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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

Increase OP on some frigates (counterparts of vanilla frigates)

Yes, please up the OP
- 85 (75.2%)
No, leave it as it is now
- 23 (20.4%)
No, other...
- 5 (4.4%)

Total Members Voted: 113


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Author Topic: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin  (Read 396567 times)

Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #180 on: May 11, 2013, 10:16:52 AM »

Here ya go, all done:

http://youtu.be/7CEeo5qkwwM
http://youtu.be/6FAZBtBzTVE
http://youtu.be/qKKtTlM1GZ4
http://youtu.be/gZvvXAyeP3A
http://youtu.be/XjF1iB-UGeU

You can figure out which link goes to which ship, I'm tired and lazy XD
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #181 on: May 12, 2013, 07:17:51 AM »

I'll see to adding the reviews in a bit.
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Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #182 on: May 12, 2013, 07:43:29 AM »

Awesome ahaa
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A person who's never made a mistake, never tried anything new
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As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Gothars

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #183 on: May 12, 2013, 02:15:31 PM »

Just some very quick feedback:
I like a lot of what you have done! The new backgrounds are a nice touch, fighting in these fast moving asteroid fields is a lot of fun, the story and fleet progression is nicely done.
You upped the difficulty tremendously, which is great. In some mission you overshot the target a bit though, in particular Payback does not seem beatable to me (did you?) and I have yet to seriously tackle Homecoming and Maas.

Also, now that the story clearly puts us in command of the fleet, why are orders still given automatically? That can make hard missions even harder.

All in all a lot of fun, I hope to see more campaigns in the future (but maybe after the  API gets more features supporting it)  :)



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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #184 on: May 12, 2013, 02:16:52 PM »

Just some very quick feedback:
I like a lot of what you have done! The new backgrounds are a nice touch, fighting in these fast moving asteroid fields is a lot of fun, the story and fleet progression is nicely done.
You upped the difficulty tremendously, which is great. In some mission you overshot the target a bit though, in particular Payback does not seem beatable to me (did you?) and I have yet to seriously tackle Homecoming and Maas.

Also, now that the story clearly puts us in command of the fleet, why are orders still given automatically? That can make hard missions even harder.

All in all a lot of fun, I hope to see more campaigns in the future (but maybe after the  API gets more features supporting it)  :)





Wut? Are you thinking of a different mod? XD
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A person who's never made a mistake, never tried anything new
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Gothars

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #185 on: May 12, 2013, 02:55:11 PM »

No. Didn't you notice the campaign in the mod?
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Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #186 on: May 12, 2013, 02:56:10 PM »

No. Didn't you notice the campaign in the mod?

....nooooo

I only played the individual ships xD
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A person who's never made a mistake, never tried anything new
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- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #187 on: May 15, 2013, 05:34:26 AM »

Added Sprog's ship reviews to the OP.
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #188 on: May 15, 2013, 05:41:00 AM »

Just some very quick feedback:
I like a lot of what you have done! The new backgrounds are a nice touch, fighting in these fast moving asteroid fields is a lot of fun, the story and fleet progression is nicely done.
You upped the difficulty tremendously, which is great. In some mission you overshot the target a bit though, in particular Payback does not seem beatable to me (did you?) and I have yet to seriously tackle Homecoming and Maas.

Also, now that the story clearly puts us in command of the fleet, why are orders still given automatically? That can make hard missions even harder.

All in all a lot of fun, I hope to see more campaigns in the future (but maybe after the  API gets more features supporting it)  :)


Removed a Ryker and two Mining wings from Payback. Gave the Enforcer a green crew. Hopefully it is more doable now. Removed 1 of each fighter types from the TTS fleet in Charge of the Centaur. How did you fare in Homecoming and the Battle of Maas?

Version 4 of the Complete Pack will be out soon. With balance fixes for all campaign scenarios. It will also include 2 new missions, including "Sinking the Ho'ud". :)
« Last Edit: May 15, 2013, 06:33:32 AM by Erick Doe »
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Gothars

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #189 on: May 15, 2013, 02:38:11 PM »

How did you fare in Homecoming and the Battle of Maas?

Beat both, but only after refitting the Damocles with energy weaponry. Couldn't win with standard load-out. I think they could use a slight town down, especially in comparison with the last mission, which is the second easiest of the new release after Mission 6.
« Last Edit: May 15, 2013, 02:40:09 PM by Gothars »
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #190 on: May 20, 2013, 08:21:57 AM »

The idea is to force players to find a loadout that works to beat the missions.

I've added 2 new missions and fixed balance on several others. I've also added the Boartusk Fighter.


The story-driven campaign currently has 12 missions. Future missions will encompass the creation and defense of a homeworld. This will include mission offshoots where you make choices. Example: You'll be able to select between mission 13 A and mission 13 B. Each will have its own consequences.


Tore Up Plenty - Complete Pack V4
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HELMUT

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #191 on: May 26, 2013, 08:38:07 AM »

I really love this campaign, there are some very fun fights. But yeah, Payback and homecoming are pretty damn hard compared to the others. should try with a different loadout though.

I also really like the influence of gravity when you fight close to a planet, it always turn the battle in some unexpected way.
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #192 on: May 31, 2013, 04:55:37 AM »

Sounds like I need to tone down those two missions some more. Thanks Helmut.


Working on the Lance-class carrier:


Cruiser-sized, 2x large missile, 2x small universal, 4x small energy. 2 flightdecks, more hangar space than the Condor. Probably gets flares.
« Last Edit: May 31, 2013, 05:02:02 AM by Erick Doe »
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HELMUT

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #193 on: May 31, 2013, 08:10:57 AM »

Cool, i always loved playing carriers based fleets. Also, will you work on fighter wings too?
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phyrex

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #194 on: May 31, 2013, 11:11:19 AM »

that ship is awesome too.
you've almost reached the point where you could make an entire faction based on "cobbled-up together" ships
and the possibilities are endless.

i'd be curious to see how a cap ship would turn out the way youre working right now
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