Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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


Pages: 1 ... 9 10 [11] 12 13 ... 48

Author Topic: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin  (Read 398752 times)

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #150 on: May 03, 2013, 04:48:14 PM »

Ah, I'll see if I can add a few ships to a different starting option. I didn't realise that people with lower resolutions would be unable to see the whole bunch.

Also:

Tore Up Plenty - Complete Pack

I finished the first 5 story driven missions. Enjoy!


I'll add more missions in the future. And I'll fix the resolution issue for next release.

Let me know if you enjoy the story driven missions. I'll happily make more!
« Last Edit: May 04, 2013, 05:47:36 AM by Erick Doe »
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #151 on: May 04, 2013, 07:49:18 AM »

Apart from adding new ships, I've decided to release one new version with every 5 new story driven missions.

Also, I will continue updating the individual ship mods. However, I strongly recommend just downloading the complete pack.
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #152 on: May 04, 2013, 11:11:36 AM »

I've just finished the Sentinel and Moth review, I'll work on the others once my L4D2 playthroughs are uploaded
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #153 on: May 04, 2013, 02:47:54 PM »

Tore Up Plenty Mod review Moth and Sentinel:

Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #154 on: May 05, 2013, 05:45:06 AM »

Nice work Sprog!

About the Moth:
Its forward gun is not built-in, so you can change it out. Seems you used an older version. The Basic variant has a different weapon layout. It is a head-on ship. Hence its fixed front facing shields and heavy forward weaponry.


About the Sentinel:
Nice call on equipping thumpers. The default variants aren't necessarily optimised. It is up to the player to find what works for them.
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #155 on: May 05, 2013, 05:56:46 AM »

Ahaa thanks, I will do the rest either today or tomorrow :)
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #156 on: May 05, 2013, 06:50:49 AM »

Let me know if you enjoy the story driven missions. I'll happily make more!

Very much so! Having a continuous story that ties the missions together makes them much more engaging.
They are a bit easy though, beat everything on the first try.

I really hope that Alex will expand the Modding API in this direction...
Logged
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.

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #157 on: May 05, 2013, 07:34:42 AM »

Let me know if you enjoy the story driven missions. I'll happily make more!

Very much so! Having a continuous story that ties the missions together makes them much more engaging.
They are a bit easy though, beat everything on the first try.

I really hope that Alex will expand the Modding API in this direction...


I know, right? It is hard being creative with a limited method to set up missions. But I'm trying! I'm also hoping that a change of scenery will help. For instance, right now I've made an asteroid belt with rapidly moving asteroids, on a asteroid field background. The scenarios I already made will also get a change in backgrounds. Recognisable locations like big planets and recurring ships from previous missions will hopefully also attribute to the feel of the story driven campaign.

I'm glad you liked the missions, Gothars. I'll see what I can do about them being too easy. It is hard to offer a strong opposing force when the player also has to keep three ships alive in their own fleet. Takes a lot of playtesting and balancing to keep it interesting but not impossible.
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #158 on: May 05, 2013, 07:37:38 AM »

Damocles and Ryker

Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #159 on: May 05, 2013, 08:35:51 AM »

I know, right? It is hard being creative with a limited method to set up missions. But I'm trying! I'm also hoping that a change of scenery will help. For instance, right now I've made an asteroid belt with rapidly moving asteroids, on a asteroid field background. The scenarios I already made will also get a change in backgrounds. Recognisable locations like big planets and recurring ships from previous missions will hopefully also attribute to the feel of the story driven campaign.


Sounds good, the big planet in mission 5 already helped a lot to keep things interesting. Besides that I can't think of anything, except using stars or introducing new sprites (a station?).

By the way, I was only piloting the Foxhound and did not change any loadouts or give any commands. The story did not seem to call for it. You could introduce story events where that would make sense, if you want. Of course that are all self-enforced limits anyway, but so is the mission order.

Regarding the story, it would be nice if some reason why those pirates keep attacking us would be discovered.
Logged
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.

Vinya

  • Captain
  • ****
  • Posts: 379
  • Vulgar at best...
    • View Profile
    • Mykyria Scifi/Zombie writing blog (Old site)
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #160 on: May 05, 2013, 03:23:14 PM »

What is the middle of the back section of the Mace kitbashed from? (Like, where the medium turret is)

I'm trying to customize it with some fancy missile silos but I'm having trouble removing the turret without it looking bad >.>
Logged
If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #161 on: May 07, 2013, 06:36:37 AM »

@Gothars
I'll try and up the difficulty of the missions. Also, there is a reason for the pirates to give chase. And it actually revolves around something that is hidden in your Foxhound's smuggling compartments.  ;)

This will be revealed in mission 8 and it involves the mod's latest ship:



@Vinya
The middle back section of the Mace has its origins in the Apogee.
« Last Edit: May 07, 2013, 06:38:36 AM by Erick Doe »
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #162 on: May 07, 2013, 12:18:36 PM »

Very cool sprite but maybe it needs some elements to break the symmetry ;)
Logged

NITROtbomb

  • Commander
  • ***
  • Posts: 127
  • I like Mah glass cannon ships :)
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #163 on: May 07, 2013, 05:40:28 PM »

dunno if its just me but parts of the sprite are fuzzy weird felling i get when i look at the ship.
Logged
Dancing and playing games, how does that work.. well YOU tell me!

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Tore Up Plenty - Alternate Starting Ships
« Reply #164 on: May 08, 2013, 04:35:13 AM »

You forgot my vids in the front post :'(
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)
Pages: 1 ... 9 10 [11] 12 13 ... 48