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-   -   The People's Mod 0.4.0 Released (http://forum.shrapnelgames.com/showthread.php?t=28240)

Gandalf_greypilgrim March 31st, 2006 07:38 PM

The People\'s Mod 0.4.0 Released
 
A new stable version is now available!

This version brings significant changes to all aspects of the game. Most of these changes are bug fixes, designed to improve stability, quality, balancing.

Complete changelog:

# Fixed Engine sounds
# Fixed all bleeding shield portraits
# Fixed ship movement
# Fixed Pearl Dragon UV map
# Fixed corrupted components.bmp and bleeding components
# Added anti-matter descriptions
# Added Pearl Dragon portrait profile
# Fixed scale of Pearl Dragon
# Rewrote ES-2M history
# Shortened Pearl Dragon history (too long for the window)
# Fixed missions 3 and 4, they now work perfectly
# Renamed HA centers, text fits better on screen
# HA spacedocks sell HA CPU
# Pirate spacedocks sell most cpu types
# Created custom monarch weapon slot for monarch torpedoes
# Working CPU slots for most (?all?) ships
# Moved Sol Starbase further from Earth to stop satellites from crashing
# Added/updated Maluk destroyer layout
# Eukrates warppoint to Tau Ceti was offset in z
# Atull warp to Marjoram had the wrong entrance
# 2 stargates in Forlon were in the same location
# Oqua to Tau Ceti had the wrong entrance
# Added Maluk race, temporary placeholder
# Added Maluk enemy config
# Enemy ships carry CPU for their race
# Fixed some typos
# Monarch aft light weapon slots were pointing to wrong hardpoint
# Enemy DF Satellite was using xiati layout
# Added Sergetti enemy patterns
# Almost complete TPM-ification of all data files
# Fixed Ghost hard points
# Changed the name of H.A.N.S. Monarch to Masanya
# New Human Alliance stargate textures, higher quality, yet smaller
# HA Satellite fixed
# Simplified stargate textures, less textures needed

There is most probably something missing from this list. Just note that the game is rock solid stable, graphics are better, and the campaign actually works.

For more info and to download, visit http://www.thepeoplesmod.com

Combat Wombat April 1st, 2006 01:17 AM

Re: The People\'s Mod 0.4.0 Released
 
OMG, how did I not hear about this before now lol, awesome stuff!

Suicide Junkie April 2nd, 2006 07:20 PM

Re: The People\'s Mod 0.4.0 Released
 
Certainly still work to be done on the combat model, but being v0.40 that's not surprising.

Looks good so far.

Gandalf_greypilgrim April 3rd, 2006 12:07 AM

Re: The People\'s Mod 0.4.0 Released
 
Our plan is to continue adding features and finish the campaign as soon as possible. 0.6.0 will probably see the campaign more or less complete. We want to get all the features we want in, then really work had on balancing, optimization, and quality. 1.0.0 will be a very solid mod. I should like to add that I don't think this amount of work has ever gone into the mod this quickly. Exan and I are determined to get this mod back in the game.

Suicide Junkie April 3rd, 2006 12:13 AM

Re: The People\'s Mod 0.4.0 Released
 
Just so you know; feel free to take as much stuff from the P&Nism physics mod as you can http://forum.shrapnelgames.com/images/smilies/happy.gif

There are a ton of small things in there that make the underlying universe better. Everything from energy management, to shields vs armor, to somewhat balanced weapon variety.

Exan April 5th, 2006 03:14 AM

Re: The People\'s Mod 0.4.0 Released
 
Well I think next patch will be mostly content patch. More ships, more systems, fixed textures, more traffic, missile slots etc.

I guess I have to download P&Nism mod then and take a look at what we can take from it. Balanced weapons and energy management does sound cool.

AWOL_Joe April 17th, 2006 07:44 PM

Re: The People\'s Mod 0.4.0 Released
 
Actually, I'm not too fond of the P&N energy management model. However, something in-between the "forget about energy management" of stock and the annoying "you will run out of energy and not be able to get any more" of P&N would be fun.

Suicide Junkie April 18th, 2006 12:39 AM

Re: The People\'s Mod 0.4.0 Released
 
Run out and not be able to get any more?

Are you by any chance using a High Energy Discharge weapon on a ship without a quantum reactor or three?
The Wave Motion Gun may be superpowered, but it sucks down a ton of energy for at least 30 seconds when recharging.

If you stick with conventional weapons like torpedoes and bolts, you should have no problems on a ship with a small storage tank and a couple double reactors.
Heck, if you carry a pair of big energy tanks, you can fight almost anything without any reactors at all.
The trick, of course, is to not go around always firing. You've gotta let your batteries charge up and your guns cool down every now and then. Having lots of reactors is not a bad thing... they're cheap and small, and there is no limit to the number you install.

AWOL_Joe April 18th, 2006 02:17 AM

Re: The People\'s Mod 0.4.0 Released
 
It's probably because I was just in a Destroyer, and was trying to mount all sorts of other accessories and didn't have much room for extra power equipment. Really, I just got into one battle and it made a bad first impression.

Suicide Junkie April 18th, 2006 02:54 AM

Re: The People\'s Mod 0.4.0 Released
 
So you bought the guns, but forgot the ammo. http://forum.shrapnelgames.com/images/smilies/happy.gif
Destroyers are small, and you have to make tradeoffs.

You also can't go up against a battleship, or a fleet of cruisers like you could in Stock. Superior forces are definitely superior in P&Nism.


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