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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 162316 times)

Erick Doe

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #180 on: September 28, 2013, 07:17:54 AM »

Alliance of any sort is simply out of the question. They have a deep racial hate of humans, and since the player is humans, well...

Who is to say the player plays a 'human' race / faction?
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #181 on: September 28, 2013, 07:21:17 AM »

Urm, Vanilla?

:P

In the case of compilation mods, they might well ally is non human factions. But humans? No.
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Erick Doe

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #182 on: September 28, 2013, 07:25:35 AM »

Urm, Vanilla?

:P

In the case of compilation mods, they might well ally is non human factions. But humans? No.

Fair enough, seeing as how they may ally with players in the Exerelin mod.  :)
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Silver Silence

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #183 on: September 28, 2013, 10:12:36 AM »

Just fought some of the Gedune in Exerelin. Loving the radioactive green 'splosions. And the green venting.
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #184 on: September 28, 2013, 10:14:45 AM »

Green venting?

I didn't add that!

Pssh, Zaphide, makin' changes like that!  ;D

But seriously, if you read this Zaphide, the Gedune should not have green venting. nono.

Edit:

Glad you like them!

Blowing up.

 ;)

EDIT EDIT:

The Gedune' weakness towards missiles and to some extent fighters is very much intended.
« Last Edit: September 28, 2013, 10:51:51 AM by Hyph_K31 »
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #185 on: September 30, 2013, 10:22:25 AM »

Going to update soon... When my head feels less like it's full of wool.

Changes in 1.3:

Spoiler
Version 1.3
   * Adjusted Maelstrom and Scythe torpedo launchers to proper Gedune colours for smoke and engines.
   * Improved MAEHM Sprite
   * Set none fighter flares PD to PD,PD_ONLY,ANTI_FTR, in the hopes of increasing Flare PD success rates.
   * Increased Chidori range to 800 and reduced flux cost per second - to compensate for laser ineffectiveness against armour.
   * Added Laser Fusion Core built in hull mod to all Gedune ships with the exclusion of a few fighters.
   * Gave the Viper the Gedune Nuclear Burn system
   * Heat Projectile Plugin now used with Raven Missiles, under the name WraithiiOnHitEffect
   * Reused Tachyon lance effect on Disruptor weapons.
   * changed a bunch of weapons mounts on a bunch of ships to UNIVERSAL, ships include Dahaki, Dahkan, Mozok, and Bakoros.
   * Fixed first Dahkan Variant, now uses Gedune weapons.
   * Upped EMP damage of disruptor array to 150 from 50.
[close]


Credit goes to Xenoargh for the Heat Projectile Plugin.

*waddles off to eat food, food is good for woolly heads*
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Silver Silence

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #186 on: September 30, 2013, 10:57:45 AM »

I quite like the green venting. It's a similar shade to the colours of the engines. You prefer plain old purple venting?
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #187 on: September 30, 2013, 11:20:54 AM »

I do.

Mostly because Gedune power systems are largely the same as vanilla, although I don't suppose a green tint would hurt.

But, not too much green. and that'd be hard, since green and purple are almost opposites.
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #188 on: September 30, 2013, 03:11:05 PM »



I gave in.

Green does look nice, and the Gedune are partially "Nuclear" after all...

Spoiler
I think, I might like green.
[close]
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Gotcha!

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #189 on: September 30, 2013, 03:19:01 PM »

Aw, that's a pity. No offense, but I find everything way too green now. The weapons, the shields, the flux...
The flux was a nice... how do english folk say that... combo breaker?

As this being one of, if not my favourite mod, would you please reconsider? :-\
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Borgoid

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #190 on: September 30, 2013, 03:20:58 PM »

It doesn't bother me so much because I know that my Gedune ships will NEVER have the green Gedune weapons on them :P
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #191 on: September 30, 2013, 03:25:50 PM »

Oh, oh dear.

I'll admit maybe I like green a bit much.

reconsidering

I will return the flux venting to its original colour, and I'll also be reconsidering the vast majority of coloration throughout the mod.

But for now, sleep
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Erick Doe

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #192 on: September 30, 2013, 03:33:51 PM »

Spoiler
I think, I might like green.
[close]

I know how you feel. Just look at the Antediluvians and the Zorg.  ;)
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Uomoz

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #193 on: September 30, 2013, 03:40:07 PM »

And SHI. And BRDY shields and engines.

I didn't realize  :o!
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Zaphide

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #194 on: September 30, 2013, 04:15:11 PM »

Green venting?

I didn't add that!

Pssh, Zaphide, makin' changes like that!  ;D

But seriously, if you read this Zaphide, the Gedune should not have green venting. nono.
--- snip ---

Haha sorry didn't see this till now!

I never change anything in other mods :)

So, I have no idea why the venting was green... :)
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