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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 162314 times)

Vellos-Hunter

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #45 on: November 18, 2012, 02:15:08 PM »

just done some battle testing (obviously)

i did a test with locust cap ship, one as a custom set up the other default set up.
 the custom did well for quite a while

i took three pics of the battle :)
maybe the fighter wing chua could have more of a hull or armour boost as they are pretty good as a irritant if they can get inside the shields.

the frigates are very good at keeping the flux high when in a group and gives the bigger class ships a chance to hammer them target.

the tenzen both variants are damn good at what they do (durp) i'm probs thinking too much mybe if they hold fire till the target flux is high enough to over load then they will be pretty hard to beat on 5 on 1 cap ship :)
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Hyph_K31

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #46 on: November 18, 2012, 02:15:19 PM »

Shall look for things for you, is the new version save compatible??

The current version is indeed save compatible, but if you want the "special" feature to work (courtesy of Ghoti)'', you'll need to start a new game.

@Your latest post :)

Thank you very much!

The Tenzen is indeed very good at what it does, Ghoti once called it the green tank from hell before its nerf.

You should probably have a go with a bunch of bakoros and dahakis, two very very different ships and I think they work quite well together :)

With regards to the chua, they may be getting a bit of a boost. Although I'm not quite sure how at this stage.

It might be a case of a new weapon (actually, I need to get rid of the hi pd laser. Old fossil), or... Something. I do have a few ideas bouncing around for new fighters, and those, if they make it, should cover the role of attack and strike.

« Last Edit: November 18, 2012, 02:27:09 PM by Hyph_K31 »
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Vellos-Hunter

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #47 on: November 18, 2012, 02:20:58 PM »

now i would naturally put the pics up but they are toooooo big to post ><


[attachment deleted by admin]
« Last Edit: November 18, 2012, 02:30:29 PM by Vellos-Hunter »
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Vellos-Hunter

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #48 on: November 18, 2012, 02:58:52 PM »

Of corse the smaller of the fleet ships get stuck in being to thorn in your side if not taken out which theses two frigates are good at doing for most of the battle, while the hunter and two cruisers take the back seat for a bit letting off a few plasma bursts just for a laugh ^^

As you can see by the pics the hunter and tenzens finish off the beaten cap ship by just simple overwhelming of incoming fire.
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Reshy

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #49 on: November 20, 2012, 11:23:14 AM »

The New Plasma Cannon is a straight upgrade to the existing one.  That's one of the first things I noticed.
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Hyph_K31

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #50 on: November 20, 2012, 12:32:31 PM »

The New Plasma Cannon is a straight upgrade to the existing one.  That's one of the first things I noticed.

Quite a lot of time was put into balancing that, but I suppose it is an upgrade.

The thing is, I wanted it to be like the plasma cannon, but slightly different but not better or necessarily worse.

What's been done with it is roughly as follows:

You can fire a single round if you want to, you automatically use all the charges.
Slightly less damage, but from what you said, that might bear adjusting.
And GREEN!

I'll see about bringing it back on par with the plasma cannon, but I still don't want the. To be exactlymthe same.
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Reshy

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #51 on: November 20, 2012, 12:37:17 PM »

The New Plasma Cannon is a straight upgrade to the existing one.  That's one of the first things I noticed.

Quite a lot of time was put into balancing that, but I suppose it is an upgrade.

The thing is, I wanted it to be like the plasma cannon, but slightly different but not better or necessarily worse.

What's been done with it is roughly as follows:

You can fire a single round if you want to, you automatically use all the charges.
Slightly less damage, but from what you said, that might bear adjusting.
And GREEN!

I'll see about bringing it back on par with the plasma cannon, but I still don't want the. To be exactlymthe same.



Why not make it a plasma cannon that's cheaper and more energy efficent but requires a long recharge time before firing again?


Also those small 'Hidden' slots on the cruiser can't have weapons put into it in the campaign.
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Hyph_K31

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #52 on: November 20, 2012, 12:44:10 PM »

Heh, that's kind of exactly what I don't want to do with the plasma cannon.

But we'll see how it goes. It could just be a case of lowering the charge count.

As for the hidden slots, that was kinda done on purpose. But I see what you mean.

I'll get on that soon, which means making the disruptor a non system weapon.
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ValkyriaL

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #53 on: November 20, 2012, 01:13:45 PM »

Wonder if they would go together with my own faction, since i cant determine if my faction is balanced or not, my fleets are fairly sized and are vanilla friendly stats wise, but they crush several fleets before even taking damage and eventually dying, does weapon numbers and weapon stats play a part in auto battle calculations?
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Hyph_K31

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #54 on: November 20, 2012, 01:19:07 PM »

I'm not sure i get you point :/

I'll have a look at your mod though :)

Edit:

Is ther a mod with your faction?
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ValkyriaL

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #55 on: November 20, 2012, 01:35:41 PM »

My faction is not released yet, made it as a followup on my prototype faction i made to teach me modding/programming, they are dependent on each other so you need both of them to ensure they work 100%, how do i send them to you? ^^
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Hyph_K31

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #56 on: November 20, 2012, 01:37:31 PM »

Email I suppose :)

You should be able to email me through the forum. If not, I'll give you my details :)
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Reshy

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #57 on: November 20, 2012, 01:49:43 PM »

Heh, that's kind of exactly what I don't want to do with the plasma cannon.

But we'll see how it goes. It could just be a case of lowering the charge count.

As for the hidden slots, that was kinda done on purpose. But I see what you mean.

I'll get on that soon, which means making the disruptor a non system weapon.


Well there's several things you could do to make it different.

Less Accuracy, More/Less shots per burst, Alternate Damage Type, and several others I'm sure you already know.
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Hyph_K31

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #58 on: November 20, 2012, 01:54:21 PM »

Indeed! I had contemplated the first three, and I'm very likely to do this things with it. Other than perhaps the accuracy, because of the nature of the weapon.
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Reshy

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Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
« Reply #59 on: November 20, 2012, 02:51:13 PM »

Indeed! I had contemplated the first three, and I'm very likely to do this things with it. Other than perhaps the accuracy, because of the nature of the weapon.

Why not a scatter shot plasma cannon?  Fires a quick burst of 4-8 shots that do fragmentation damage and EMP, but with a very large spread and it charges up over time.
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