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Re: [MOD] Turning The Tide v0.9

Posted: Tue Oct 02, 2012 5:41 pm
by Whale Cancer
Kieve wrote:

Code: Select all

	<event>
		<text load="FLEET_CHALLENGE_LIST"/>
		<event>
			<text>An intimidating Rebel Destroyer moves into position, its weapons going hot. Time to nut up or shut up...
</text>
			<ship load="REBEL_DESTROYER" hostile="true"/>

		</event>	
	</event>
I think you are missing a 'dummy' choice tag around your text and event. You always need a choice tag if the player is clicking on something to advance the text, event, etc.,

Try:

Code: Select all

  <event>
      <text load="FLEET_CHALLENGE_LIST"/>
              <choice>
                  <text>Continue...</text>
                  <event>
                   <text>An intimidating Rebel Destroyer moves into position, its weapons going hot. Time to nut up or shut up...</text>
                    <ship load="REBEL_DESTROYER" hostile="true"/>
                    </event>   
             </choice>
   </event>

Re: [MOD] Turning The Tide v0.9

Posted: Tue Oct 02, 2012 9:51 pm
by Kieve
After some exhaustive testing, it would seem it's just not possible to call out a second ship encounter on the same node. For this reason, I'm scrapping the "Destroyer" idea, at least in its current incarnation. Maybe later I'll get ambitious and rework the core Fleet events to include the possibility of one cropping up, but for now I'm simply going to rework the current events to remove secondary ship encounters and call it "done."

What this means is that unfortunately the risk vs reward will weigh heavily in the player's favor, since there's no longer any chance of a second ship to fight. I've adjusted some of the events already to balance this out - without the cloaking or teleporter options, the best you can hope for is to slow down the fleet's advance a little. Rewards similarly have been cut down to make skirmishes only slightly better than before (still more than "here's 1 fuel, now run!").

I'll have an updated version ready by tomorrow at the latest.

Re: [MOD] Turning The Tide v1.0

Posted: Wed Oct 03, 2012 8:37 pm
by Kieve
Mod updated to 1.0 Final. Maybe we'll get multi-ship encounters in the future but for now the Destroyer and all its attached events have been pulled. I tested the "cleaned" version here a bit and it seems to be working fine, but if anyone runs into bugs or mod conflicts, let me know and I'll see what I can do to iron them out.

Re: [MOD] Turning The Tide v1.0

Posted: Wed Oct 03, 2012 9:14 pm
by Endrian
Kieve wrote:Download (Current Version: 1.0 Final)
(Install with GMM here)
For some reason, when I click the download link, it just takes me to the Mediafire homepage, with no download link in sight?

Re: [MOD] Turning The Tide v1.0

Posted: Wed Oct 03, 2012 9:19 pm
by Kieve
Endrian wrote:
Kieve wrote:Download (Current Version: 1.0 Final)
(Install with GMM here)
For some reason, when I click the download link, it just takes me to the Mediafire homepage, with no download link in sight?
Blarg, sorry about that. Should be fixed now.

Re: [MOD] Turning The Tide v1.0

Posted: Thu Oct 04, 2012 4:00 pm
by Endrian
Kieve wrote: Blarg, sorry about that. Should be fixed now.
Much better! Thanks.

Re: [MOD] Turning The Tide v1.0

Posted: Wed Nov 07, 2012 9:46 pm
by Grumpy
OK so is this were you get to fight back the bad guys to there base and then destroy the there base? :?

Re: [MOD] Turning The Tide v1.0

Posted: Sat Nov 10, 2012 1:03 am
by Kieve
Grumpy wrote:OK so is this were you get to fight back the bad guys to there base and then destroy the there base? :?
Not quite, but it does let you slow down the speed at which the rebel fleet advances through a sector. If you're feeling brave, you can backtrack through an entire sector, beating up rebel ships. The original version was to balance out these encounters with increased risk as well as the rewards, meaning that diving headlong into the "Red Zone" was possible but extremely dangerous.
Some of my ideas proved impossible though - the mod in its current form adds a few extra options to rebel-fleet encounters and improves the salvage beyond "Here's 1 Fuel, now run!"

Re: [MOD] Turning The Tide v1.0

Posted: Sat Nov 10, 2012 8:56 pm
by Grumpy
Kieve wrote:
Grumpy wrote:OK so is this were you get to fight back the bad guys to there base and then destroy the there base? :?
Not quite, but it does let you slow down the speed at which the rebel fleet advances through a sector. If you're feeling brave, you can backtrack through an entire sector, beating up rebel ships. The original version was to balance out these encounters with increased risk as well as the rewards, meaning that diving headlong into the "Red Zone" was possible but extremely dangerous.
Some of my ideas proved impossible though - the mod in its current form adds a few extra options to rebel-fleet encounters and improves the salvage beyond "Here's 1 Fuel, now run!"
Thanks that's cool but i stink at actually getting good weapons and armor :lol:
but can you make a mod were after you destroy the boss you can go and destroy there base thank you and good by gents! :mrgreen:

Re: [MOD] Turning The Tide v1.0

Posted: Thu Nov 15, 2012 1:13 am
by Izzo
Dunno if you've seen this or not, but I installed the mod before reading the thread completely, trying to grind my way to a Destroyer battle only to chance upon this: http://i.imgur.com/7ep19.jpg

I exclusively chose the "salvage wreckage" choice, four or five times it worked fine until that one happened. And then I decided to read your thread only to find out there is no Destroyer.

How about this, since you cannot get 2nd Battles to work: Just have a 25% chance of a Destroyer appearance/battle after the first or second Red Zone battle (to either curb grinding or whatever). Really, I just want to see and fight it. I don't care if every battle is a Destroyer battle, I just want something to really test myself against, since I both get to and beat the Flagship almost every time I play.