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Re: Vicious Vessels - new enemy ships (21 hulls, 119 blueprints)

Posted: Wed Sep 26, 2018 4:56 am
by Woona
KingdomKrafters wrote:I'm currently working on a group mod called Project Coalition... maybe you've heard of it. We're growing right now but we're starting to get into enemies and events. Would you at all consider letting us use your ships? We'll give you a special spot in the end game credits and put you in the special thanks in the slipstream description.
Thanks for you kind words. They mean a lot to me. Feel free to use contents of my mod for Project Coalition. I will notify you if I update my mod with new content.

Also, if anyone has played the latest version of Vicious Vessels, please give feedback. If you find a ship too easy, or too difficult, or if a ship does not look that good and needs to be reworked, please comment below.

Re: Vicious Vessels - new enemy ships (25 hulls, 133 blueprints)

Posted: Sun Nov 11, 2018 8:11 am
by Woona
Updated with several new ships and brought some older ships up to higher quality standards. I hope everything works fine (didn't test anything as always).

Re: Vicious Vessels - new enemy ships (25 hulls, 133 blueprints)

Posted: Mon Nov 12, 2018 5:24 am
by SaveFerris
I love them! The purple pirate looks especially sick

Re: Vicious Vessels - new enemy ships (25 hulls, 133 blueprints)

Posted: Mon Nov 12, 2018 6:25 am
by bamalf
Ченджлог на русском :shock: неожиданно :D

Re: Vicious Vessels - new enemy ships (25 hulls, 133 blueprints)

Posted: Mon Nov 12, 2018 10:07 am
by Woona
SaveFerris wrote:I love them! The purple pirate looks especially sick
Thanks a lot. If you decide to play with the mod, please post about your experience, especially if you find some issues that I can fix.
bamalf wrote:Ченджлог на русском :shock: неожиданно :D
Who knows how many Russian comrades are lurking around as guests? There is little text in the mod, mostly sprites, so it wasn't difficult to localize.

Re: Vicious Vessels - new enemy ships (27 hulls, 139 blueprints)

Posted: Sun Dec 02, 2018 8:05 am
by Woona
More ships! Just two - but they are Lanius. I hope you all like them (and I hope I didn't break anything).

Re: Vicious Vessels - 35 new enemy ships

Posted: Mon Feb 25, 2019 4:58 pm
by Woona
New stuff.

Image

Re: Vicious Vessels - 35 new enemy ships

Posted: Thu Feb 28, 2019 9:31 pm
by PLIOU
Hi ! Very cool artwork Woona ! I like it alot !
They look like the original colours and shadows but the design is new !
It's a very hard work and need alot detail . I never managed to keep it this disciplined !
That's alot work . Art and coding .
Well done !

Re: Vicious Vessels - 35 new enemy ships

Posted: Fri Mar 01, 2019 1:12 am
by FearTheBlaziken
I found a few bugs with this mod. Occassionally when you fight a Lanius ship, a Rebel Rigger ("DEFAULT") spawns instead. I believe this is occuring as there are some ship tags on the blueprintList that don't actually have a assigned ship to them (or you forgot to remove them in an update).

Code: Select all

<!-- dlcBlueprints.xml.append -->
<mod:findName type="blueprintList" name="SHIPS_LANIUS"> 
	<!-- New ships below -->	
	<mod-append:name>W_LANIUS_COLLECTOR_V0</mod-append:name>
	<mod-append:name>W_LANIUS_COLLECTOR_V1</mod-append:name>
	<mod-append:name>W_LANIUS_COLLECTOR_V2</mod-append:name> <!-- Broken -->
	<mod-append:name>W_LANIUS_HARVESTER_V0</mod-append:name>
	<mod-append:name>W_LANIUS_HARVESTER_V1</mod-append:name>
	<mod-append:name>W_LANIUS_HARVESTER_V2</mod-append:name> <!-- Broken -->
	<mod-append:name>W_LANIUS_SHREDDER_V0</mod-append:name>
	<mod-append:name>W_LANIUS_SHREDDER_V1</mod-append:name>
	<mod-append:name>W_LANIUS_SHREDDER_V2</mod-append:name> <!-- Broken -->
</mod:findName>

Re: Vicious Vessels - 35 new enemy ships

Posted: Fri Mar 01, 2019 1:42 am
by KingdomKrafters
Yeah lol I noticed this too when I was integrating VV to PC. There was originally 3 versions for every hull, but it appears there is now only 2. This means there is a LOT of missing hull blueprints if any of the third types were left in