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News:

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

Poll

Versions, concerning ShaderLib

Fully support ShaderLib - Mod becomes dependant.
- 5 (71.4%)
Make versions with and without ShaderLib support
- 2 (28.6%)

Total Members Voted: 7


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Author Topic: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV  (Read 177236 times)

Erick Doe

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #270 on: March 08, 2014, 03:14:33 PM »

It never hurts to ask, The Soldier. The opening post doesn't state whether or not it is compatible with Uomoz's Sector.
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CrashToDesktop

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #271 on: March 08, 2014, 03:30:22 PM »

He did say Corvus, so I assumed that he meant if it had a station in vanilla Corvus.

He has asked about three or four different mods (maybe more that I haven't commented on yet), all within maybe an hour.  And all of them saying the same thing (or close to it).  I am kind of ticked when you could just test it yourself or look through the pages of the shorter mods.
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Luewen

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Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
« Reply #272 on: March 09, 2014, 09:59:24 AM »

He did say Corvus, so I assumed that he meant if it had a station in vanilla Corvus.

He has asked about three or four different mods (maybe more that I haven't commented on yet), all within maybe an hour.  And all of them saying the same thing (or close to it).  I am kind of ticked when you could just test it yourself or look through the pages of the shorter mods.

The thing is that sometimes testing quickly doesnt really show if it works or not. If the mods through you an error screen when launching its simple. But if the mods load together fine but there is some deeper things that conflict together. Might not see until you have played long time.
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Hyph_K31

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Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
« Reply #273 on: March 25, 2014, 04:20:57 AM »

PURPLE ALERT

So a few people may have noticed the lack of updates and replies from myself, and I have some slightly disappointing news.

I've temporarily fallen out of love with SS, and I'm currently occupied with others games and irl (UNIVERSITY) things...

I will be back, can't say when though!

And cut!

Spoiler


When I do get back to playing SS, you can count on that damned update coming out.
[close]
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Hyph_K31

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Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
« Reply #274 on: May 25, 2014, 10:57:08 AM »

This image is huge, be warned ;)

Spoiler
[close]

WIP emblem of the Gedune. It'll be in a similar style to most other such symbols when complete.

And much, much smaller.

Direct link for those who need/want it: http://i.imgur.com/vtSWwtI.jpg
« Last Edit: May 25, 2014, 10:58:46 AM by Hyph_K31 »
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Hyph_K31

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Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
« Reply #275 on: May 26, 2014, 11:35:29 AM »

Upadte on the emblem/thing:

http://i.imgur.com/2avEUDt.png
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HELMUT

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Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
« Reply #276 on: May 26, 2014, 11:44:01 AM »

Eh, looks similar to the Draconis combine emblem. Given the relatively barbaric tendencies of the Gedune, i think it fit pretty well.
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Hyph_K31

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Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
« Reply #277 on: June 08, 2014, 07:38:35 AM »

Trying out new shield colours. I think this one is a keeper:

Spoiler

Perhaps a little brighter...
In other news, I've been going through the weapons (again), taming the ones that need taming (Raven missiles, I'm looking at you!), and saving the ones that need saving. Things are slowly starting to get going again!
[close]
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Nanao-kun

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Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
« Reply #278 on: June 08, 2014, 10:25:04 AM »

(Raven missiles, I'm looking at you!)
Nooooooooooooooooooooo.
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Hyph_K31

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Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
« Reply #279 on: June 08, 2014, 01:58:25 PM »

(Raven missiles, I'm looking at you!)
Nooooooooooooooooooooo.

D:

Well, I've managed to put a handle on them. I think. They're much the same as they were before, but they don't come back for a second pass if they miss anymore. They behave somewhat like fast, guided annihilators now. They could still bare some tweaking, as I'm not 100% happy with them just yet.
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Nanao-kun

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Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
« Reply #280 on: June 08, 2014, 06:32:09 PM »

but they don't come back for a second pass if they miss anymore. They behave somewhat like fast, guided annihilators now. They could still bare some tweaking, as I'm not 100% happy with them just yet.
Well that saves me from being hit by my own missiles at least.
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Hyph_K31

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Re: [0.6.2a] The Gedune - v1.4.0
« Reply #281 on: June 27, 2014, 06:27:30 AM »

Changelog for 1.5.0:

Spoiler
Version 1.5
   * Added two new fighter drone wings, Kakuran Polaron MIRV bombers, and Dreki EMP heavies.
   * Added single Polaron MIRV for use by Kakuran.
   * Added Kunai small missile weapon, BRING ON THE SPAM!
   * Tweaked lots of misc things, ship stats etc.
   * More balancing. Reigned in the Tychea, Nanda and a handful of weapons.
   * Added the Massmaura class light destroyer! very good at anti frigate roles.
   * ADDED AWESOME GEDUNE PORTRAIT! the face of the Gedune is unveiled.
   * Added a light Chidori variant, and a built in short range beam weapon for the Nanda and Kyirus; "cutter".
   * Noted hilarity, carried on; start doing things properly dammit 1.4 was a load of tosh.
   * 'fixed' Dahaki a little more, reduced OP to 95 and adjusted variants accordingly.
   * Replaced MAHEM weapons with Wraithii Bloom Cannon - small energy scatter weapons now used by Viper wings and will appear in numerous ship variants.
   * Replaced Dahkans Disruptor array with a spinal capicitor pulse laser, slightly modified from the base weapon. The Dahkan now has some of that oomph it was missing. Daka daka.
   * Whacked MW blasters with a monkey wrench; the delightful weapons now act accordingly; the can store up three charges, which regen slowly. The blaster can fire extremly rapidly making for immense spike damage. Each shot is less damaging than the vanilla blaster, and is far less accurate - have fun trying to atomise fighters. Each shot is remains incredibly quick. May adjust charge regen times, but for now I'm extremely happy with this weapon. Killer Dahaki's mmmm...
   * incresed Bakoros cargo capacity to 200+, so that Drone fleets can actually support themsevles! To make up for this added function, Bakoros now have lower hull and armour ratings.
   * Increased Kunai flight times, so that when fired perpendicular from a target they'll still have a chance of making a hit. Changed damage type to Energy
   * Fixed CR stats across the board, increased cargo and fuel capacity for cruisers.
   * Fixed faction fleet stats, so that all fleets have between 50 and 100 percent surplus crew.
   * Adjusted Tychrea CR stats so that it can fly solo, without a cargo ship.
   * lowered the Shots per minute of the Spinal SCP and burst time, whilst increasing burst damage. Boom, those hounds won't know what hit them.
   * tweaked various weapon sprites.
   * Added medium flare PD; Shotgun flares! Not sure if they'll stay, and they certainly need a better sprite.
   * Added Gedune home system, Gedui. Extremely basic as yet, improvements to come!
   * Miscellaneous changes to weapons and ships.
[close]

There are bound to be many other changes I've simply forgotten about, given how long it's been since the last update. I'll release this update just as soon as I've given it another once over.
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Hyph_K31

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Re: [0.6.2a] The Gedune - v1.5.0
« Reply #282 on: June 27, 2014, 07:35:17 AM »

And the update is out!

http://bit.ly/Gedune1-5-0

Download link in the OP is also updated.
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Erick Doe

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Re: [0.6.2a] The Gedune - v1.5.0
« Reply #283 on: June 27, 2014, 08:18:21 AM »

Nice. I like the Gedune a lot. Especially as a solid faction for Exerelin. What I'd really like to see at this point is another cruiser. I'm rather fond of the fact that Gedune ships are small in scale but powerful in how their fleets are made up. Some more information about them would be nice as well. Bring on the lore, Hyph_K31!  ;)

Also, I'm looking to update Erick Doe's Modded Starsector again to give the community a nice collection of up-to-date and pre-assembled mods for the vanilla game. The latest Gedune version will definitely be a part of that.
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ValkyriaL

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Re: [0.6.2a] The Gedune - v1.5.0
« Reply #284 on: June 27, 2014, 08:28:52 AM »

Yeah, you need to update that, pretty much all of those mods require both Lazylib and Shaderlib, and the mods are outdated (probably)

And yeah, i've missed the Gedune, they provided me with a smile whenever i watched one of their ships burn to death. 8)
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