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Re: [MOD] Turning The Tide v1.0

Posted: Wed Nov 28, 2012 5:36 am
by Kieve
Tassyr wrote:Question, all. This destroyer- er. Where DOES it show up? I've hunted through the occupied systems, but haven't found it yet..


Not in the current release, sadly. Still have some alignment issues to iron out on the ship itself, as well as adjusting the Rebel Fleet events so that it makes an appearance (on occasion). The biggest problem I've run into thus far is energy allocation - either it's not spawning with armaments, or isn't putting energy into using them, and no idea why.

Re: [MOD] Turning The Tide v1.0

Posted: Wed Nov 28, 2012 9:33 am
by Tassyr
Drat. Well, can I still push them back? Cos as it is it seems all I can do is attack the same dang fighter, but the 'red tide' of rebel influence continues as if I weren't even there.

Re: [MOD] Turning The Tide v1.0

Posted: Wed Feb 13, 2013 12:59 am
by Zumbo Prime
I have a possible glitch with this mod. In Sector 6 I was able to get strong enough and went back through every single jump node. In the last three, instead of giving me event text, it simply said line_deadcloak (or something along those lines). Immediately after jumping to the next sector, upon picking to stop at the station and choosing an option, the game simply closed without warning and I lost all progress. Not sure if related, but possible and frustrating.

Mods currently running:
-better asteroids
-FTL additional events and texts
-highres backgrounds v1.0
-KRS turning the tide

Re: [MOD] Turning The Tide v1.0

Posted: Wed Feb 13, 2013 1:00 am
by Zumbo Prime
Kieve wrote:
Tassyr wrote:Question, all. This destroyer- er. Where DOES it show up? I've hunted through the occupied systems, but haven't found it yet..


Not in the current release, sadly. Still have some alignment issues to iron out on the ship itself, as well as adjusting the Rebel Fleet events so that it makes an appearance (on occasion). The biggest problem I've run into thus far is energy allocation - either it's not spawning with armaments, or isn't putting energy into using them, and no idea why.

Would it be possible to simply copy the rebel flagship in terms of AI and power usage?

Re: [MOD] Turning The Tide v1.0

Posted: Sat May 04, 2013 12:27 pm
by Marinealver
I would like to mod the fleet hazard, instead of giving you a beefed up rebel fighter every second it gives you the warning and the blasts from the phase 3 boss symbolizing the Rebel fleet cruisers firing upon you.

I don't know but kind of gotten into a theme where depending on what fleet is chasing you would be the danger you will face.

Rebels: Laser Storm (Phase 3 boss)
Federation, 1 Arty Beam shot
Engie: Drone Swarm (Phase 2 boss)
Zoltan: Ion Blasts
Rock: 3 Misses (Duh!)
Mantis: Boarding Pod that creates a hull breach like the boarding drone and deposits 2 Mantis Borders. (lvl 3 doors would be a must as the Mantis would take suffocation damage.
Slug: Hacking system attack, system that randomly locks 1-3 power away from two random systems for 45 seconds.
Crystal: 5 Crystal Shards.

Re: [MOD] Turning The Tide v1.0

Posted: Tue May 28, 2013 8:01 pm
by m3lvyn
mediafire link is dead is you could replace it that be awesome

Re: [MOD] Turning The Tide v1.0

Posted: Sat Jun 01, 2013 3:23 pm
by Thunderr
Mediafire link is broken, or just reached max number of downloads. May I suggest using dropbox?

Re: [MOD] Turning The Tide v1.0

Posted: Sun Jun 02, 2013 7:58 pm
by Kieve
Thunderr wrote:Mediafire link is broken, or just reached max number of downloads. May I suggest using dropbox?


Oh peachy. Well, it was long past due for an overhaul anyway...
At work now but will see about getting the link back up when I get home tonight.

Re: [MOD] Turning The Tide v1.0

Posted: Fri Jun 07, 2013 6:48 am
by Kieve
Sorry to report I still haven't done any updating of this old thing yet. The good news is, I've posted an additional Dropbox link, for the people Mediafire started giving problems to.

Re: [MOD] Turning The Tide v1.0

Posted: Sat Jun 22, 2013 4:39 am
by Estel
Now I'm really confused, as using this mod I *do* meet a Rebel Destroyer everytime I fly into rebel space. Yay! Yet, there is a huge problem - 90% of times, he doesn't have *any* weapons (despite having shitload of systems), nor he does make any use of his teleporting device. Rarely, he have one (single) big laser cannon that it's using, but all other times - despite having 4 bar shield - it's sitting duck. It just cloaks with his powerful cloak generator, comes out of it when power runs out, charge, rinse, and repeat 'till infinity.

I suppose it isn't how it was meant to work? ;)

/Estel

// Edit

no matter of bugs, keeping my thumbs for this work - that destroyer thing'ie scarred s*** out of me, when I first saw it and it subsystems (before I realized, that it's armless).