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Author Topic: Vanilla addon - variants mod V2.1 (0.54.1a)  (Read 72908 times)

intothewildblueyonder

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I understand you but who would fly ships without weapons???? It's easier to transport weapons to shipyards and outfit ships when they are finished then to transport ships to station and then outfit them. You know, flying in bunch non armed ships is just asking for trouble  ;D

That is not always the case (there are real-life examples). They may not have the ships to spare or are capable of for  shipping the weapons to the desired location. It be logistical problem, you may need to have transport ship go back and forth to bring it weapons. Then the ship will travel back to where the weapons were, to perform its mission. These are just examples (and there is a vanilla-mission built on this premises, that a ship might not be fully outfitted)

If not weaponless- just lightly armed.  And they're not asking for trouble, who looks at the combat screen to look at the loud outs anyway :)
« Last Edit: November 12, 2012, 12:30:19 PM by intothewildblueyonder »
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arcibalde

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And they're not asking for trouble, who looks at the combat screen to look at the loud outs anyway :)
Greedy pirate.
As for your original question, i do not know how but probably it can be done :)
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intothewildblueyonder

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Greedy pirate.
Entrepreneur  8), and thanks for information on possible new.... investment opportunities;).
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arcibalde

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Entrepreneur  8), and thanks for information on possible new.... investment opportunities;).
Aha! Good too meet another... Whats the word i'm looking for? Ah, yes, colleague   ;)
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Reshy

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I'm getting an error that says "traveler" not found by "tritachyon"
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arcibalde

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I'm getting an error that says "traveler" not found by "tritachyon"
Do you use it with some other mod? If yes, try it on vanilla game.
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arcibalde

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0.54a compatible version of mod

http://www.mediafire.com/?2ml1adl73ibvn3l
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arcibalde

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Version 1.2 is up:

http://www.mediafire.com/?2g1x54qrr3fr55d

Thanks to wizardy of LazyWizard script we detected variants that do not work any more (game would just create ship without weapons) . Here is list and there is 2 vanilla variants.

enforcer_Support
enforcer_sl
brawler_he
tempest_Balanced
condor_st
condor_be
condor_rs
hyperion_qa
valkyrie_be

So this update is save compatible, because it's only remove variants. With this update you ain't gonna find weaponless ships. No easy money any more :P
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Uomoz

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So arci, I haven't played this mod (haven't had time to play at all recently), do you want to integrate (and think it fits) this into U'sC?
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arcibalde

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So arci, I haven't played this mod (haven't had time to play at all recently), do you want to integrate (and think it fits) this into U'sC?
You haven't played it O.o   I'm, I'm just speechless...   :P     Funny thing is UC and this mod work perfectly together because you didn't change vanilla fleets composition. I'm for integration but I plan to do something with this mod. Give me 1 week (or less) to see how it would go and then knock yourself out with integration thingy :P
And when it is integrated we could ask other moders to make additional variants for their ships and we can do same thing to all ships in mod. So all fleets would be composed out of randomly picked variants. What do you think?
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Uomoz

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I love fleets variety without touching the basic structure of the campaign. Can't wait for the upcoming news!
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arcibalde

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Ok, i'm changing this (taking into account all suggestion that you provided), it's bit slow process. What i'm doing is this:
Hegemony, Tri, Pirates and Independents will all get 3-7 variants per ship. All fraction ships will have hull mode "theme". For example, all Pirate Hounds will have unstable_injector hull mode because Pirates depend on speed. At other hand Hegemony Hound have reinforcedhull hull mode and much better weapons then Pirates. And Independent Hound have frontshield hull mod.

Basic philosophy that I'm following is this:

Hegemony is kinetic/HE brute force: slow but durable.
Pirates are fast, agile, a bit outdated.
Independents are little bit techy better armed than Pirates but not good as Hegemony.
Tri are energy brute force.
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Flunky

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I think that's a neat idea, but at the same time one thing I really liked about this mod was the curveballs you'd get. Pirates with light/heavy needlers and hypervelocity guns I thought were great, for example. Especially for a faction like Pirates, you'd expect to see a good variety of loadouts. Hegemony, probably not as much, but it's still interesting to see the variety and get some nice surprises.
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arcibalde

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Well, we will see how this play out. I can always put "new", variants in. And it's save compatible :)  (it's save compatible when you add new variants it, new version of this mod won't be save compatible with old one).
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arcibalde

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Ok progress report  ;D

Pirates variants finished.
Hegemony variants finished.
Independent variants finished.
Tri variants well finished :)
« Last Edit: November 30, 2012, 05:26:53 PM by arcibalde »
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