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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.7a] Citadel v0.8.3  (Read 263017 times)

FasterThanSleepyfish

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[0.7a] Citadel v0.8.3
« on: July 26, 2013, 08:36:07 PM »


A cringe old dead mod -  leave while you still can!



Features
The Citadel (corporation/fleet/conglomerate) is a new mercenary group in the sector. This mod adds 17 ships that tend to rely on greater mobility to survive. Most ships are designed to fill a specific role (Attack, Defense, ect), so their variants will reflect their strengths.



Ships
Pros
-Many universal weapon slots
-Hidden weapon slots are impossible to disable
-Good mobility
-Good flux stats

Cons
-Poor Hull
-Poor Armor
-High Logistics Recovery Cost
-High Deployment Cost
-High Credit Cost
Spoiler
Fighters
Arrowhead: Heak: Firewall: Neutron: Proton: Mako:


Frigates
Particle-Class Corvette: Porter-Class Drone: Aural-Class Skirmisher: Conduit-Class "Superfrigate": Rondure Standard Frigate: Stable:  

Destroyers
Ayre: Modem (and drone): Comet: Tacit:


Cruisers
Inland: Torus:  Nova: Driver: Adumbral:


Capitals
Projector: Monolith:
Misc

Hull-Meatship:
If you're wondering why this ugly thing is in here, then wonder no more! Meatships are primarily used for testing weapons and ships against since they have no speed or weapons. They also come in an armored and shielded version (not shown).
[close]



Weapons

Citadel also adds in 26 unique weapons for you smite your enemies with. Many of them try to fill niches not found in vanilla. (Note: the texts below each weapon are not the in-game descriptions.)

Spoiler



Revolver AC
    A space cowboy never parts with his trusty sixgun.

Copperhead Light Assault Gun (LAG)
    For when you need to poke the enemy into submission.

Meteor SRM
    Does not actually contain large amounts of space rock.

Viper Assault Gun (AG)
    Two barrels for twice the fun. Not fun for you enemies, though.

Diode PD
    What are you trying to do, tickle the enemy? At least it's cheap.

eFlak
    Disclaimer: Is not as awesome as real flak. Disclaimer: You'll learn to love it anyways.

Parabola MRM
    Funny things happen when you strap a calculator and a rocket together.

Calidity
    Whoa, what? A flamethrower in space? Oh, wait. That's just a plasmathrower.

K-Barrage
    Good things come in small packages. Small packages with serious drawbacks.

E-Barrage
    Im'ma firin' my lazors. Pew pew pew pew pew pew pew pew- I'll stop now.

Supernova (Built-in)
    We recommend MKIII Autoshades for the amount of pure awesome. And deadly radiation.

Aegis PD (Built-in)
    It's so ugly it makes missiles hesitate. Or it might just be the graviton beam it shoots.

Ion Repeater
    Oh dear god, why is it that big. -Everyone ever.

Striker SRM
    Like the Meteor SRM, but on steriods. Still does not contain rocks.

Rotunda Accelerator
    Ring around the rosey supermagnet... we all fall down the enemy's shields.

Cobra Autogun
    *BRRRRRRRRRRRRRR* It's never been more satisfying to destroy armor.

Plasma Blaster
    Receive plasma! Sort of like an upgraded pulse laser, but fires in volleys.

Plasma Projector
    Citadel is an equal opportunity weapon design company! A close support plasma weapon.

Blitz Torpedo Tube
    Fires a single ultra fast torpedo. What could be worse? A guided torpedo?

Rotunda Battery
    Three mass drivers? What could possibly go wrong?

Blitz Array
    If you've ever wanted some venting capital ship to explode, try this.

Large eFlak
    In this case, bigger is better. A lot better, in fact. Only on the Monolithtm-class.

Concussion Beam
    It'll give you much more than a concussion if you're hit by it.

Kinetic Chirped Pulse Laser (KCPL)
    It's the badass grandmother of graviton and phase beams.

Zeus
    Thunder, lightning, very very frighting! Perhaps the largest railgun ever designed.

Siege Beam(art still WIP)
    It's cyclopean gaze melts the armor of your foes with impunity.

-There's a handful more of built-ins for fighters.

[close]


<click the flag to download Citadel's development build for 0.7.2a; requires Blaze's patch below.>
Hi, Foxer here - I'm sorry to say this mod is on hiatus indefinitely due to life circumstances. Feel free to play/patch with this messy-excuse-of-a-mod just like this kind fellow did: Click here for Blaze's patch.

REQUIRED: Citadel needs Lazywizard's LazyLib mod. Click HERE to download LazyLib
EXTRA: Citadel is featured in Dark.Revenant's Starsector+ mod! Click HERE to check it out!
EXTRA: Citadel is compatible with Dark.Revenant's ShaderLib mod. Click HERE to download ShaderLib
EXTRA: Citadel is compatible with Histidine's Nexerelin mod. Click HERE to download Nexerelin


Changelog
Code
0.8.3
+Exerelin's Corvus mode compatible! Don't forget to change Nexerelin's mod_info (you'll see what to change).
+2 new random missions from MesoTroniK. Thanks!
+2 new Rip Drive system variants, light and heavy. Both have less charges, more cooldown and less time.
+New hull explosion sounds! CH-BOOOM! KRK-POW!
-Engine style changes. Now smokey instead of glowing!
-Ship balancing: Torus is more tanky, less offensively capable. Driver's flux stats boosted. Tacit buffed.
   -Many other changes in many fields. It's irresponsible of me to not document them. >.>
-Sound updates: Most medium/small weapons have new sounds as well as the Concussion Beam and Zeus.
-Sprite Updates: Porter-class and Ayre class.
-Significantly buffed Plasma Blasters. Now, they deal good damage and taper out as they fire for longer.
-Changed Meteor and Striker. Larger volleys, faster speed but a slow reload. Also improved graphics.
-Removed the Cobra's ammo mechanic. Not fun enough.
-Nerfed K-Barrage by decreasing its accuracy limit and increasing its accuracy loss rate. Also nerfed ammo.
-Nerfed Parabola's range from 6000 to 2000. Effectively an MRM, but still able to go very far (with inertia).
-Buffed Heavy eFlak. It now features a larger blast radius.
-Buffed Plasma Launcher on the Conduit with a larger blast radius. Still iffy on this one.

0.8a
-SHIPS
    Many universal slots removed, some slot size changes, some turret arc changes
    Shield efficiencies reduced across the board
    Flux values nerfed on some ships
    Hull values for a few ships redone
    Ship system changes for Aural, Comet, Nova and Monolith
    Rip Drive- Now allows for shield deployment and gives a efficiency bonus, but disables weapons
    Arrowheads: Replaced Burn Drive with Berserker system
    Improved art for Aural, Seirra, Nova and Torus
WEAPONS:
    Hypermatter: Higher ROF, less damage (sorta like a stat badass pulse laser)
    K/E-Barrage: Accuracy (now very low), range, DPS and ROF modified
    Rotunda Battery: Reduced flux cost, slower ROF, shorter charge-up
    Zeus: Higher ROF, reloads completely after a while
    Supernova: Grants one charge after a long period of time
OTHER:
    Increased Bastion Shield system cooldown by 5 seconds
    Increased Ionic Generator system cooldown by 15 seconds
    Reduced All fighter speeds substantially
    Increased FP cost for cruisers
    New sound: Rip Drive
    Modified Plasma Blaster sounds to be shorter

0.7.6
~SHIPS
   -Bastion Shield AI fixed
   -Ionic Generator AI fixed

~WEAPONS
   -Updated nearly all weapon descriptions

~MISC
   +Version Checker mod is now compatible with Citadel
   *Reduced overload/vent speed boost for Flux Alligned Engines
   *Changed the scale of the Citadel system
   *Buffed all of the markets in Citadel
   *Missing market descriptions... again!   
   *Updated market descriptions
0.7.5   
~SHIPS
   +New Rodure class frigate. A more stereotypical jack-of-all trades frigate.
   -Added "High Maintenance" hullmod to Nova.
   -Added "High Maintenance" hullmod to Conduit.
   -Bastion Shield has been changed so that it will deploy immediately for 5 seconds. Still powerful, but       requires some careful thinking to use.
   -Buffed Vixen Drone's shield and speed

~WEAPONS
   -Nerfed Conduit's main weapon charge range.
   -Buffed all Blitz Torpedo tracking/turn speed.
   -Reduced Heavy eFlak's charge regeneration rate.
   -Buffed Plasma Projecter from 300 damage per shot to 500 damage per shot
   -Buffed Meteor missile: Faster projectiles and a very slow ammo regeneration.
   -Diode has slower ROF. Balance of stats is roughly the same though.
   -Plasma Blaster now fires slower and has an interruptable burst.
   -The Seige Beam (you are lucky if you find this) can now turn slowly.
   -Revolver AC fires slower yet more powerful volleys. Reduced to 4 OP from 7 OP.

~MISC
   +Flux Alligned Engines now gives you ship a signifigant engine boost when overloaded/venting.
   *Planet/Station Illustrations would not show up
   *Missing market descriptions.
   *Citadel flag becomes red/black

0.7.4 (WIP)
+Added Citadel Prime/Citadel Station interaction dialogue pictures, courtesy of tryingtofly @ deviantart
-Adjusted ship stats to match vanilla changes
-Nerfed the Bastion Shield system by increasing the hard flux generation rate
-Improved the stats of the Seirra to compensate for the Bastion Shield nerfs.
-Updated missile engines to use new trails
-Buffed all missiles to match vanilla
-Buffed Diode PD to match vanilla missile buffs
-Fixed Plasma Blaster hardpoint barrel offsets
-Buffed Neutron/Proton bomber wings to be faster/flux capable
-Zeus is now a large energy
*Fixed Power Cruise AI Bug
0.7.3 dev 3
-Java integration of the market systems provided by the amazing David.
0.7.3 dev 2
+Added a pirate base in the asteroid belt of the Citadel system
-Made Citadel hostile to Hegemony, Diktat and pirates
-Changed Conduits Berserker system to have a beam damage bonus, added some description in the status
0.7.3 dev
+Now compatible with 0.65a (barely)
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced KBarrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges
-Buffed shield efficiency of a few ships
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire
0.7.3
+Now compatible with 0.65a (barely)
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced KBarrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges
-Buffed shield efficiency of a few ships
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire

0.7.2
+New trading station in the Corvus system for easier access. Orbits next to the abandonded storage.
-Moved the Citadel system a bit closer to all of the rest of the systems
-Fixed Hypermatter sprites. What was I thinking!?!
-Probably forgot some other minute change.

0.7.1
+Normals, Materials and Surface maps added thanks to Dark.Revenant.
-Viper, Copperhead and Hypermatter sprites from HELMUT
-Various placements of ship engines, shields and weapons have been fixed.
-Balances!
  =Porter has been nerfed via supplies being increased to 2/day
  =Parabola has had its ammo count reduced
  =The Vixen drone is no longer stupidly broken with a fortress shield. Now has a phase skimmer.
  =Inland's Ionic Generator is now MUCH quicker to fire and resets your flux. Kinda fun to pilot the carrier now!
-Bug fixes of the boring sort!

0.7
+Gedune mod interactions! Gedune station will now spawn in the Citadel system.
+New ship: Sierra-Class Battlecruiser (Sub-Capital). Two flight decks and a powerful weapons array.
+New wing: Firewall H?fing: An heavily shielded pair of fighters outfitted with a Heavy eFlak.
+New bomber: Neutron bomber. A fragile bomber that carries a single Blitz torpedo.
+New bomber: Proton bomber. A hardier bomber equipped with a plasmathrower. Better than the Neutron.
+New weapon: Rotunda Battery: An kinetic autopulse equivalent. Generates massive flux and damage.
+New weapon: Plasma Projector (A energy based Hypervelocivty Driver)
+New weapon: Heavy eFlak: An energy based flak cannon with a huge flux cost. It is very effective though.
+New weapon: K-Barrage: An expensive small weapon designed to offer supreme kinetic DPS.
+New weapon: E-Barrage: An expensive small weapon designed to offer supreme energy DPS.
+New weapon: Calidity: A small mount flamethrower akin to the Anitmatter Blaster.
+New weapon: Diode PD: A weak and cheap PD that only offers slight armor peircing  and a small impact force.
+New weapon: Parabola LRM: A missile launcher that uses flux to fire two kinetic warheads with a long range.
+New text all around.

-New color scheme on all ships.
-Driver, Inland, Conduit and Stable have completely redesigned sprites.
   -Inland now has a powerful Ionic Generator, which charges up to release an EMP shockwave.
-Rip Drive behavior changed, Longer, but slower, bursts of speed. The system has been given 3 charges from 2.
-Power Cruise behavior changed, on activation it drops the speed to zero, then slowly gets to 230 SU.
-Beserker system changed, signifigantly nerfed in speed and firepower.
-Weapon Balance Changes;
   Plasma Blaster (Hypermatter) now fires weaker bursts, but generates less flux.
   Rotunda buffed to 189 DPS.
   Viper, Copperhead both have increased ammo storage. (Their projectiles are more visible now too)
   Revolver Autocannon fires faster, deals more damage and has siginifigantly reduced range.
   Plasma Launcher (Plasma Lance) is now a massive energy flak gun. Fighters beware...
-A whole lot of little changes everywhere else. Y'know, the Torus's flux capactiy has been buffed, ect ect...

*REMOVED Parlance-Class cruiser. Go find it in the Gedune mod!

0.6.4
+Lights update! Citadel now requires ShaderLib.
-Fixes under the hood for future updates.
-No more custom Exerelin files, use the url: https://bitbucket.org/Zaphide/exerelin/get/master.zip

0.6.3
+You can now use these very mod files to play in Dark Revenant's Starsector+ mod! Check it out!

-Revolver NERFED, now it deals 38 DPS but is highly accurate (very fast projectiles).
-Zeus NERFED, 1500 from 3000 energy damage.
-Striker Pod BUFFED, more projectile HP and launch speed (projectile look also changed).
-Driver-Class Seigecraft has less engines, and won't spin furiously if hit by a salamader.
-Changed some ship stats
   -Driver has slightly different turret arcs, built in Meteor missiles changed to swarmers.
   -Parlance has 650 from 600 flux dissipation, 75 from 50 top speed, and .7 from .8 shield efficiency
   -Porter has 200 top speed from 130, flux buffs, shield buffs.
   -Conduit's Berserker buffs reduced from 200% to 150%
   -Monlith's Bastion Shield system now absorbs 1.5x damage, or 50% less damage.
   -Meathships now have a system that burns them directly to the player.
   -Shielded Meathship will not blow up when hit by asteroids anymore, hull and armor buffed.

0.6.2
+New ship, the Parlance-class Prototype cruiser. A certain alien race cooperated with the Citadel shipbuilders,
and the color scheme of green and purple should indcate which race. Anyways, it is a slower but more
maneuverable ship compared to the previously spotlighted Nova-class. It also boasts more weapons,
 better turret coverage and a decent shield generator. Although, it is pretty "squishy" for a cruiser.
+New ship, Arye-class light carrier. It has a good sheild, OP, but poor speed, poor health and only one flight
deck. It also has a medium universal for any kind of weapon you could want.
+New ship, the Hauler-class freighter. It's a small freigter that tries to get through in numbers. It is slightly
faster than the tarsus, but has no shield. The only weapon slots are two small energys, along with 4 built
in tac-lasers for some attack strength.
+New Large Weapon: Seige Laser. A powerful HE laser that has quite a large charge up time. It cannot turn
and has a very expensive OP cost (30 OP). It is very flux hungry too, the Sunder cannot handle it.
+New Small Weapon: Copperhead. A single barrel version of the Viper. It is easier to fit on ships, as well as
slighly better in everything but DPS.
-New art for ships and weapons! Ships courtesty of HELMUT.
-The Monolith has been nerfed. It only has 3 avalible large mounts, and lots of mounts have built-in mining
weapons to show it is a civillian ship. It's only a mobile autofactory, not a ROFL-stomper.
-New sounds for some weapons from SniZipGun.
-Even more ship stat tweaking! (I could still use some more input, pretty please)
-Weapon stat tweaking
   -Meteor is more useful, now kinetic damage.
   -Striker pod is also more useful, also changed to kinetic damage.
   -The Hypermatter is buffed, but the accuracy decreases noticably during extended firing periods.
-Campaign fleet  composition tweaking. They should actually go in systems now, if they stop chasing pirates.
Sorry for being so vague, but a LOT of the content was changed.
0.5.4
* 0 Flux beam weaponry glitch!
- Major ship balance pass
- Plasma Lance is now a beam
- Cleaned up the Light Destroyer sprite a bit
+,- Misc. Stuff
-----
0.5.3
Changed the Campaign fleet indicator color to the a light blue. Very flashy!
Stats changed across the board. Is it good? Any changes you would recommend changes of any sort? Please do!
 -Armor standardized
 -Shields reduced, some shields nerfed/improved
Weapon price changes!
Fixed weird projectile behavior with Rotunda Accelerator!
The viper has a much beefier sound now!
Added a new ship, the Quasar strike frigate. It won't be in Exerelin until there is an update on Zahpide's part. (Dude, it has a plasma flamethrower!)
Changed the weapons for the Arrowhead wing into something less pathetic.
Switched up some things here and there...
-----
Version 0.5.2 BETA
Small weapon changes
Bugfix for campaign
All variants now make sense!
-----
Version 0.5.1 BETA
New weapon for the Supernova cruiser. Giant kinetic lances are awesome!
Meteor missile is now a large EMP burst. I will flesh out this line of AOE EMP missile next time!
Slight changes to Rip Drive behavior
More changes all around the block
-----
Version 0.5 BETA
Exerelin compatibility, at last!
New weapon: Ion Repeater, an attempt to make EMP damage useful until feature mechanics.
Carrier has gotten plastic surgery!
Minelayer has gotten a face lift!
A slight redo of all ship stats for hull, armor, flux dissipation, and flux capacity.
Cocktail Party is now a bit harder, you must do more with less now.
Slight weapon changes for projectiles, stats and behaviors.
There is more, but they are relatively unimportant.
------
Version 0.3 BETA
New weapons! Rotunda Accelerator, Cobra Autogun and the Meteor Rocket!
New ship, Marathon-class Medium Destroyer! (Plus a little experiment, which is hidden!)
Updated Art: Nebulae-class PD Platform and the Juggernaut-class Seige Cruiser!
Tweaks: Stats for weapons and ships.
YAY! Lazywizard has helped me fix up the new system for this mod: Citadel! (It's quite a trip, bring some fuel!)
Many small tweaks, that I can't remember!
------
Version 0.9
Redid art; now a small mod in terms of content!
New weapons! Supernova Rocket, Zeus Railgun, Mini-Flak, Light ACEL (Available at Defenders Station)
Buffed Supernova Cruiser with built-in weapons
New dialog, still WIP.
New mission, Defenders VS Defenders
Changed mission, Cocktail Party is now easy!
------
Version 0.7
One new mission, random battle with a random vanilla fleet
Redid art effects, used paint.net dream effect.
Rebalanced some prices a bit.
Strengthened the Resonance destroyer.
Redid the frigate art, looks much better now.
------
Version 0.6
Fixed convoy.
Fixed Station orbit.
Balanced spawning rate.
Added a new WIP minelayer ship.
Rebalanced all of the ships and their turret mounts.
Added station inventory.
Updated the variants.
New non-stereotypical names!
One new mission.



Credits:
Interaction Paintings: tryingtofly (http://tryingtofly.deviantart.com/)

Sounds:
-Dartoxian Space Weapons: jonccox
-Rotunda Accelerator Chargeup: Dan Oberbauer
-MesoTroniK
-Freelancer
-Cycerin
-SniZipGun

Coding: Lazywizard, Dark.Revenant

Sprite Improvement: HELMUT

Advice: Dark.Revenant, MesoTroniK, the mod squad (you know who you are)

Original Game: Alex, David, Stian

Ship Editor:
« Last Edit: April 22, 2022, 04:27:11 PM by Sleepyfish »
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FasterThanSleepyfish

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #1 on: July 26, 2013, 09:20:51 PM »

[Reserved]
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phyrex

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #2 on: July 26, 2013, 10:21:12 PM »

Simple yet classy sprite, these are the kind of designs i came up with for my first mod but didint have the balls to post (i thought they were ugly).
Seeing yours firsthand makes me realize how wrong i was...

also, im curious about your lore, has the government evolved into what they are because the entire population is xenophobic or only the "elected" officials are xenophobic douchebags and the whole culture is actually under an oppressive rule they dont agree with ?
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FasterThanSleepyfish

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #3 on: July 26, 2013, 10:39:57 PM »

Thank you phyrex! It really means a lot to me to see that you like it. Yeah, I'm not the best writer. ::) What I meant was pirate attacks on civillian ships led to xenophobia, which in turn caused the public to elect increasingly xenophobic leaders. I came to the point where outsiders are fired upon. So yes, they are all xenophobic, but even if they wanted to change, they couldn't.  For now, I left them neutral twoards the player just in case they are too overpowered.
« Last Edit: July 27, 2013, 09:33:17 AM by Foxer360 »
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phyrex

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #4 on: July 27, 2013, 09:45:34 AM »

Thank you phyrex! It really means a lot to me to see that you like it. Yeah, I'm not the best writer. ::) What I meant was pirate attacks on civillian ships led to xenophobia, which in turn caused the public to elect increasingly xenophobic leaders. I came to the point where outsiders are fired upon. So yes, they are all xenophobic, but even if they wanted to change, they couldn't.  For now, I left them neutral twoards the player just in case they are too overpowered.

Hey, youre not a bad writer, i just wasent sure.
And i know how it goes when you release your own mod. Im still kinda sad ive never been able to finish mine but i simply didint have the time to work on it anymore.

Here's one of the biggest tip i can give : make missions for your faction that gives people the opportunity to try all your ships. Some mod makers only integrated theire faction to the campaign and leave it at that, when you just want to fool around with a new faction, lacking missions to do so is crippling.
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FasterThanSleepyfish

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #5 on: July 27, 2013, 10:01:55 AM »

I never considered that! Hrmmm, time to get to work!
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phyrex

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #6 on: July 27, 2013, 10:13:46 AM »

I never considered that! Hrmmm, time to get to work!


you'll thank me later, doing this will allow people to quickly pick up your work, try it out and give you feedback on what might be wrong/over/underpowered with your ships
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HELMUT

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #7 on: July 27, 2013, 10:18:51 AM »

Surprisingly i never look at the missions, always going directly with campaign mod. But i guess it depends of the person.

I'll download it, won't be able to play for some time though (too much to do). A good thing to do however would be to make it compatible with Uomoz's corvus mod, as it is one of the biggest compilation of mods and most people always play with it on. Personally i rarely even bother trying a mod if it isn't compatible with this one.
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FasterThanSleepyfish

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #8 on: July 27, 2013, 11:40:18 AM »

How would it not be compatible? I have pretty inconspicus numbers, like 99.17 in the ship_data file. Also, my variants are straightforward and labled induvidually. Everything I label has Fox"..." or Multi"..." in front of it. So it should be compatible with other mods. Especially because I test it among mods like Blackrock, Neutrino and Valkyrians.
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phyrex

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #9 on: July 27, 2013, 12:05:15 PM »

How would it not be compatible? I have pretty inconspicus numbers, like 99.17 in the ship_data file. Also, my variants are straightforward and labled induvidually. Everything I label has Fox"..." or Multi"..." in front of it. So it should be compatible with other mods. Especially because I test it among mods like Blackrock, Neutrino and Valkyrians.

making it "compatible" just means double-checking no file names conflict with those already in Uumoz corvus and other tidbits like that

Surprisingly i never look at the missions, always going directly with campaign mod. But i guess it depends of the person.

 :-[ oops

personally its the opposite, i always go for the mission first to get a quick hold of what the mod's ship are about and see if i like it or not. kinda like a quick testdrive.

i guess i talked out of my ass
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HELMUT

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Re: [0.54.1a] Citadel Defenders v0.3
« Reply #10 on: July 31, 2013, 10:03:49 AM »

Ok i tried it and... No ships in the station? Might need to fix that.

I brawled with them a bit. I think they are a bit too powerful right now. However i'll wait for an update with a working station to see how they fare against the rest of Corvus.
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FasterThanSleepyfish

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Re: [0.54.1a] Citadel Defenders v0.6- Bugfixes and more!
« Reply #11 on: August 05, 2013, 04:24:33 PM »

OK, there is a new version out. More balancing, more bug-fixing, more awesome stuff. (And an experimental weapon found at the new station!)

@HELMUT Thanks! The new update above should fix that stuff.
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FasterThanSleepyfish

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Re: [0.54.1a] Citadel Defenders v0.6- Bugfixes and more!
« Reply #12 on: August 09, 2013, 09:29:07 AM »

Version v0.7 now released! Yay! Now I was considering some balancing fixes, such as the Mako Gunship to only have one ship per wing. Please, tell me what you think! Some more fighters and mission are coming next update, so stay tuned.
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FasterThanSleepyfish

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Re: [0.54.1a] Citadel Defenders v0.9- Bugfixes and more!
« Reply #13 on: August 28, 2013, 10:14:09 AM »

0.9 is out, get it now! What do you thnk of the new weapons?
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HELMUT

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Re: [0.54.1a] Citadel Defenders v0.9- Bugfixes and more!
« Reply #14 on: August 28, 2013, 11:58:51 AM »

Hum? Something must have gone wrong when you uploaded the last version, it only weight 22b. And i can't even extract anything from it. Other than that, kudos for the new ship sprites.
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