Rebellion & Federation Revamped

Distribute and discuss mods that are functional. Moderator - Grognak
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: Rebellion & Federation Revamped

Post by agigabyte »

Yeah, I don't even remember which one that was. Sorry.
Manters
Posts: 62
Joined: Thu Jul 17, 2014 2:28 pm

Re: Rebellion & Federation Revamped

Post by Manters »

First mod Update done.
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stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: Rebellion & Federation Revamped

Post by stylesrj »

Alright, so as suggested, I tried out this mod and recorded a session using the OP Federation Gunship.

http://youtu.be/-PVB5g5BoDY

A few things need to be changed. For example, there are plenty of open spots on the Gunship but nothing seems to fit in them - Cloaking, Hacking, Mind Control... you know, the good systems.

Secondly, I got an ion drone from an event and my game crashed.

Third, either give the Gunship 3 Weapons Slots or assign a 4th weapon slot somewhere.

Also, the Rebel Battlecruiser is backwards. The Kestrel's piloting room is in the middle of the ship (while tactically sound, there's still the matter of the cockpit) and several rooms of the ships need to have their images fixed so they fit the room in question. And that their terminals also fit over a computer station rather than be some odd glowing hologram.
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R4V3-0N
Posts: 1287
Joined: Sun Oct 06, 2013 11:44 am

Re: Rebellion & Federation Revamped

Post by R4V3-0N »

I also think there is a tad of a balance problem with these ships as well as to many augments and odd ship room layouts. lots of rooms going off the ship and such...
R4V3-0N, a dreamer.
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: Rebellion & Federation Revamped

Post by agigabyte »

Mostly problems from my old incomplete mod.
Manters
Posts: 62
Joined: Thu Jul 17, 2014 2:28 pm

Re: Rebellion & Federation Revamped

Post by Manters »

Yes, A lot of problems are from Agigabyte's old mod. I'm trying to fix his judgement cruiser ATM, so balancing is mostly secondary, and I will take this review into account when preparing the next update. So, thanks for the review!
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: Rebellion & Federation Revamped

Post by agigabyte »

Yeah, I think I was 11 when I started making this.

For the Fed corvette, I think the hull should be increased and the Glaive be replaced with a Pike and laser. I also think the weapon pre-igniter should be removed if you do that.

The battlecruisers should probably have a disclaimer in the mod description saying that they start with low power.
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stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: Rebellion & Federation Revamped

Post by stylesrj »

I'm reminded of another mod I once tried where someone made the "Crappy Stealth B into a god-like machine of war."
That one had issues. Lots of them. So many that I didn't even make a video because I lost my pilot early on and couldn't get a replacement in there (they also had it so that the back half of the ship wasn't connected and the doors to piloting were actually airlocks on one side).

So yeah, this mod needs a lot of work. More than just porting the ships over. I don't know what exactly though. To be honest, the Gunship was quite fine with the pre-igniter and Glaive Beam. Sure it meant it couldn't be touched in early sectors but it doesn't mean a thing once you reach the Flagship (although I probably would have survived if I had cloaking)
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: Rebellion & Federation Revamped

Post by agigabyte »

They already said they would do that?
Manters
Posts: 62
Joined: Thu Jul 17, 2014 2:28 pm

Re: Rebellion & Federation Revamped

Post by Manters »

Yet another update released! But this one lays the foundation for the custom events and the complete retooling of the game.

Also, now Slipstream reads it :D
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