Project Renegade (Beta) (1.7)

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relanat
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Renegade downloaded recently when I upgraded to 1.7b5 so I had another look.

Triple burst of laser fire from the Turbo Buster Cannon looks good.

The item icon for the Dragon missiles is excellent.

IMO it would be better if the Sanzu ops mission to the Corporate explorer ship is complete when the Explorer ship starts to leave the system rather than when it gates out. Otherwise if you get back to the Citadel before the explorer leaves the system you get the "What are you doing here?" text. Unless there's a double-cross in there somewhere.

I find it very difficult to see ships, stations and wrecks on the DesolateStarSpace.jpg background.

It wasn't clear to me that I needed to escort the Salvager out of the system. Maybe a plyMessage from the ship asking for an escort from the system? Also that Salvager is a seriously excellent looking ship.

The living/decaying corpus armor is great. Great new idea.

The way the screenDesc area is the same size for all the actions in the Sanzu Embassy is great. I've been trying to work out how to do that.

And the Alcor depot is fantastic. It looks really spacey, if that's a word.

Plus a handful of reports on the Renegade Ministry page.
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Xephyr
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Thanks for your reports and feedback, Relanat!

I haven't been able to update Renegade as frequently as I would have liked, but I do plan on another major release sometime this year, in addition to an adventure related to the Trask Empire much sooner.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
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Xephyr
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0.25 has been released.

0.25 isn't a major release; I threw this release together mostly for George's stream, meaning that I had to avoid breaking savegames. I've been busy working on a Renegade related adventure, so I haven't done much to the core extension for a while.
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This release includes several bugfixes, updated graphics, and a couple new missions at the Citadel. 0.3 will be the next major release, and will feature some much more complete content.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Ferdinand
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Well just started again in 1.7rc1 with Renegade. No problems yet, but missing the Vallican reactors that were available in 0.2, only Nova reactors are offered so far.
So I upgraded my Vallican 20 to a Nova 50 and when I refuel they fill me up with Uranium rods. :?
This produces radioactive waste in barrels filling up my cargo hold, and I like it, because as long as I don't identify those barrels, stations buy them for a few credits :lol: So I'll slowly get part of my refuelling money back, by selling them the radioactive waste.
So far no serious problems, glad to see the language ID bug solved.
relanat
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Version downloaded by 1.7 stable release on 1 Mar 17 comes up as V 0.2 Beta not 0.25.

Item image for the light chitin carapace is great. The different darknesses of the three facets gives a great 3D effect.

Maybe give the Augury a 10 degree swivel on its weapons. ATM it can't turn fast enough to do anything.

Possible glitch in the docksceen sequencing. I didn't get the Ace Medallion until I redocked later despite being told I was going to get a reward but I'm pretty hazy on what happened so don't take this as gospel.
Also I don't think a directional indicator came up to return to the Citadel after mission completions.

Citadel missions are great. Love the missile strike.

Juggernaught might be Juggernaut. Not sure.

LGiant01, KrualMetro, RENmissiles and SanzuEmbassy images all have bleedthrough from behind. LGiant01 in particular in a curve in the lower right hand side. I don't know much about graphics and I'm not sure if that matters.

This gets better every time I look at it.
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Xephyr
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0.26 is now live.
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This is mostly a bugfix release, though new stations added include Sanzu mines and refineries.

Refineries will be used to refine ores and other resources, which you will in turn be able to take to mechanists and craft items. Refineries and mines will have missions centered around productivity and resource control. This will be implemented in next week's release.

I've also started to scale missions to the player's combat power. This is a value based on the power of the player's reactor, which is probably a good approximation - the payment also scales accordingly. Check out the "Destroy Higan ship" mission to see it in action. The next release will focus primarily on missions, including updating old missions to this new system.
relanat wrote:
Wed Mar 01, 2017 11:40 pm
Version downloaded by 1.7 stable release on 1 Mar 17 comes up as V 0.2 Beta not 0.25.
Thanks for pointing this out - I was updating the library and not the actual extension. The extension now reflects the current version as well.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
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Ferdinand
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Does this version break previous saves?

Citadel colonies no longer buy stuff, got a full hold of stuff they used to buy and they keep telling me I have nothing to sell.
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Xephyr
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Ferdinand wrote:
Fri Mar 03, 2017 12:55 pm
Does this version break previous saves?

Citadel colonies no longer buy stuff, got a full hold of stuff they used to buy and they keep telling me I have nothing to sell.
It shouldn't break previous saves, but that's definitely a bug introduced when i changed trade elements for reactor spawning - I caught that one at depots but not at colonies.

I've patched the extension to fix this. Thanks!
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
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Ferdinand
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Unfortunately the patch does break the game. Trying to load it gives me a window with the title Unable to load game with the text: unable to find type: a0122336 (missing mod?)
to bad, was halfway through citadel space :(

Had to start a new game and so far that works fine
JohnBWatson
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Minor glitch - it doesn't seem to be compatible with EP, but the option to add it to EP appears anyways. Trying to do so yields an error message.
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Xephyr
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Updated to 0.26.5.

This is a minor release with bugfixes and some ship additions. I did not include refining and mining missions yet, I'm holding off for balancing and testing.

That said, I'm happy to say that I feel the extension is starting to come together. In 0.3, Citadel Space is going to feel much more like a living thing. Thanks everyone for your feedback.
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Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Ferdinand
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Looks good, still no Vallican reactors anymore :( I used to love the 75MW model. Just big enough for most of the ships to power safely and lasts long enough to clean an entire system.
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Xephyr
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Ferdinand wrote:
Fri Mar 10, 2017 7:37 am
Looks good, still no Vallican reactors anymore :( I used to love the 75MW model. Just big enough for most of the ships to power safely and lasts long enough to clean an entire system.
They should have a 50% chance of spawning at any colony, dockyard, or refinery. If you can't find any that's a problem, and I'll make them more common.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Ferdinand
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Xephyr wrote:
Fri Mar 10, 2017 2:40 pm
They should have a 50% chance of spawning at any colony, dockyard, or refinery. If you can't find any that's a problem, and I'll make them more common.
After 5 systems in Citadel space, still no Vallican reactors anywhere, made a ticket for it on the Ministry.
erwgd
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I started a 0.26.5 game on Monday, and I've done all the missions at the Settlements and Depot, but I never received the 'destroy explorer autons' mission.

On the Settlement missions: It's fairly tough taking on a Higan frigate alone, so I just lured them to the system's Settlement so that friendlies can kill them for me. The 800 credit reward isn't enough to cover the cost of repairs, fuel and ammo, but I'm guessing it'll eventually be made to scale with difficulty as well.

I'd consider lowering the price of ammo, as version 1.6 adjusted prices for vanilla ammo. Currently, Vigilantes cost 3x as much as Longbows.

The Tyranno cannon is a fun weapon! I got one from a Starton but I haven't seen any Trask ships using it. For those who haven't used it, it's a 5MW level 6 weapon that sprays weak thermo bullets. It's a good defensive weapon and it does an OK job at damaging Charon frigates and stations.

The Cerulean-class is an OK ship. I like its 12 ton armor limit enough to consider using it over the Sapphire, but its cargo hold ought to be bigger. Maybe allow it to have a maximum cargo expansion size of 150 tons.
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