And now a video run of the mod that hopefully won't get pulled down by the BBC!
http://youtu.be/RGbkQTX8sI8
The Rock Homeworlds needs to be fixed up (see around 33:18 where I try and go there. There's also events that add quest beacons to the next sector... at each sector and no beacon appears)
And something happened at 35:06 where the game crashed from a C++ runtime error. Maybe it had to do with the overload from those excess quest beacons, but I dunno.
[MOD][BETA] Tardis/Paradox AE (v010.5)
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD][BETA] Tardis/Paradox AE (v010.3)
I... have no idea what's happened with the sector jumps... I havn't encountered that, so I may have stuck in a file somewhere since my last jump test :\
I mean, I literally only added 1 quest to the game - even avoiding adding one in the boss sector due to it refusing to work.
... Lot of searching later, I think I found the issue; I'd appended a civilian start beacon rather than modified it. I guess I didn't test the jumps very often after I first got them working, and not every sector is civilian.
Very sorry on that.
Edit:
Still flicking through your video trying to find the errors - looks like the boss events loaded up wrong. Hopefully that's due to the error mentioned above...
I also noticed Pirates arn't surrendering. I've messed up somewhere -_-
Edit2:
Goddamnit I'm gonna have to do a load of tests. There's a v04 up on the front, that *should* be ok, if anyone wants to try.
I mean, I literally only added 1 quest to the game - even avoiding adding one in the boss sector due to it refusing to work.
... Lot of searching later, I think I found the issue; I'd appended a civilian start beacon rather than modified it. I guess I didn't test the jumps very often after I first got them working, and not every sector is civilian.
Very sorry on that.
Edit:
Still flicking through your video trying to find the errors - looks like the boss events loaded up wrong. Hopefully that's due to the error mentioned above...
I also noticed Pirates arn't surrendering. I've messed up somewhere -_-
Edit2:
Goddamnit I'm gonna have to do a load of tests. There's a v04 up on the front, that *should* be ok, if anyone wants to try.
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD][BETA] Tardis/Paradox AE (v010.4)
Still, I thought it was a pretty good run. Although probably didn't go as you expected for the TARDIS. Seriously, once I had the pre-igniter, Glaive Beam AND the Burst Laser II, victory was inevitable 
I kinda didn't notice the pirates not surrendering often.

There was something wrong with the boss events? Was there meant to be more story or a surrender or something? Because I thought it worked out well.Edit:
Still flicking through your video trying to find the errors - looks like the boss events loaded up wrong. Hopefully that's due to the error mentioned above...
I also noticed Pirates arn't surrendering. I've messed up somewhere -_-
I kinda didn't notice the pirates not surrendering often.
- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD][BETA] Tardis/Paradox AE (v010.4)
It was pretty good! Very lucky on the weapon front too 
The second boss event loaded wrong; turns out I forgot to wrap event tags around the choices in it- Kasey is meant to repair/upgrade the ship a little, instead you got one from the line that you follow if you loose the Doctor in sector 7.
Plus there was another event that was meant to load in the boss zone, but I think the civvy sector error broke it (it works when I jump right to sector 7, though obviously i've skipped the issue in that case)
Have to go out shopping, will sort it when I'm back with a v05

The second boss event loaded wrong; turns out I forgot to wrap event tags around the choices in it- Kasey is meant to repair/upgrade the ship a little, instead you got one from the line that you follow if you loose the Doctor in sector 7.
Plus there was another event that was meant to load in the boss zone, but I think the civvy sector error broke it (it works when I jump right to sector 7, though obviously i've skipped the issue in that case)
Have to go out shopping, will sort it when I'm back with a v05
- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD][BETA] Tardis/Paradox AE (v010.5)
Right, new version up, in which:
I've changed the Civilian Jump coding, which *should* fix that bug. Problem is, It's hard to isolate and test it, and since I haven't the time for a full run through I'm just gonna have to hope it worked.
I also nerf'd the quest battle ship a bit (I did a straight run towards it without upgrading anything, and yeah, if you've not bulked up a little bit you're completely relying on luck. Sorry about that, difficult to test stuff when you know exactly what's gonna happen...)
I also scanned over the boss events again (I was getting tired towards the end of writing them) just to double check. I think it's just that one problem
- I have no idea why the distress beacon didn't show in your run, though, I'm gonna blame the Civvy bug.
Thankyou so much for the video, by the way! It's so much easier to skip back and forth through, and always great to see someone play who doesn't know what's gonna happen.
I've changed the Civilian Jump coding, which *should* fix that bug. Problem is, It's hard to isolate and test it, and since I haven't the time for a full run through I'm just gonna have to hope it worked.
I also nerf'd the quest battle ship a bit (I did a straight run towards it without upgrading anything, and yeah, if you've not bulked up a little bit you're completely relying on luck. Sorry about that, difficult to test stuff when you know exactly what's gonna happen...)
I also scanned over the boss events again (I was getting tired towards the end of writing them) just to double check. I think it's just that one problem
- I have no idea why the distress beacon didn't show in your run, though, I'm gonna blame the Civvy bug.
Thankyou so much for the video, by the way! It's so much easier to skip back and forth through, and always great to see someone play who doesn't know what's gonna happen.
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD][BETA] Tardis/Paradox AE (v010.5)
I should try The Paradox next but I probably won't do a video run of that. I don't want my channel to just consist of testing out each and every update of the TARDIS mod making sure it's perfect when a simple update report can do the trick and save hours of viewing. 

- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD][BETA] Tardis/Paradox AE (v010.5)
Heh, you're not wrong.
The Master would still be victim of the civvy bug due to using the same beacons, so if my patch hasn't worked, it'l still stand a chance of showing up occasionally.
Fingers crossed I got it right.
Also, keep a look out for a distress beacon in the Boss zone. You won't be able to activate it, but just keep an eye out.
alsoalso if you wanna delete the beta vid, then feel free to do so ^^
The Master would still be victim of the civvy bug due to using the same beacons, so if my patch hasn't worked, it'l still stand a chance of showing up occasionally.
Fingers crossed I got it right.
Also, keep a look out for a distress beacon in the Boss zone. You won't be able to activate it, but just keep an eye out.
alsoalso if you wanna delete the beta vid, then feel free to do so ^^
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD][BETA] Tardis/Paradox AE (v010.5)
Right so how is the Master's ship supposed to be played?
I mean I can't board with it as the teleporter is low powered and I only have one guy...
The Toclafane can't go through shields by itself and the laser screwdriver only stuns the enemy once the shields are down.
Sounds useful up until you encounter an automated ship in Sector 1 that disables your shields (good thing I bought 2 layers!) and kicks your butt with a heavy laser, ion cannon and hacking (on the shields!).
Oh and I had encountered a Slug ship earlier which I suffocated through their isolated O2 room. But they tore me a new one with their beam and ion combo.
What am I missing here? Strategy? Tactics?
EDIT: Ok so I got myself a missile Toclafane at Sector 2 and that helped immensely. Plus I figured if I mind controlled someone and sent The Master over, a lot more damage is done. If I get the shields down, hello laser.
EDIT 2: Aaaannd I went to a Civvie sector to avoid the Mantis Homeworlds in Sector 3 (not enough Scrap for anything! Stupid uncharted nebula!) and blew up at the entry beacon. Damn
I mean I can't board with it as the teleporter is low powered and I only have one guy...
The Toclafane can't go through shields by itself and the laser screwdriver only stuns the enemy once the shields are down.
Sounds useful up until you encounter an automated ship in Sector 1 that disables your shields (good thing I bought 2 layers!) and kicks your butt with a heavy laser, ion cannon and hacking (on the shields!).
Oh and I had encountered a Slug ship earlier which I suffocated through their isolated O2 room. But they tore me a new one with their beam and ion combo.
What am I missing here? Strategy? Tactics?

EDIT: Ok so I got myself a missile Toclafane at Sector 2 and that helped immensely. Plus I figured if I mind controlled someone and sent The Master over, a lot more damage is done. If I get the shields down, hello laser.
EDIT 2: Aaaannd I went to a Civvie sector to avoid the Mantis Homeworlds in Sector 3 (not enough Scrap for anything! Stupid uncharted nebula!) and blew up at the entry beacon. Damn

- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD][BETA] Tardis/Paradox AE (v010.5)
That shield sapper was unfortunate!
Yeah, you more or less got it. Don't forget that the timelords are crystals, so they have lockdown and take less damage inoxygenless rooms. I've had The Master take out automated ships before...
Yeah, you more or less got it. Don't forget that the timelords are crystals, so they have lockdown and take less damage inoxygenless rooms. I've had The Master take out automated ships before...
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD][BETA] Tardis/Paradox AE (v010.5)
I rarely ever encounter the shield sapper. And when I do, it's always when I have only one layer of shields 
Oh and don't forget, I blew up in a Civvie Sector from the event. The Doctor didn't do that with his event
I guess The Master shouldn't win at all

Oh and don't forget, I blew up in a Civvie Sector from the event. The Doctor didn't do that with his event

I guess The Master shouldn't win at all
