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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 396610 times)

Vensalir

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #345 on: August 09, 2013, 10:22:57 AM »

I have tried the campaign and I have to say it feels a bit empty. All of your ships are fun to play and balanced, not to mention the superb quality of the sprites. The soundtrack, both in and out of battle is great, and reminds me of EVE Online (While I'm on topic : Why hasn't anyone made an EVE mod yet ?).

I think UsC is so fun because it's extremely varied and there is lots of stuff happening, whereas the TuP campaign is a bit, again, empty. I think it needs a bit more dynamism, more factions, more random events. And it never hurts to have more ships and maybe even a few vanilla-friendly guns to play with   ;D

All in all, I think it's a great start, it only needs more content  :)

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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #346 on: August 09, 2013, 12:26:14 PM »

I can understand how it may feel empty compared to UsC, which is comprised of many factions. TuP does, however, extend upon the original Starsector, and already offers 8 instead of just 4 factions. It will be expanded upon further in the future. But it may never be as crowded as UsC.

I hope you understand why.

I'm happy to see you praise the soundtrack and quality of the ships though!
« Last Edit: August 09, 2013, 12:29:11 PM by Erick Doe »
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Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #347 on: August 09, 2013, 12:39:46 PM »

I'll make a vid sometime soonTM
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #348 on: August 11, 2013, 07:49:45 AM »

I'm looking forward to it, Sproginator.


Busy adding fightercraft / small frigates from the old Scavenger mod idea.

Hauler-class Heavy Fighter


Impala-class Bomber


Flamberge-class Support Fighter


Tug-class Support Fighter


Pincher-class Heavy Fighter


Surveyor-class Heavy Fighter


Spade-class Assault Fighter


Interloper-class Heavy Fighter
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Vensalir

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #349 on: August 11, 2013, 01:34:43 PM »

Beautiful. I like the Flamberge in particular  :)
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #350 on: August 12, 2013, 06:27:10 AM »

The 'Raider' cargo shuttle will be added in the next version.



Armed with a swarmer SRM and an assault gun. It has no shields but it is fairly sturdy (100 armour, 800 hull) plus fast and nimble. Comes in wings of two.
« Last Edit: August 12, 2013, 06:38:51 AM by Erick Doe »
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #351 on: August 12, 2013, 06:31:49 AM »

Planning a second campaign mode. A completely empty star system with only a neutronstar and no stations or planets. Fleets will be stuck here, and the only way to survive is to raid and board. You'll start with a single frigate and a large unarmed colony ship that holds all your crew and marines (thousands). These can not be replenished. The end goal of this campaign is to defeat the largest fleet, which has the key for getting out of the system.  :)
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xenoargh

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #352 on: August 12, 2013, 12:59:19 PM »

Love those fighters, great work :)
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phyrex

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #353 on: August 12, 2013, 01:10:03 PM »

Planning a second campaign mode. A completely empty star system with only a neutronstar and no stations or planets. Fleets will be stuck here, and the only way to survive is to raid and board. You'll start with a single frigate and a large unarmed colony ship that holds all your crew and marines (thousands). These can not be replenished. The end goal of this campaign is to defeat the largest fleet, which has the key for getting out of the system.  :)

Wow, that actually sounds really interesting !
You have my full attention now :P
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #354 on: August 14, 2013, 07:04:58 AM »

The idea of an empty system needs a starting ship with minimal combat power and enough space to hold thousands of supplies and crew.

The Zephyr-class colony ship:

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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #355 on: August 16, 2013, 07:28:45 AM »

The Zephyr is done. Not much of a starting ship, but it will play a key role in the new campaign mode I suggested earlier. It is also used by Wright Shipyards and the IDF as supply ships.

Zephyr Relative starting difficulty: Medium
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #356 on: August 16, 2013, 08:24:30 AM »

And that's not all. Here's the Barracuda. One tough little destroyer. Personally, it felt like flying a mix between a Hammerhead and a Mule, with added maneuverability.

Barracuda Relative starting difficulty: Easy
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #357 on: August 16, 2013, 10:03:41 AM »

To do:
-Add Zephyr, Raider and Barracuda to Campaign V4
-Add auto weapon groups to V4 (you may now rejoice, Sproginator)
-Add trade convoys that deliver TuP ships in V4
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HELMUT

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #358 on: August 19, 2013, 11:13:47 AM »

I really like those fighters. They got some Antediluvians vibes in their shapes. For the Zephyr, while he look pretty okay, i expected the colony ship to be a little more than "buffalo-ized" Atlas. I think it could be more different than the original hull.

BTW, here's a colony ship i found on the spiral arms thread. While it doesn't fit the Tore Up Plenty feel, i thought it could give you some ideas to improve the zephyr.

Spoiler
[close]
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Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships - Featuring a new Campaign!
« Reply #359 on: August 19, 2013, 03:40:28 PM »

Love all of these, including the colony ship Helmut posted :D
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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)
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