, left the station for a bit, and when I returned I found the only large weapon in the station to be a single Gauss gun.

Thirdly, I have quite simply never seen my void-walker followers use anything larger than a frigate in their fleets. With all the blueprints that I own available to my followers, including capitals cruisers and destroyers, I'm kinda confused as to why they seem content flying around in fleets consisting of a couple frigates and the occasional fighter wing.

1) Fixed in dev! Thanks
2) Fixed as well.
3) Whats your current personal fleet size? Their composition is based off that right now. It may be bugged if it's a save coming from previous versions.

Does this mod change the supply consumption in any way?

Reason im asking is because i havent played the game since it was added in vanilla, and now im really struggling.

Once i got a capital ship a carrier and 2 fighter wings out, it just goes full *** with the consumption.

And it would be fine is they were cheap, but they eat up 95% of my funds.

Is there a way to change this? It simply not fun to play atm.

Nope, didn't touch supply consumption :).

i don't know if it's better, or i just got used to it, but if you choose hegemony you won't have that problem (your base will be near enough)

one problem i see with the latest update is the cost for constructing new ships went up.  looks like capital ship costs went up 4x.    now it's actually more cost effective to just sell the parts and buy a ship from an indie station.  (i havent switch to void walker mode)



That's the desired effect. Crafting lets you choose exactly what to produce so it's a little bit harder then straight purchase (but not much harder).

you only have problems with supplies if you can't be arsed reading your logistic rating and not invest in logistic skills tbh.

Go easy Valk, he was just asking a question :). It's quite harder to manage supplies in UsS, because you need to purchase them, maybe that's the issue?

Thanks for the feedback guys, will post a new version soon enough with the production queue as well.
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