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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 398698 times)

ciago92

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #195 on: May 31, 2013, 04:00:00 PM »

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.
I'm already in love! I love carrier fire support ships :-)
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #196 on: June 02, 2013, 02:54:20 PM »

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

Yes. In fact, I've already included one in the mod. The Boartusk Heavy Fighter. It is a heavier kind of Talon.


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

Thanks. I'm going to create a small independent faction that fields these ships.  :)


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.
I'm already in love! I love carrier fire support ships :-)

Thanks! Glad you like it. I've changed its armament a little. It has 2 medium missile hardpoints, 4 small energy turrets, 2 small universal hardpoints, a fixed forward facing hypervelocity driver, 2 launchbays and 18 hangar space. It is slightly faster than the Talus. It is also slightly better armoured and has more hull. Its shield arc is fixed but wide at 260 degrees.

The ship is done, I just have to upload it.

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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #197 on: June 03, 2013, 07:50:03 AM »

Annihilator-class Heavy Destroyer


Tore Up Plenty needed another custom destroyer.
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Silver Silence

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #198 on: June 03, 2013, 08:18:48 AM »

6 missiles, 2 mediums, 2 smalls? *my loadout estimate*
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Uomoz

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #199 on: June 03, 2013, 08:55:52 AM »

I'm amazed about the quality and the variety of ships in this mod. Definitely in my top 3.
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #200 on: June 03, 2013, 09:53:53 AM »

6 missiles, 2 mediums, 2 smalls? *my loadout estimate*

+1 built-in forward facing weapon
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Silver Silence

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #201 on: June 03, 2013, 10:07:24 AM »

That little TPC look-a-like?  :P
Figured it might just be a decorative doodad.


Also, looking at it again, I'm heavily reminded of the Stabber
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phyrex

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #202 on: June 03, 2013, 10:11:36 AM »

Annihilator-class Heavy Destroyer


Tore Up Plenty needed another custom destroyer.

geez, your kitbashed ship look so freaking good and awesome.

i wish i could kitbash that well
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #203 on: June 07, 2013, 08:49:33 AM »

Finished the Lance and the Annihilator. Updated the Complete Pack to version 5!

Lance Relative starting difficulty: Very Easy (Cruiser sized carrier)


Annihilator Relative starting difficulty: Very Easy (Heavy low-tech destroyer)


Tore Up Plenty - Complete Pack V5
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #204 on: June 07, 2013, 09:58:08 AM »

Quote
I'm working on the next iteration of the mod. I decided on a complete change that will (I guess) disappoint many. I switched to another system, to have full control on the factions and the layout, I created new factions to fit the lore of the new system and now faction ships are no longer bound to that specific faction. It's an outer system, where mercenary companies and armed mining fleets rule and many work as lone wolves. No factional warfare but a solo career, in a harsh distant system. Huske.

I for one am intrigued by this. Can't wait to see how this frontier system turns out. I am hoping that distances between planet and stations will be increased (wider orbits).

You have also inspired me to work on a campaign mode for Tore Up Plenty. The system map will mimic the story driven missions in its layout. So you can actually freely fly through the parts of space you've visited in the missions. Including locations such as the Maas Asteroid Belt and the Aurora Moon. Which in turn will spawn familiar factions, like the Maas Belt Mining outfit.


Version 6 will have:

-15 story driven missions
-15 custom ships
-1 test mission per custom ship
-a new campaign set in a system inspired by the story driven missions

The new campaign will include all vanilla Starsector ships + the Tore Up Plenty ships.
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Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #205 on: June 09, 2013, 08:08:09 AM »

Does this mean I have to do more mod reviews?
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ValkyriaL

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #206 on: June 09, 2013, 08:18:27 AM »

I still have this thing spare since before, do you need parts or you might want the whole ship for torn up plenty?

Spoiler
[close]

Its complete with files and CSV lines and everything.
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Uomoz

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #207 on: June 09, 2013, 08:51:39 AM »

That doesn't feel TUP quality to me. Clear symmetry enforced.
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ValkyriaL

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #208 on: June 09, 2013, 08:59:48 AM »

Alterations can always be made.
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #209 on: June 09, 2013, 09:25:03 AM »

No thank you. I appreciate the offer, but I enjoy creating / bashing my own ships.  ;)
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