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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Junk Yard Dogs - V 3.4.2 - 02/02/25  (Read 276707 times)

Mycophobia

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #480 on: January 16, 2025, 12:21:28 PM »

Hello Daz,

Just writing to check, someone on Fossic has done a translation of the Junk Yard Dogs for their own use but thought to seek permission to upload and share it with other players. (His ID is Ni Sang Da Shu Jiang / Niisan Uncle Chan) They approached me to see if I could help ask for said permission since they have trouble getting english forum to work. I dont quite know the quality of the TL as I currently have trouble getting access to it from them due to they uploading it to a baidu drive, but thought I'd help relay the message at this point.
Hello there, I have no issue with translations to my mods. I consider them open source, which is why I do not compress them so people can easly read and or adjust them. I apprecaite you reaching out and acting as an intermediary and the more players who can access my mods, the more joy they hopefully bring, the happier I am. :)

Oh and a good WAAAGH! to you good sir.

Thanks, I will pass the word over and let the TL'er know. In the meantime, yooz got some nice gubbinz yooz self, nice krump'in to yoo az well.

Regards
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #481 on: January 16, 2025, 01:55:51 PM »

Hello Daz,

Just writing to check, someone on Fossic has done a translation of the Junk Yard Dogs for their own use but thought to seek permission to upload and share it with other players. (His ID is Ni Sang Da Shu Jiang / Niisan Uncle Chan) They approached me to see if I could help ask for said permission since they have trouble getting english forum to work. I dont quite know the quality of the TL as I currently have trouble getting access to it from them due to they uploading it to a baidu drive, but thought I'd help relay the message at this point.
Hello there, I have no issue with translations to my mods. I consider them open source, which is why I do not compress them so people can easly read and or adjust them. I apprecaite you reaching out and acting as an intermediary and the more players who can access my mods, the more joy they hopefully bring, the happier I am. :)

Oh and a good WAAAGH! to you good sir.

Thanks, I will pass the word over and let the TL'er know. In the meantime, yooz got some nice gubbinz yooz self, nice krump'in to yoo az well.

Regards
All Orks is equal, but some Orks are more equal dan uvvas.

Zangetsuke

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #482 on: January 18, 2025, 04:27:32 PM »

I didn't understand at first why 60% of my Sector was already under this faction at mid-game but after getting attacked by 5 enormous invasion fleets and having my 6 colony in the same system having each some item, alpha cores, story points etc... getting almost wiped while being supported by my own fleet, I do now understand... -_-

I know I'm not the best player ever but this faction is literally hellish, stronger than daemons..., each ship have lot of armor and lot of hull making each of them literal hard brick plus they have TON of composite weapons and TON of fighters bays, making each fight an ENDLESS INFINITE swarm of fast replacement fighters and long range support missiles.

Even their civilian ships have fighter bays and composite weapons so even the alliance Hegemony+Iron Shell and Luddic Church+Knight of Ludd got weakened by them, I suppose no factions can resist a NEVER-ENDING swarm of fighters and missiles unless playing a whole feet oriented flak-like point defense weapons which is well too much specific...

With all due respect I have for modder, it was getting too much on my nerves so I decided to stop my run here, remove the factions from my mods and start a new one because it wasn't pleasant to fight against...

Maybe it was just a bad run and they wasn't supposed to dominate the whole Sector but still, this experience don't give me the patience to try it again...

The Massive-class should to be the greatest example to resume my paved text: 19.000 hull and 1750 armor for a carrier of 45 deployment and 355 ordonnance points full of composite weapons plus 6 fighter bays and a Recall Device, kinda the heresy, it's the Astral's system and fighter bays fusionned with the Onslaught ordonnance points and tankyness... U_u

PS: Unfortunately, I didn't get attacked by the Carter so I can't give much feedback about them but either way, I don't have the fleet anymore to do so and my compaign would have probably ended here anyway even without my decision to stop as another invasion was already getting prepared after the last one, I never got so much difficulty fighting a faction before this one so sorry if my feedback seem mostly salty but fighting the JYD was very frustrating.
« Last Edit: January 18, 2025, 05:00:31 PM by Zangetsuke »
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #483 on: January 18, 2025, 05:02:23 PM »

Hello Zangetsuke welcome to the JYD forum. I've valued your feedback for CFT so I know you are an experienced player but I am confused regarding your feedback for JYD. Yes they do have high hull and armor which is explained in thier lore of being a lowtech mining faction but they have drawbacks as well. They are a neutralist faction with all factions other than pirate and pirate allied factions and non aggressive by nature. I have played as them as well as had them installed while playing a different faction but in the dozens of hours I've played I have never seen them go on an invasion spree. May I ask what faction were you playing as and if you had attacked them first? 

Zangetsuke

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #484 on: January 18, 2025, 05:30:04 PM »

Hello Zangetsuke welcome to the JYD forum. I've valued your feedback for CFT so I know you are an experienced player but I am confused regarding your feedback for JYD. Yes they do have high hull and armor which is explained in thier lore of being a lowtech mining faction but they have drawbacks as well. They are a neutralist faction with all factions other than pirate and pirate allied factions and non aggressive by nature. I have played as them as well as had them installed while playing a different faction but in the dozens of hours I've played I have never seen them go on an invasion spree. May I ask what faction were you playing as and if you had attacked them first?

I played freely (free start with no planet) and founded my faction later. From what I remember, I just attacked them once to defend the last market of UAF to prevent them from being wiped and it was mostly afterward that I got an massive invasion from them (probably because they got such a large-scale territory in my Sector so they were ultra rich?) and defeating their 5 massive invasion fleets seem to have triggered another incoming invasion and honestly, I barely obtained my Orbital Works so it was kinda short on time to make a sufficient order for next month even if I got the money because even if I bringed a whole swarm of frigates, considering they destroyed my tier 3 station with alpha core and most of my patrols, it shouldn't have be sufficient to resist their next assault.

Were they not supposed to dominate like that? I don't know what got wrong with my run but even Hegemony to their richest peak wasn't that hard to repel (Hegemony got 15 markets at some time before slowly getting pushed back by JYD).

Did I just get some bad luck run with your mod?

Here one screen I retrieved.
« Last Edit: January 18, 2025, 06:06:45 PM by Zangetsuke »
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Zangetsuke

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #485 on: January 18, 2025, 05:43:17 PM »

Either way, it was a terrifying experience, if you want, I can give them another try to see if it was just a random bad luck as it's still a game with RNG features after all.

I didn't forcibly lose everything having Unofficial New Game Plus, these 5 intense invasion fleet have make me reach level max which allowed me to record my checkpoint so I can keep my blueprints, hullmods and credits progression to start a faster run this time.

I was considering bringing even more mods anyway seeing that my new computer runned well without any lags.

I retrieved some screens, if I can't show them all, I will edit the previous message to show some more.
« Last Edit: January 18, 2025, 06:08:26 PM by Zangetsuke »
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #486 on: January 19, 2025, 01:28:48 AM »

I played freely (free start with no planet) and founded my faction later. From what I remember, I just attacked them once to defend the last market of UAF to prevent them from being wiped and it was mostly afterward that I got an massive invasion from them (probably because they got such a large-scale territory in my Sector so they were ultra rich?) and defeating their 5 massive invasion fleets seem to have triggered another incoming invasion and honestly, I barely obtained my Orbital Works so it was kinda short on time to make a sufficient order for next month even if I got the money because even if I bringed a whole swarm of frigates, considering they destroyed my tier 3 station with alpha core and most of my patrols, it shouldn't have be sufficient to resist their next assault.
I generally start off like that myself with no faction behind me so it is not that. I do not use UAF so I am unsure if that mod had anything to do with it, are they pirate aligned? When you state they have a large scale territory I am confused since they start off with 1 system, what size sector did you generate and how much of it was owned by JYD?
Were they not supposed to dominate like that? I don't know what got wrong with my run but even Hegemony to their richest peak wasn't that hard to repel (Hegemony got 15 markets at some time before slowly getting pushed back by JYD).
They start off as neutral to the Hedgemony and in my experience the Hedgemony outguns them in my games.
Did I just get some bad luck run with your mod?
Well Nexerelin does love to toss monkeywrenches into the mix that is for sure. You may have had numerous random faction relation adjustments (like weddings and such) not go your way.
Either way, it was a terrifying experience, if you want, I can give them another try to see if it was just a random bad luck as it's still a game with RNG features after all.
Well that is your call of course, if you do I would certainly like to hear about it.
I didn't forcibly lose everything having Unofficial New Game Plus, these 5 intense invasion fleet have make me reach level max which allowed me to record my checkpoint so I can keep my blueprints, hullmods and credits progression to start a faster run this time.
Silver lining I guess :)
I was considering bringing even more mods anyway seeing that my new computer runned well without any lags.
Now that you mention that, what mods are you using? I ask because maybe you are using something I am not, though I do run a very mdoded game. If you are unsure how to do that, go to your starsector folder then to the mods folder and in that folder is a file called enabled_mods.json is a list, here's mine:
Spoiler
"all_the_domain_drones+NewDrones",
"AngryPeriphery",
"ARSWP",
"Cryo_but_better",
"apex_design",
"lw_autosave",
"timid_admins",
"BSC","bc",
"HMI_brighton",
"ORK",
"CJHM",
"Csp",
"combatactivators",
"chatter",
"cmutils",
"timid_commissioned_hull_mods",
"lw_console",
"Toaster_deciv",
"diableavionics",
"Diktat Enhancement",
"dex",
"edshipyard",
"EmergentThreats_Vice",
"EmergentThreats_IX_Revival",
"Everybody loves KoC",
"FPE",
"GrandColonies",
"GMDA",
"HMI_SV",
"hte",
"HIVER",
"aerialcombatsuit",
"IndEvo",
"Imperium",
"timid_xiv",
"JYD",
"keruvim_shipyards",
"lost_sector",
"lw_lazylib",
"LLI",
"luddenhance",
"lunalib",
"exshippack",
"MagicLib",
"Marvelous-Personas",
"Mayasuran Navy",
"MoreBarMissions",
"MoreMilitaryMissions",
"ness_saw",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"sun_nomadic_survival",
"objects_analysis",
"ObviousNeutron",
"JYDR",
"PirateMiniMegaMod",
"pearson_exotronics",
"wisp_perseanchronicles",
"portrait_changer",
"progressiveSMods",
"pt_qolpack",
"assortment_of_things",
"refitfilters",
"RetroLib",
"RetrofittedBridge",
"roider",
"rotcesrats",
"ryaz",
"sun_ruthless_sector",
"Scrapyard",
"SCY",
"second_in_command",
"secretsofthefrontier",
"SEEKER","shadow_ships",
"swp",
"spacetruckin",
"speedUp",
"sun_starship_legends",
"StopGapMeasures3",
"timid_supply_forging",
"supportships",
"surveycorpssp",
"tahlan",
"presmattdamon_takenoprisoners",
"terraformingmadeeasy",
"exalted",
"metelson_release",
"star_federation",
"timid_tmi",
"TORCHSHIPS",
"TTE",
"TTSC",
"underworld",
"US",
"unthemedweapons",
"vic",
"TouchOfVanilla_vri",
"whichmod",
"XhanEmpire",
"audio_plus",
"prvagni",
"prvextra",
"prvlib",
"prvPath",
"prvrb",
"prv",
"shaderLib",
"yrutl",
"CFT",
"HMI",
"pantera_ANewLevel30",
"vayramerged",
"starlords",
"eluxor_hegtales",
"Shmo_ICFB",
"missingmidlineships",
"missingshipspirate",
"QualityCaptains",
"A_S-F","armaa"]
[close]

Zangetsuke

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #487 on: January 19, 2025, 01:54:28 AM »

Now that you mention that, what mods are you using? I ask because maybe you are using something I am not, though I do run a very mdoded game. If you are unsure how to do that, go to your starsector folder then to the mods folder and in that folder is a file called enabled_mods.json is a list, here's mine:
Spoiler
"all_the_domain_drones+NewDrones",
"AngryPeriphery",
"ARSWP",
"Cryo_but_better",
"apex_design",
"lw_autosave",
"timid_admins",
"BSC","bc",
"HMI_brighton",
"ORK",
"CJHM",
"Csp",
"combatactivators",
"chatter",
"cmutils",
"timid_commissioned_hull_mods",
"lw_console",
"Toaster_deciv",
"diableavionics",
"Diktat Enhancement",
"dex",
"edshipyard",
"EmergentThreats_Vice",
"EmergentThreats_IX_Revival",
"Everybody loves KoC",
"FPE",
"GrandColonies",
"GMDA",
"HMI_SV",
"hte",
"HIVER",
"aerialcombatsuit",
"IndEvo",
"Imperium",
"timid_xiv",
"JYD",
"keruvim_shipyards",
"lost_sector",
"lw_lazylib",
"LLI",
"luddenhance",
"lunalib",
"exshippack",
"MagicLib",
"Marvelous-Personas",
"Mayasuran Navy",
"MoreBarMissions",
"MoreMilitaryMissions",
"ness_saw",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"sun_nomadic_survival",
"objects_analysis",
"ObviousNeutron",
"JYDR",
"PirateMiniMegaMod",
"pearson_exotronics",
"wisp_perseanchronicles",
"portrait_changer",
"progressiveSMods",
"pt_qolpack",
"assortment_of_things",
"refitfilters",
"RetroLib",
"RetrofittedBridge",
"roider",
"rotcesrats",
"ryaz",
"sun_ruthless_sector",
"Scrapyard",
"SCY",
"second_in_command",
"secretsofthefrontier",
"SEEKER","shadow_ships",
"swp",
"spacetruckin",
"speedUp",
"sun_starship_legends",
"StopGapMeasures3",
"timid_supply_forging",
"supportships",
"surveycorpssp",
"tahlan",
"presmattdamon_takenoprisoners",
"terraformingmadeeasy",
"exalted",
"metelson_release",
"star_federation",
"timid_tmi",
"TORCHSHIPS",
"TTE",
"TTSC",
"underworld",
"US",
"unthemedweapons",
"vic",
"TouchOfVanilla_vri",
"whichmod",
"XhanEmpire",
"audio_plus",
"prvagni",
"prvextra",
"prvlib",
"prvPath",
"prvrb",
"prv",
"shaderLib",
"yrutl",
"CFT",
"HMI",
"pantera_ANewLevel30",
"vayramerged",
"starlords",
"eluxor_hegtales",
"Shmo_ICFB",
"missingmidlineships",
"missingshipspirate",
"QualityCaptains",
"A_S-F","armaa"]
[close]

Eventually, kinda got the laze to start another run so I just holded my guts and defended against the new invasion, it was hard and got me some reload to change my strategy being outnumbers but using something I don't usually do: bringing my collection of Unique Mod ships from my storage into the battle (from the bounties) to replace most big lose, I eventually bypassed it and after this second invasion, there was no more so right now, I'm slowly rebuilding myself with better ships now that I have Orbital Works with Nanoforge.

As for my list of mods, it's a selection of ballistics oriented ships and factions. I got almost 0 energy one as I don't kinda like using them and wanted to optimize my game to not lag much but even if it's not for this run, I will bring some I forget for the next run such as Low Tech Armada or Scy Nation.
Spoiler
"pantera_ANewLevel25",
  "Adjusted Sector",
  "advanced_gunnery_control_dbeaa06e",
  "A_S-F",
  "aptlysimplehullmods",
  "ashlib",
  "automatedcommands",
  "lw_autosave",
  "timid_admins",
  "bmo",
  "carrierui",
  "CFT",
  "Csp",
  "Celestial Mount Circle",
  "cmutils",
  "lw_radar",
  "lw_console",
  "diableavionics",
  "Diktat Enhancement",
  "dynamictariffs",
  "edshipyard",
  "exshippack_adversary ",
  "fast_engine_rendering",
  "fleetsizebydp",
  "sun_fuel_siphoning",
  "GrandColonies",
  "guarantee-rare-items",
  "HMI",
  "HexShields",
  "hostileIntercept",
  "sun_hyperdrive",
  "Imperium",
  "timid_xiv",
  "JYD",
  "knights_of_ludd",
  "largerZoomOut",
  "lw_lazylib",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "lunalib",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "dp_mnemonic_utils",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "particleengine",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "portrait_changer",
  "progressiveSMods",
  "pt_qolpack",
  "QualityCaptains",
  "scan_those_gates",
  "swp",
  "speedUp",
  "stelnet",
  "suitablestarsystems",
  "timid_supply_forging",
  "tahlan",
  "terraformingmadeeasy",
  "timid_tmi",
  "uaf",
  "US",
  "ungp",
  "unthemedweapons",
  "UGH",
  "vic",
  "valkyrian",
  "whichmod",
  "XhanEmpire",
  "shaderLib"
[close]
« Last Edit: January 19, 2025, 01:56:42 AM by Zangetsuke »
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #488 on: January 19, 2025, 02:01:25 AM »

Well let's start off with adjusted sector, I do not use that one anymore as I had issues with it but how large was your sector and how many systems did JYD get at start?

Zangetsuke

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #489 on: January 19, 2025, 02:47:15 AM »

Well let's start off with adjusted sector, I do not use that one anymore as I had issues with it but how large was your sector and how many systems did JYD get at start?
It's Nexerelin who decide the number of spawns at the start and I let their recommendations by default (something which bypassed the base limit like 84/80 planets instead of 80/80)

From the Revanchist claims, there is 2 of them which are probably colony, by checking their numbers of current markets which got surprinsingly reduced to 9 since my last check, I suppose they started with 4 markets which are currently 2 ranks 7 and 2 ranks 6 in the same system Zenito (they got another one rank 6 but it's another system, probably a colony too).

Wah, Hegemony got back to 16 markets when they were inferior to JYD last time I checked and Carter have 13 markets now.
The top 4 factions right now are Hegemony 16, Carter 13, Machine Void 10 and an equality JYD/Church 9.

I don't know how but Legio Infernalis are already wiped out and I saved UAF 2 markets from JYD which started the previous two invasions, it's funny to see the difference from my old computer run where it was Valkyrian who dominated with 17 markets.
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #490 on: January 19, 2025, 03:55:14 AM »

Well let's start off with adjusted sector, I do not use that one anymore as I had issues with it but how large was your sector and how many systems did JYD get at start?
It's Nexerelin who decide the number of spawns at the start and I let their recommendations by default (something which bypassed the base limit like 84/80 planets instead of 80/80)

From the Revanchist claims, there is 2 of them which are probably colony, by checking their numbers of current markets which got surprinsingly reduced to 9 since my last check, I suppose they started with 4 markets which are currently 2 ranks 7 and 2 ranks 6 in the same system Zenito (they got another one rank 6 but it's another system, probably a colony too).

Wah, Hegemony got back to 16 markets when they were inferior to JYD last time I checked and Carter have 13 markets now.
The top 4 factions right now are Hegemony 16, Carter 13, Machine Void 10 and an equality JYD/Church 9.

I don't know how but Legio Infernalis are already wiped out and I saved UAF 2 markets from JYD which started the previous two invasions, it's funny to see the difference from my old computer run where it was Valkyrian who dominated with 17 markets.

Ok yea I figured that was the case. It has been a couple versions since I used that mod but I was not sure if it still did that. Well good sir it seems Nexerelin did you dirty in that game :) If it does not respect the mod author's tailored conditions then some factions are going to start off stronger than intended and some will be weaker than intended. JYD starts off with a strong economy but is limited by having only one system that the pirates constantly attack. In a base game they are pretty chill and will moslty send out mining fleets unless they are picked on which, in the default game, is rare  since they work to maintain thier neutrality through the game. (Except for Hivers, gotta swat those bugs 8))

I really connot do much when you have a mod that randomizes the factions like that so I apologize that I cannot be of more help. Play random games, win random prizes.  ;)

Zangetsuke

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #491 on: January 19, 2025, 04:26:53 AM »

Ok yea I figured that was the case. It has been a couple versions since I used that mod but I was not sure if it still did that. Well good sir it seems Nexerelin did you dirty in that game :) If it does not respect the mod author's tailored conditions then some factions are going to start off stronger than intended and some will be weaker than intended. JYD starts off with a strong economy but is limited by having only one system that the pirates constantly attack. In a base game they are pretty chill and will moslty send out mining fleets unless they are picked on which, in the default game, is rare  since they work to maintain thier neutrality through the game. (Except for Hivers, gotta swat those bugs 8))

I really connot do much when you have a mod that randomizes the factions like that so I apologize that I cannot be of more help. Play random games, win random prizes.  ;)

Well, at least I got a come back out of this *** and can continu my run and will get my revenge on them now that I got my own production of ships and weapons.

By the way, I see you got mods like SEEKER and such, are you not playing the last version of the game? Or is there a updated version somewhere?
« Last Edit: January 19, 2025, 04:35:21 AM by Zangetsuke »
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #492 on: January 19, 2025, 07:29:42 AM »

Ok yea I figured that was the case. It has been a couple versions since I used that mod but I was not sure if it still did that. Well good sir it seems Nexerelin did you dirty in that game :) If it does not respect the mod author's tailored conditions then some factions are going to start off stronger than intended and some will be weaker than intended. JYD starts off with a strong economy but is limited by having only one system that the pirates constantly attack. In a base game they are pretty chill and will moslty send out mining fleets unless they are picked on which, in the default game, is rare  since they work to maintain thier neutrality through the game. (Except for Hivers, gotta swat those bugs 8))

I really connot do much when you have a mod that randomizes the factions like that so I apologize that I cannot be of more help. Play random games, win random prizes.  ;)

Well, at least I got a come back out of this *** and can continu my run and will get my revenge on them now that I got my own production of ships and weapons.

By the way, I see you got mods like SEEKER and such, are you not playing the last version of the game? Or is there a updated version somewhere?
There are unnoficial updates for mods that have been abondoned by their original authors. You can find them on the forum and/or discord just do a search on the mod name. As for SEEKER, there was an updated version on the forum by PMD but he was banned by Alex for using malicious code in the v0.6.2 version so it is no longer available.

Shinr

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #493 on: January 19, 2025, 09:31:40 AM »

Well, at least I got a come back out of this *** and can continu my run and will get my revenge on them now that I got my own production of ships and weapons.

By the way, I see you got mods like SEEKER and such, are you not playing the last version of the game? Or is there a updated version somewhere?
There are unnoficial updates for mods that have been abondoned by their original authors. You can find them on the forum and/or discord just do a search on the mod name. As for SEEKER, there was an updated version on the forum by PMD but he was banned by Alex for using malicious code in the v0.6.2 version so it is no longer available.

MnHebi maintains SEEKER along with some other of Tarf's mods, plus somewhere on the Unofficial Discord you can find a version of SEEKER that is near identical to Tarf's final update, only updated for 0.97.
« Last Edit: January 19, 2025, 11:23:02 AM by Shinr »
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Re: [0.97a] Junk Yard Dogs - V 3.4 - 01/30/25
« Reply #494 on: January 30, 2025, 09:38:05 AM »

v3.4 released today - Save Compatible
   -Obedient: Removed the civilian tag and increased the supply/mo and deployment to 10 - makes it analogous to an upgraded Mule as intended
   -Changed the mount type of the Mining Plinker and Medium Asteroid Breaker Cannon to hybrid - Matches their energy counterparts (mining laser/mining blaster)
   -Fixed an error with the naming of the Heavy Asteroid Buster Cannon with the correct Heavy Asteroid Breaker Cannon
   -Renamed the variant for the Flea, Gnat, Botfly, Mosquito, Tick, and Heavy Drone wings from New to Standard which is the vanilla naming convention
   -Fetching: Unlocked the two small built-in mounts and increased the OP by 5 to compensate - Kept the shard on the variant - TY Bobamelius for your commentary
   -Shard Anti-Fighter Swarmer: Increased the range to 1200 to match the Drill SRM - Helps prevent AI shenanigans when used together
   -Massive: Raised the deployment and supply use from 45 to 50 - Ty Zangetsuke for your commentary
   -Heavy Drone: Fixed a misaligned mount and widened the missile arcs from 25 to 45
   -After reading numerous comments on discord I changed the description for JYD from "A vanilla+ power level faction mod that focuses on exploration, mining, scrapping and survey"
      to "A powerful neutralist faction mod that focuses on ships that excel at mining, scrapping, exploration and survey" - Apparently v+ doesn't mean what I thought it meant :)

@TheEternalCrusader: I looked into incorporating my mods into the AOTD module Question of Loyalty as you requested but as I do not use that mod, keeping compatabilty up would be difficult. At this time I will not be adding that to JYD but will keep my mind open to the possibility as I follow AOTD's progress.
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