[RELEASE] Fighters 1.5

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Duggan
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Re: [RELEASE] Fighters 1.1

Post by Duggan »

Hello Commander Norby,

I have given your update of Fighters a try out but have found myself rolling back to the initial release version because the modifications made in Fighters 1.1 would appear to be a classic case of if "If it's not broke, don't fix it " :)

Based on my experience of this add on alone then...

a) Two types of Escort Fighter seem to be solely dependent upon scooping Tharglets or Alien Items which mostly excludes all but the most patient from acquiring either Shark or King Escort Fighters there could be a work around this by charging higher price to buy these.

b) biggish ships of the Anaconda range etc that can dock at stations lose many fighters in engagements with Thargoid Battle Groups and Thargoid Invasion Fleets and could maybe use all Fighters that can be accomodated (40 with the fighter support addition) up to cargo capacity allowance for these engagements.

Just a couple of thoughts about this excellent add on .

Thank you for creating it,
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Norby
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Re: [RELEASE] Fighters 1.1

Post by Norby »

Thank you for the feedback, let's see.

a) Shark and King require the same amount of Alien Items as in v1.0 so I think this is a general notice. My idea for an imaginable solution without Thargoid technology is if these get somewhat weaker subtypes without organic armor and turret subentity (which is a built-in alien Swarm fighter), these could be available for pure money. The models are already in the package and shown in space with metallic textures when the organic armor destroyed, just need coding to be available as standalone fighters.

b) My problem with Anaconda is the default [wiki]HyperCargo[/wiki] system which provide much space compared with the outer size. This is good for canisters but maybe not the best to store and launch fighters. Another need is the bigger ships like Andromeda should store more fighteres than Anaconda. So now I plan to restore the Fighter Control Center with 32 fighters and make a "Fighter Hangar" for the huge ships which store about as much fighters as a Star Destroyer.
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Re: [RELEASE] Fighters 1.1

Post by Duggan »

Thank you Commander Norby for your consideration in these two matters , Non Organic and Turreted Sharks and Kings would add more variety to purchasable Fighter Escorts based upon existing conditions, that is to say..

Galtech Fighters 5000 cr per unit need Constrictor Mission complete or reach Galaxy Six
Non Organic Shark (suggested price range 10'000cr to 15'000cr per unit ) might be ,,Need Nova Mission completed or reach Galaxy
Non Organic King (suggested Price range 20'000cr to 50'000 cr per unit) might be . need Thargoid Plans Mission complete or reach Galaxy 8

With regard to Fighter support centre capacity for Boa Class Cruiser upwards and capacity permitting maybe an increase to 20 to 30 fighters max would still leave the Leviathans free to have their 40 escort fighters.

I say again , this is a really useful add on for those engagements where the enemy are numerous and lethal where one would normally not stand a chance of survival or escape and thanks to you the chances of Surviving Thargoid swarms or having a better chance to escape on injectors are better and can save a Commanders life . :) Further , With game progression and buying better fighters the odds against such engagements are evened out or at the higher end of Shark and King Escorts tipped in the players favour..

Once again.. Wonderful work and thanks for developing it.

There is evidentally a call for it as the downloads witness;

Fighters_1.1.oxz (downloaded 29 times).

Fighters_1.0.oxz (downloaded 129 times).
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Norby
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Re: [RELEASE] Fighters 1.1

Post by Norby »

Ok, just I would like to find a better name for non-organic Shark and King. Please help me which sounds good:

Little Shark - Little King
Metal Shark - Metal King
Old Shark - Old King

Alternatively the armored versions could be named to Organic Shark and Organic King.
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Re: [RELEASE] Fighters 1.1

Post by Cody »

Iron Shark - Iron King*?



*Le Roi de Fer - the inspiration behind A Song of Ice and Fire/Game of Thrones.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [RELEASE] Fighters 1.1

Post by Duggan »

I agree with Cody

Iron Shark..Iron King or maybe Steel Shark and Steel King ...Either way , they are distinguished from their organic counterparts by describing them as some kind of Metal Shark and King . :)
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Norby
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Re: [RELEASE] Fighters 1.1

Post by Norby »

Thank you, imho Steel Shark and Iron King is the best, easy to distinguish if use different attributive.
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Re: [RELEASE] Fighters 1.2

Post by Norby »

In v1.2:
- Steel Shark and Iron King not need Alien Items but no organic armor nor injectors on these.
- Repair of a Swarm group need a single Alien Item only instead of 2.
- Fighter Hangar can handle 80 fighters on very big ships like [wiki]Andromeda[/wiki] and [wiki]Condor[/wiki].
- Fighter Support Center available on Anaconda again, with 40 fighters as in v1.0.
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Re: [RELEASE] Fighters 1.2

Post by UK_Eliter »

Amazing stuff. Thanks Norby!
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Re: [RELEASE] Fighters 1.2

Post by Duggan »

Great update..Thank you...I was wondering..not that it really needs it, whether the Dark Rainbow might eventually get access to the more than 16 escorts , I only ask because the Dark Rainbow is well. you know ..The Dark Rainbow :)
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Norby
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Re: [RELEASE] Fighters 1.2

Post by Norby »

The 150t cargo of Dark Rainbow is fill up with 10t fighters within the 16 limit so I think it is enough, but you can get 6 more escorts on [wiki]Escort Deck[/wiki].
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Re: [RELEASE] Fighters 1.2

Post by Duggan »

Some weird bug, probably in hognose .. launches all your fighters on take off to engage the hognose... so you jet off to an extra planet only to find fighters launching all the way . You land at the extra Planet and the screen says all fighters in hold . Then you launch and all fighters attack the bouy It's not much .. but it is something :)
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Re: [RELEASE] Fighters 1.2

Post by Cody »

Auummmm!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Norby
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Re: [RELEASE] Fighters 1.2

Post by Norby »

Duggan wrote:
fighters launching all the way
An event needed for launch, like red alert, a hit on you or when you hit another ship. Fighter pilots wilfully have some own will but a launch without reason is not in the options. :)
Duggan wrote:
You land at the extra Planet and the screen says all fighters in hold
When you land it is assumed that all fighters follow you. The currently implemented solution is the most easy one: all arrive instantly, ignoring any chance to be destroyed in the way to your dock.
Duggan wrote:
Then you launch and all fighters attack the bouy
This is fixable, although justifiable with targeting practices. ;)
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Re: [RELEASE] Fighters 1.3

Post by Norby »

Fighters v1.3 fix a bug in ship script of Light Fighter. Rustem sent me the fix in PM, thanks!
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