New game mod: Pioneer Scout +

This forum area is to share and discuss modding projects, models, music and other modding activities of Pioneer. Please use the 'Alpha Mods' or 'Beta Mods' folders to upload your files in the Pioneer section in the download area.
Brianetta
Private
Posts: 863
Joined: Sun Apr 03, 2011 6:12 pm

RE: New game mod: Pioneer Scout +

Post by Brianetta »

Abraham Lincoln had a neckbeard.
mikehgentry
Private
Posts: 66
Joined: Mon Dec 24, 2012 11:33 am

RE: New game mod: Pioneer Scout +

Post by mikehgentry »

But he was rubbish at Bash...
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

:mole:
pazuzu
Private
Posts: 26
Joined: Sun Mar 11, 2012 12:58 pm

RE: New game mod: Pioneer Scout +

Post by pazuzu »

hem ... in first download my mods of all ships and the problem is forget , i have all sub_models in my mod alls the 70+ models has been verified and works fine with all their equipments [url]https://www.dropbox.com/s/gvz6sl47c4evcn3/ships_all_in_1_alpha30mods1.2.zip[/url] DL after that the last versus of scout and all rule ok. [url]http://dl.dropbox.com/u/15391580/pioneer/Pioneer-Scout-Plus-light.zip[/url] EDIT all my mods are now on Dropbox , link edited. <3
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

To Pioneer Alpha 30 Pioneer-Scout-Plus-light.zip To Pioneer Alpha 31 dev Pioneer-Scout-Plus-light-A31-00.zip 
Stas
Private
Posts: 17
Joined: Wed Jan 16, 2013 1:37 pm

RE: New game mod: Pioneer Scout +

Post by Stas »

A31 last linux build +Scout31 - crash on pilot face and rating page Error: [string "libs/00-Translate.lua"]:46: Translation token not found: HARMLESSstack traceback: [C]: in function 'error' [string "libs/00-Translate.lua"]:46: in function 't' [string "ui/InfoView.lua"]:196: in function 'template' [string "[T] libs/ui/TabGroup.lua"]:114: in function 'SwitchToNum' [string "[T] libs/ui/TabGroup.lua"]:121: in function 'SwitchTo' [string "[T] libs/ui/TabGroup.lua"]:71: in function <[string "[T] libs/ui/TabGroup.lua"]:71> 
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

Thanks Stas, I had synchronized with master but had not published. Here goes. Updated version Pioneer-Scout-Plus-ligth.zip Removed redundant sub-models.Some graphical improvements in Eagle models.Some improvements in texts of quests.And other minor improvements. and Pioneer-Scout-Plus-ligth-A31.00.zip Same as above and update with master.
Metamartian
Private
Posts: 217
Joined: Tue Mar 08, 2011 3:53 pm

RE: New game mod: Pioneer Scout +

Post by Metamartian »

Cheers walterar, keep up the good work:)
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

Due to the degree of instability (by art migration of LMR to SGM) of the new alpha, I decided to publish two versions of Pioneer Scout Plus. Download Pioneer-Scout-Plus-light-A30-Gold.zip to Alpha30 (The last stable for play) You can download Pioneer Alpha30 from here: Win32 Linux64 Linux32 OSX Some news Golden Control Panel.Fix wrong texture in ASP ExplorerNew sounds effects. The package includes the following ships optimized for Scout: Without Fuel Scoop 20 t Eagle Long Range Fighter (Start at Earth and New Hope) 22 t Eagle MK-II 22 t Eagle MK-III With Fuel Scoop 36 t Eagle MK-IV "Bomber" 40 t Imperial Hunter (p66 New) (Start at Achernar) 50 t Adder 80 t Cobra Mk III (p66 New) (Start at Lave) 90 t Constrictor120 t Asp Explorer 120 tons is the highest ideal for missions Delivery, Taxi, or Scout. More tonnage no benefit. Rebalanced all other ships for playing time. The rewards are greater, in missions: Scout, Taxi and Delivery. You should not need to use Ctrl-M to buy a ASP Explorer :) Now, you (your ship) belong to a faction. The player can gain significant benefits knowing this, or big losses if ignored. Membership of the faction is determined in enrollment of the ship, at the startup. Start on Earth: FE (Federation)Eg The ship-registered "FE-1234" is registered to "flag" of the Federation. Start in New Hope: CO (Confederation)Eg The ship-registered "CO-1234" is registered to "flag" of the Confederation. Start on Achernar: RE (Red)Eg The ship-registered "RE-1234" is registered to "flag" the Red ( Empire ). Start in Lave: IN (Independent)Eg The ship-registered "IN-1234" is registered to "flag" Independent. Of course there are "XX-123456789 ..." and more, but probably will not have more than we need in game. You can also change the flag in any station.You will have privileges within their faction.If you are a member of SPA, their enrollment will be "SP-xxxx"If you are a member of Scouts Pilots Associates, you will have privileges throughout the galaxy. *************************************************************************************************************************************Alpha31 (To experimenters) Everything mentioned for Alpha30 and: Crew joins in Scout. Some (very small) improvements and fix coupling in the new hoop_spacestation. Download Pioneer-Scout-Plus-light-G-A31.zip You can download Pioneer Alpha31 from here: Win32 Linux64 Linux32 OSX ************************************************************************************************************************************* How to install Pioneer Mods It is Plug and Play Is not permanent changes. Absolutly secure. To use in a clear install of Pioneer. You have two options for adding Mods: In Windows: My DocsPioneerMods <put here the mod, in Pioneer mod format> Eg. My DocsPioneerModsPioneer-Scout-Plus-light.zip Pioneer manage only .zip, not .7z Other form (for developers or modders) Create a data folder in your userdir. Eg. My DocsPioneerdata<unzip here the "mod", in Pioneer mod format> Understand something, or too much confusing? Please, correct me if bad English. More details in: [url]http://pioneerwiki.com/wiki/Mods[/url] enjoy 
wingut
Posts: 2
Joined: Thu Feb 07, 2013 11:16 am

RE: New game mod: Pioneer Scout +

Post by wingut »

Hi, thank you for this mod. It seems I cannot complete scan missions although I have the radar mapper equipped (otherwise I wouldn't have got the mission anyway I guess) and have circled the target various times in low orbit already but the mission still is shown as "active" in the mission list and I haven't received any message yet. Do you have any advice on what might be the problem?
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

@wingut Hi, thanks for trying Scout + On some planets should be closer for it to begin scanning. :good:
wingut
Posts: 2
Joined: Thu Feb 07, 2013 11:16 am

RE: New game mod: Pioneer Scout +

Post by wingut »

I went into low orbit with the autopilot, isn't this low enough? I'll try an even lower orbit nevertheless.
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

"...I'll try an even lower orbit nevertheless." That's the way. It happens rarely with some planets, but is expected to happen.
sapog662
Private
Posts: 140
Joined: Tue Aug 14, 2012 12:15 pm

RE: New game mod: Pioneer Scout +

Post by sapog662 »

Thank you for the interesting modification. Especially for the script, which can work independently in the game. I would like to ask about some of the changes in the script: I'm interested in more time to scan of the planet, the greater the distance of the expedition, and the lowest height above the surface of the planet. Thank you very much!)
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

Hello @ sapog662 Thanks for trying Scout + "...more time to scan of the planet..." More time of scanning, mission becomes more dangerous. It's hard to stay alive 10 minutes (real time because of the red alert) under laser attack. But I have thought in "different levels of difficulty" which may increase this time and other things, such as the size of ships and weapons of pirates. "...the greater the distance of the expedition..." I'm working on occasional scout missions at distances between 100 and 200 light years, with one fantastic reward. You will need to use ships with "fuel scoop" to repost fuel, the objective would be far from home and surely other faction. "...lowest height above the surface of the planet..." Once the scan is activated, you can approach the planet much as you want.
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

Coming soon, with greats news!
Marcel
Private
Posts: 1188
Joined: Tue Dec 06, 2016 6:45 pm

RE: New game mod: Pioneer Scout +

Post by Marcel »

Wow! How did you get that Sidewinder in there? :blink: Edit: never mind. I just read the Mods on SSC thread. I think that Scout+ is the mod I'm going to be using for Pioneer! And my Hometowns mod.
Vuzz
Private
Posts: 489
Joined: Tue Sep 05, 2017 4:34 pm

RE: New game mod: Pioneer Scout +

Post by Vuzz »

i see you maintain Achernar systems on scout ! good game !^^
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

In the next version of Pioneer Scout +, only the brave start by Achernar. :)
Vuzz
Private
Posts: 489
Joined: Tue Sep 05, 2017 4:34 pm

RE: New game mod: Pioneer Scout +

Post by Vuzz »

the brave or the folishs aliens :preved:
Post Reply

Return to “Pioneer Mods”