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Author Topic: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644  (Read 923257 times)

Sproginator

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #75 on: April 27, 2013, 08:16:06 AM »

I would like it so that, if you get powerful, just like in sins of a solar empire, your allies rally up to thwart you :)
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ArthropodOfDoom

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #76 on: April 27, 2013, 09:03:44 AM »

Is it possible to have the mod without all the other factions?
I like playing "vanilla" in terms of factions and ships, but this engine conversion/modification is fine.
« Last Edit: April 27, 2013, 09:24:33 AM by ArthropodOfDoom »
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theSONY

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #77 on: April 27, 2013, 12:05:46 PM »

--- bug with 0 crew in station still present (solution: buy them & vent them in the space, you will end up with no crew so buy nen ones)
Question;is Valkyrians are original or Uomoz's balanced ? cuz they are far from "balanced"
Spoiler
[close]
im bored & i think you can cut the spawn rate cuz it's a bit annoying to chase the little ones

BUT i like the changes so far & i hope the updates will be as much as fast as it is for now :]
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ArkAngel

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #78 on: April 27, 2013, 12:46:24 PM »

so i downloaded the mod and got to ask what file do extract to the mod folder cause their apears to be 4 of them...
« Last Edit: April 27, 2013, 12:50:47 PM by ArkAngel »
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sarducardun

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #79 on: April 27, 2013, 01:19:55 PM »

I'm with Sony on valkyrians. Their frigates are the fastest and have some serious firepower with 4 pointers rivalling lashers if outfitted well, plus they are far faster than hounds. I do think they need some work though I love the sprites and weapons.
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Talkie Toaster

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #80 on: April 27, 2013, 01:22:59 PM »

I think the rebel blockade fleets might need a little tuning. Playing as Council, as soon as I get a slight upper hand my stations get swamped by 3-cap-ship blockade fleets that prevent me advancing further as my defensive fleets are all frigate-size. Perhaps blockade fleets should be based on the fleet size of the station fleets, or at least be limited to 1-2 stations at a time?
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theSONY

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #81 on: April 27, 2013, 01:39:40 PM »

so i downloaded the mod and got to ask what file do extract to the mod folder cause their apears to be 4 of them...

well if you got windows  just download RAR file extrack it
you will have now 2 folders "__MACOSXput" & "Exerelin" 
put Exerelin in the MOD folder in the game & __MACOSXput you can delete
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PCCL

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #82 on: April 27, 2013, 01:44:45 PM »

I second the vanilla version, not that the races aren't good, but they're quite overwhelming since I'm used to just the good ol' lore
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SteelRonin

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #83 on: April 27, 2013, 03:10:58 PM »

Got another one, this was while picking the ship, it said a hull ID was missing, but i forgot where the log is, can someone tell me?
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theSONY

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #84 on: April 27, 2013, 03:28:59 PM »

Got another one, this was while picking the ship, it said a hull ID was missing, but i forgot where the log is, can someone tell me?
\STARSECTOR\starsector-core
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ArthropodOfDoom

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #85 on: April 27, 2013, 03:44:09 PM »

If Zaphide doesn't want to upload a vanilla-factions version for 0.32, could at least get some pointers to doing it myself?
I only know a little python, and I'm not sure if that will translate well to modding for Starsector in Java.
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Zaphide

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #86 on: April 27, 2013, 04:08:36 PM »

@Uomoz

Thanks, looks great! It'll be slightly different but main idea is the same. No idea why I didn't think about doing that... :)

I would like it so that, if you get powerful, just like in sins of a solar empire, your allies rally up to thwart you :)

Yeah, I'm reworking the relationship/diplomacy stuff so I can do things like this :) could be a while away though...

Is it possible to have the mod without all the other factions?
<snip>

I second the vanilla version <snip>

Good idea, was thinking about this as I also like playing just with the Vanilla factions sometimes. Will implement for next version :)

If Zaphide doesn't want to upload a vanilla-factions version for 0.32, could at least get some pointers to doing it myself?
I only know a little python, and I'm not sure if that will translate well to modding for Starsector in Java.

... and if you want to do it now:
 - Go to mods/Exerelin/data/scripts/world/exerelin/ExerelinData.java
 - Change the possibleFactions array (right at the top) to only list the factions you want to play with :)
   - Leave "player" and at least two other at a minimum
   - i.e
Code
private String[] possibleFactions = new String[] {"player", "hegemony", "tritachyon" };
- That's it!
 - EDIT: I should add that this will play havoc with saved games using other factions so be careful not to mix

--- bug with 0 crew in station still present (solution: buy them & vent them in the space, you will end up with no crew so buy nen ones)
Question;is Valkyrians are original or Uomoz's balanced ? cuz they are far from "balanced"
Spoiler
[close]
im bored & i think you can cut the spawn rate cuz it's a bit annoying to chase the little ones

BUT i like the changes so far & i hope the updates will be as much as fast as it is for now :]

Yeah 0 crew bug still around.

Valkyrians, yeah they are a bit too powerful in relation to the other races (I also think the problem is partly to do with their super-cap ships), but they are a good complete faction. I kind of see them as a difficulty decider: pick at start if you want an "easier game", if they spawn as an enemy then it's a "harder game". I may slightly lower the max size of their fleets to compensate slightly.

Got another one, this was while picking the ship, it said a hull ID was missing, but i forgot where the log is, can someone tell me?

Which ship were you picking? Starter ship or later in the game from a station?
« Last Edit: April 27, 2013, 04:14:45 PM by Zaphide »
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ArthropodOfDoom

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #87 on: April 27, 2013, 05:57:46 PM »

AWESOME! Thank you so much!
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ValkyriaL

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #88 on: April 27, 2013, 07:26:49 PM »

The balance issue would be sorted out if you used the military variants instead of advanced ones as intended, and not use the royal armada as a base for all the fleets. :P
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theSONY

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Re: Exerelin - Dynamic System and Faction War - v0.32
« Reply #89 on: April 28, 2013, 01:09:09 AM »

The Lotus Conglomerate ships & nomads have no ship systems
 i dunno did Uomoz's add it in his mod or you have some old lotus version
maybe LORD Uomoz should send you his faction modification cuz i think it would be just lovley :]
but i doubt it because that will decrease his mod followers size ;p
« Last Edit: April 28, 2013, 01:12:59 AM by theSONY »
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