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Author Topic: Vanilla addon - variants mod V2.1 (0.54.1a)  (Read 79688 times)

arcibalde

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #90 on: June 09, 2013, 11:12:24 AM »

Uomoz and Thaago, dudes, i DO NOT KNOW how to code :)  I have idea, i told that idea to LW and LW make code and that code did exactly what I want :) 

So, that is it :)  I can't make it better, not because I don't want, it's just i do not know how.
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Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
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NikolaiLev

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #91 on: September 16, 2013, 12:17:32 PM »

I hope to see this mod made compatible for .6!

It really should be a feature in the game itself, to have randomized or semi-randomized variants, especially based on what is currently available, and the economy in general (which isn't really implemented yet).
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Uomoz

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #92 on: September 19, 2013, 07:44:04 AM »

Building a version of this integrated inside UsS. Had to revert a lot of """"bad"""" design decisions (arci why on earth would you create copies of vanilla hulls just to spawn them to different factions? You could do a lot less work and create lists INSIDE the variant selector for each faction!). UsS version will have no copies of vanilla ships, and a generally more flexible system.
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arcibalde

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #93 on: September 19, 2013, 08:03:06 AM »

Building a version of this integrated inside UsS. Had to revert a lot of """"bad"""" design decisions (arci why on earth would you create copies of vanilla hulls just to spawn them to different factions? You could do a lot less work and create lists INSIDE the variant selector for each faction!). UsS version will have no copies of vanilla ships, and a generally more flexible system.
Because i do not know to code, so code vise it's LazyWiz and variant vise is me :D

Mod did what i want him to do so it was good for me :D
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Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

Uomoz

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #94 on: September 19, 2013, 08:16:28 AM »

Building a version of this integrated inside UsS. Had to revert a lot of """"bad"""" design decisions (arci why on earth would you create copies of vanilla hulls just to spawn them to different factions? You could do a lot less work and create lists INSIDE the variant selector for each faction!). UsS version will have no copies of vanilla ships, and a generally more flexible system.
Because i do not know to code, so code vise it's LazyWiz and variant vise is me :D

Mod did what i want him to do so it was good for me :D

It is an amazing job nonetheless :D
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Thaago

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #95 on: September 19, 2013, 01:22:34 PM »

Hey Uomoz - if you're already doing the work, would you make a version for this for vanilla also? Or if its actually a bunch of work I'll grab it out of UoC and adapt it.
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Uomoz

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #96 on: September 19, 2013, 02:19:34 PM »

I'll see what I can do about it, it's inside my scripts (partially).
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frag971

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #97 on: September 22, 2013, 12:43:28 PM »

can't wait to see this updatinated to 0.6!
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arcibalde

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #98 on: September 22, 2013, 01:30:12 PM »

can't wait to see this updatinated to 0.6!
Me too just don't know how  ;D
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NikolaiLev

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #99 on: September 22, 2013, 02:13:51 PM »

I'll see what I can do about it, it's inside my scripts (partially).

Awesome!  And I can agree with you that the mod's a bit of a jumble.  I'm not a modder (or coder), no, but I picked through it as best I could and simply could not figure out how the mod worked!  Something told me the mod could've been a lot simpler.

It'd be really exciting if Starsector ran, at a base level, on some sort of procedural generation code that automatically fitted ships according to maximum OP, flux/second concerns, kinetic/HE/PD balance, and so on, at varying degrees of competence to create a realistic variety of ships; some functioning in perfect harmony (combos like heavy maulers+light needlers) to sub-optimal or outright desperate/whacky loadouts (which would hopefully be rare, but you'd still see it occasionally).

I just love the variants mod because it creates a ton of new gameplay, especially early game, which I otherwise feel like skipping by cheating in credits to gather a fleet.  There are tons of different loadouts and some of them are actually dangerous to your ship, unlike the few vanilla variants.  The Lasher's a perfect example; a lot of the new variants are actually quite deadly, as opposed to the vanilla ones which are very tame.  In particular I can think of the one that has two dual light ACs and three assault guns.  That thing can hug you with its nipples, turn on accelerated ammo feeder and obliterate everything.

Sorry, I'm gushing.   :D
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Deathven

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #100 on: November 03, 2013, 10:33:13 AM »

I really hope to see this updated. It would be nice to have a mod that just focuses on minimal changes to the vanilla game and I quite enjoy what this has to offer. Hope to be able to play it soon!
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Jazzrish

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #101 on: November 03, 2013, 05:40:44 PM »

will be better if support some mods-collection mod.
but give me an update!!!
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sorry for my english..

arcibalde

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #102 on: November 04, 2013, 03:24:14 AM »

will be better if support some mods-collection mod.
Well "imposible" unless moders themself make all variants cos they know their ships best.

but give me an update!!!
I can't cos i don't know how  ;D
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
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Deathven

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #103 on: November 11, 2013, 03:27:18 PM »

A wonderful predicament no?  :P
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Cycerin

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Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« Reply #104 on: November 11, 2013, 03:33:09 PM »

Just chiming in to say that the Mule variant with a Heavy Blaster is one nasty thing to get surprised by ;D this mod adds a lot to USS.
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