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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 396608 times)

Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #135 on: May 03, 2013, 03:52:52 AM »

That looks really cool, do tell more.



Okay. It is the Damocles Heavy Cruiser (converted Atlas freighter).

It is unshielded, has a high hull and armor rating, sports 3 medium turrets, 4 small turrets, 1 small missile turret (back, portside), 1 medium missile hardpoint (front), 4 small universal hardpoints (broadsides). It is a beast.

It will probably get a burndrive, a fairly high hangerspace, but no flight decks. Large cargo space for a cruiser.
« Last Edit: May 03, 2013, 03:55:05 AM by Erick Doe »
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MesoTroniK

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #136 on: May 03, 2013, 03:59:17 AM »

I want it soon™

Really cool ship, what is the ETA for integrating all of the designs into Uomoz's Corvus?

Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #137 on: May 03, 2013, 05:34:57 AM »

Damocles Relative starting difficulty: Easy - (converted superfreighter)


The Damocles is done. Try her out!

I'd really like some feedback on this ship. The AI has a hard time politing it properly. And as a player it can also prove a tough ride. Then again it does have large hanger and cargo space, and could work as a great fleet support ship.
« Last Edit: May 03, 2013, 07:21:48 AM by Erick Doe »
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #138 on: May 03, 2013, 07:03:21 AM »

Updated the Mace. Tweaked the weapon arcs. Added built-in missiles.
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #139 on: May 03, 2013, 07:28:55 AM »

Started integrating all the ship mods into one mod.

[edit]
It is working! I'll upload the collection download in a bit.
« Last Edit: May 03, 2013, 07:59:39 AM by Erick Doe »
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phyrex

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #140 on: May 03, 2013, 08:30:44 AM »

i really need to start trying those ships.
have you added testmissions for them in your mod ? i feel like thats an aspect that many modders dont do that really make me cringes. not putting a mission or two to play the ship without the hassle of starting a new campaign
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #141 on: May 03, 2013, 08:36:42 AM »

Each ship has 1 test mission.

I am currently working on a campaign through missions, now that I've put all the ships together in one mod.
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Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #142 on: May 03, 2013, 08:44:28 AM »

Please stop adding ships
















I can't keep up when making my damn videos!
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #143 on: May 03, 2013, 09:01:12 AM »

Speaking of videos, they're long overdue!  ;)
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phyrex

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #144 on: May 03, 2013, 09:04:27 AM »

Each ship has 1 test mission.

I am currently working on a campaign through missions, now that I've put all the ships together in one mod.

ooh, gotta start testing then.

edit : have you putted a link to the bundle pack ?
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #145 on: May 03, 2013, 09:42:26 AM »

Each ship has 1 test mission.

I am currently working on a campaign through missions, now that I've put all the ships together in one mod.

ooh, gotta start testing then.

edit : have you putted a link to the bundle pack ?

Here is the link:
http://www.mediafire.com/?j71p494h5dqvujt

The mission campaign so far only has 2 missions.
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phyrex

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #146 on: May 03, 2013, 10:04:32 AM »

Each ship has 1 test mission.

I am currently working on a campaign through missions, now that I've put all the ships together in one mod.

ooh, gotta start testing then.

edit : have you putted a link to the bundle pack ?

Here is the link:
http://www.mediafire.com/?j71p494h5dqvujt

The mission campaign so far only has 2 missions.


its okay, im more interested by the micro missions to try out the ships
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Sproginator

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #147 on: May 03, 2013, 10:31:21 AM »

Speaking of videos, they're long overdue!  ;)
I know, I'm really sorry

I've got a server to manage now and I'm training all day 9am-4pm
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HELMUT

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #148 on: May 03, 2013, 02:25:13 PM »

I really love the Damocles with his pink armor, also pretty fun to play with (actually no, it feel like piloting a brick, but i guess that's what you were aiming). That's also the first time i witness frag bombs being somewhat useful against wings.
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CopperCoyote

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #149 on: May 03, 2013, 04:36:25 PM »

With my 1024X768 resolution i could only see a couple pixels from the shuttle and the damocles. If any more starting ships are added to the "other other" selection i won't be able to see them all.

The hardest part of using the damocles is all those blasted hounds early on. It is slow and a juicy target. Individual frigates were ok, but once there were multiples i was taking tons of hull damage. Piranhas were deadly because the burndrive would take me out of their range so fast i'd be subject to 2 or 3 strafes from the same wing, and i couldn't kill them fast enough to decrease the wave of bombs. I lost it before i could afford another ship so i could drop it off in omnifactory.

I actually lose most of the ships before i can drop them off in omnifactory (if i don't save scum) even after the op increase. The one with the hellbore was the toughest. I couldn't beat its mission and in campaign mode i pretty much had to target single buffalo2s. I think the issue is my combat technique relies on being able to fight at my discretion to exploit vulnerabilities easily.

I did well with the moth though. It has so many spaces for missiles i was able to missile spam my foes to victory. I was able to get going far enough to drop it into omnifactory. It is hilarious to give my AI a bunch of annihilators and kinetic weapons (like the HVD) and frighten all the enemies into overloading.
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