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Nanaki 03-28-2011 02:15 AM

I intended to remove the MK3 in a 1.1 patch... I was planning on doing it, but with the expansion just around the corner I decided to wait for the expansion, and code the compatability patch and any fixes.

Quote:

Also I thought these spawns were supposed to be around 10-20% chance of happening per system, are you sure this 10-20% isnt per system per gate? I seem to see a convoy spawn pretty much every other system/
It depends on the number of fleet/convoy spawns, each fleet/convoy spawn has a 10-20% chance and if you have a lot of fleet/convoy spawns it can really add up. Still, a convoy/fleet every other system is about exactly how I wanted it.

Sing_In_Silence 09-04-2011 12:01 AM

Very very nice mod.

Adds, well, life to the universe.
Makes the 'Civil War' more real.
Add the occasional challenge early on, and a good source of exp/income (and the occasional inconvenient ambush :p) later on.


Eventually I'll post a recent savegame for others to enjoy.
This is the scenario:

Engineer hero. Hard mode.
In the Achilles system.
Just got Ternie, bought Ace, got the mastiff.
Broke, as I hadn't realised that Hard reduces item sale-value.
A Gen4 Pirate convoy had arrived. (1 Walrus, 6 4-5 sized wings.)

Tried taking it on a few times, got slaughtered.
Head for portal, have a Gen2 Trader convoy warp in.
Hmm. I wonder.
As I'm about to try 'recruiting' their help against the pirates, a gen2/3(?) 4wing NESF patrol warps in.
...
Let's do this! :D

Took ~40 minutes in total (with reloading), but was great fun.

Sing_In_Silence 10-04-2011 06:21 PM

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Quote:

Originally Posted by Sing_In_Silence (Post 330631)
Eventually I'll post a recent savegame for others to enjoy.
This is the scenario:
<snip>

Belated double-post for the 'promised' savegame.
Requires Trucidation's missile mod, but get the modpack, just incase.
Also, it's worth it :)
Edit:
Actually, that's dumb.
Ace requires the Mothership mod, the missiles require the Missile mod, and for all I know, the convoys require the Convoy mod.
That settles it. Get the modpack :P

Zipped by neccessity, just dropping it into your profile's savefolder should work.

Nanaki 03-07-2014 11:55 PM

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Well, I was waiting for Ashes of Victory hoping I could make v0.2 of my Fleet Mod for it, but it looks like we wont ever be seeing it, so, here it is. No huge changes.

- Azure Stormcrow has been removed
- Added minor Randomcontacts tweak from SW3 patch

wildbill1552 07-13-2014 07:46 AM

Tried to download files and the link keeps directing me to a login screen. Is this thread dead or is some sort of special permission needed?

Nanaki 07-13-2014 11:24 AM

You should be able to download those files with a forum account.

GrimreaperDK 09-02-2014 06:15 PM

Hello Nanaki,

I noticed the fleet mod beta 2 is newer than goblin's Mothershipmod (0.27), are these two compatible? with this being newer i guess that installation order is MS mod and then fleet mod? i believe the latest MS mod (0.27) overwrites som fleet mod files for compability reasons?

nocalora29 09-15-2014 03:18 AM

@GrimreaperDK
 
Yes they should be OK, but one or two Files are of course Conflicting but no Major ones.

But if you want to go Sure you can get this Right Here:

https://mega.co.nz/#!goA0BQbB!YdQRe_...vLcHKiarxakddk

I took the 2 Mods and tried Combining them as good as I Could, Normally if you would just Drag&Drop them the Sector xt23 wouldn't survive that, well atleast the Fleet Mod's Version of it hehe.

You could also just wait for Nanaki's Response, maybe he has an Better way to solve this :D

Nanaki 09-29-2014 11:28 PM

Probably wont be compatable, but all I did was remove the Stormcrow MK3.

Nanaki 10-22-2014 04:15 PM

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MAKE SURE YOU BACK UP YOUR ORIGINAL FILES BEFORE INSTALLING THIS MOD

New version of the Fleet Mod. Since Ashes of Victory is dead (may it rest in peace) I have decided to work on improving Civil War. One of the big changes is that bigship spawns for the MSF, NESF, Triada, Inoco, and USS can spawn either a capital ship, which will always be either a Stone Arrow or a Stalingrad battleship, or a Corvette, which will always be a Butcher. Alongside this I have made equipment tweaks to capital ship and corvette layouts of the above five factions. Expect capital ship opposition to be far better equipped, including a lot more heavy weapons capable of blasting holes in your mothership.

Aside from the balance changes, fighters are unchanged. Mod is relatively untested, I only just started a new game and got past the Mastiff aquisition mission without problems. Unfortunately, with this version this mod is 100% incompatable with the Mothership Mod. If anyone wishes to assist me, I could use suggestions on capital ship layouts. Halfway through my brain gave up and just started randomly throwing components on.

I will not be including the Astarte, Lion, or Manticore class in random scripts because those ship classes are supposed to be extremely rare. Though I might give the Manticore to higher level Berserks because their Chimeras/Super Chimeras are such pushovers.

If the developers of Star Wolves are reading this, please resume development on Ashes of Victory.

Patch notes:
- Reduced damage of missiles by half
- Tripled storage capacity of missile mounts on fighters
- Buffed remote repair modules to 5/10/20/40 hp/sec, previously 1/2/4/10 hp/sec
- Doubled projectile speed for all kinetic weapons
- Optimized Randomcontact script
- Added 'FillConvoySimple' function which spawns levelled loot for convoys
- Corporate and Government Bigship spawn can now spawn either a corvette or a capital ship, 50% chance for either
- Overhauled layouts of capital ships and corvettes, expect a lot more capital weapons
- Pirate bigship script only spawns Butchers, while transport script only spawns Mastiffs
- Added +2 System Slots to Stone Arrow, +1 System Slot to Stalingrad and Stone Arrow Capital weapon variant

Good Hunting.


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