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Arsanthania
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« on: November 04, 2010, 09:17:40 AM » |
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an idea i had a while ago, and only recently i succesfully pulled it off, and these will be in my sw mod. kinda brings back the whole colony busting you butt thing.  missile defense turret, it was way more deadly, as i had it using my heavy missiles, but now they use my medium missiles.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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ChillFactor
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« Reply #1 on: November 04, 2010, 05:24:25 PM » |
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Is that an MK II Assault Frigate? Looks cool!
Maybe try proton torpedo turrets as well, remember rebels depend on those a lot more than the empire. The only imperial vessel using proton torpedoes and concussion missiles are the Acclamator-class assault frigates, and those date back to the clone wars. Right after those come the Victory I and II frigates, which use ion cannons and turbolaser batteries.
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Don't take life too serious, you won't get out of it alive...
-=Tribe=- Assassin's Redoubt
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Arsanthania
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« Reply #2 on: November 04, 2010, 09:46:52 PM » |
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Is that an MK II Assault Frigate? Looks cool!
Maybe try proton torpedo turrets as well, remember rebels depend on those a lot more than the empire. The only imperial vessel using proton torpedoes and concussion missiles are the Acclamator-class assault frigates, and those date back to the clone wars. Right after those come the Victory I and II frigates, which use ion cannons and turbolaser batteries.
actually, the victory I, and maybe II, but i don't think so, had concussion missiles. and the awings will have 10 or so, and the ywings will have about 20 proton torpedoes, the xwings will have about 6. and i'm gonna add the Zann Consortium to replace the Arceans. (yellow to yellow), so i can stick to the right colors. i might add proton turrets, but those would be a bit over powered, the proton torpedoes will be able to knock out or disable a fighter in one hit. and i have 4+ classes of fighters: rebel: awing xwing ywing bwing impirial: tie\ln (standard) tie\in (interceptor) tie\sa (classic bomber) tie\d (defender) consortium: (has less fighters, as they are over powered anyway) Mandalorian Star Viper Skipray Blastboat and the numerous other ships, including the corvettes, frigates, cruisers, and capitol ships. and the space stations will be based on EaW's space stations. overload of weapons. and yes, that is my Alliance Assault Frigate MK II and i have the nebulon-b, and the acclimator, and the Victory-I and others. is there a way to make the ion cannons just take out sheilds and engines? i can't seem to figure it out.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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Sandtrooper
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« Reply #3 on: November 05, 2010, 01:18:01 AM » |
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I can't tell if this mod you're building will rival the one I was building...my words are not to discourage you but I'd like to see what you can come up with.
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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NiteHawk
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« Reply #4 on: November 05, 2010, 03:20:16 AM » |
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I was actually thinking in the future you could upgrade weapons on a colony for the most case. As the way you'd handle it now is hard to handle because if you lose all your 'colony turrets' you are pretty much you lose them completely because you can't just 'upgrade' a colony.
Though I've been playing with the being able to build certain things to the colony module by module in a building ship (future stuff) or if the building will be more like selecting a premade design of the colony (currently output/minor/major, but then we'd have more). Or a mix of the two. But it's something I'm aiming to do in the future, anyways.
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Arsanthania
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« Reply #5 on: November 05, 2010, 09:05:50 AM » |
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I was actually thinking in the future you could upgrade weapons on a colony for the most case. As the way you'd handle it now is hard to handle because if you lose all your 'colony turrets' you are pretty much you lose them completely because you can't just 'upgrade' a colony.
Though I've been playing with the being able to build certain things to the colony module by module in a building ship (future stuff) or if the building will be more like selecting a premade design of the colony (currently output/minor/major, but then we'd have more). Or a mix of the two. But it's something I'm aiming to do in the future, anyways.
no, i got you. the missile turrets can do a good job of vaporizing most ships smaller than a cruiser. the laser turrets can take out most ships (dual rapid 2's, essentially) the consortium has diamond-boron missiles turrets, and plasma burst turrets (use the same images, but have way better weapons) this is balanced, as the consortium has less planets and ships. @Sandtrooper this isn't supposed to be in a conflict with your mod or "better" i'm trying to build the mod the way i want to do it :3
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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NiteHawk
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« Reply #6 on: November 05, 2010, 09:27:37 AM » |
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I was actually thinking in the future you could upgrade weapons on a colony for the most case. As the way you'd handle it now is hard to handle because if you lose all your 'colony turrets' you are pretty much you lose them completely because you can't just 'upgrade' a colony.
Though I've been playing with the being able to build certain things to the colony module by module in a building ship (future stuff) or if the building will be more like selecting a premade design of the colony (currently output/minor/major, but then we'd have more). Or a mix of the two. But it's something I'm aiming to do in the future, anyways.
no, i got you. the missile turrets can do a good job of vaporizing most ships smaller than a cruiser. the laser turrets can take out most ships (dual rapid 2's, essentially) the consortium has diamond-boron missiles turrets, and plasma burst turrets (use the same images, but have way better weapons) this is balanced, as the consortium has less planets and ships. @Sandtrooper this isn't supposed to be in a conflict with your mod or "better" i'm trying to build the mod the way i want to do it :3 One day when we add scripting I'll make AI not want to eat bullets when going to a planet. Smeh 
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Arsanthania
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« Reply #7 on: November 05, 2010, 09:34:42 AM » |
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I was actually thinking in the future you could upgrade weapons on a colony for the most case. As the way you'd handle it now is hard to handle because if you lose all your 'colony turrets' you are pretty much you lose them completely because you can't just 'upgrade' a colony.
Though I've been playing with the being able to build certain things to the colony module by module in a building ship (future stuff) or if the building will be more like selecting a premade design of the colony (currently output/minor/major, but then we'd have more). Or a mix of the two. But it's something I'm aiming to do in the future, anyways.
no, i got you. the missile turrets can do a good job of vaporizing most ships smaller than a cruiser. the laser turrets can take out most ships (dual rapid 2's, essentially) the consortium has diamond-boron missiles turrets, and plasma burst turrets (use the same images, but have way better weapons) this is balanced, as the consortium has less planets and ships. @Sandtrooper this isn't supposed to be in a conflict with your mod or "better" i'm trying to build the mod the way i want to do it :3 One day when we add scripting I'll make AI not want to eat bullets when going to a planet. Smeh  eat bullets? they still will have trouble shooting down missiles moving at 1.00 c. even i've been taken by surprise by my laser defense turrets.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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Mobious
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« Reply #8 on: November 05, 2010, 12:04:01 PM » |
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One day when we add scripting I'll make AI not want to eat bullets when going to a planet. Smeh  Neuro-Fuzzy AI - Know how I would do it... just need the time... maybe this winter I can start drafting up some of it XD... got to get this nexus running first eh?
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- Mobious
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To comment on the swarm of discussion that occurred while I was out getting pizza... -ATC
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NiteHawk
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« Reply #9 on: November 05, 2010, 12:16:50 PM » |
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But currently all ships fly in a linear direction. Since the bullets normally are fired straight at you, often you know not to fly into a planet directly linear as you'd take the most damage, unless you are attempting a kamikaze in order to drop troops or you know you can survive while dealing a alpha blast at the target. AI, move like smart weapons really, they fly to there target mostly straight, (dodge = none). So often they get rocked, Doesn't matter if its a 1.00cc weapon or a rapid 2 barrage from the planet. A corvette, even though weak, should be able to dodge alot more before being hit. It's the choice of picking that vs a large ship. But AI just buzz in stupidly and get smacked in the face. I even think they slowdown nearing the planet, even when attacking in some cases. === About colonies fire rate though.. Right now theres also a kinda wacky thing on how colonies fire. It's very random and often seldom. Though the reason being is so you can actually 'cap' the planet. I'm wondering if the planets should: A. Having a set amount or ammo that slowly refills. So they can defend for awhile, but then need help otherwise they'll probably get orbit capped. B. Use energy, but in a very slow regeneration sense. The difference here is you can probably 'drain' energy by wacking the planet after shields are down though (just need to balance this better...). It would be similar to ammo where after a few waves of enemies or using too much energy, would need to charge up a tad before firing. C. The next idea is to just be able to define the colony fire rate per colony... D. Leave it as it is, random. === Though no matter how it comes down, I don't think gameplay should be based on AI never reaching the target though and being blasted in two seconds. Though its mainly due to bad AI right now, because if I beefed up weapons like I want too on colonies, the smaller ships would get shunned greatly. As it is now, large ships getting hit is more or less a brush off. Though I currently think the current weapons need to be better then they are for colonies, being too overpowered that could out a Battlecruiser in a few seconds with super fast missiles is nasty in the sense that it is overpowered. But that's just my opinion though Though maybe a better idea overall would be the ability to create turrets (again the construction ship or whatever). Pretty much would have to think up a smart way to do this without spam, and a good solution would probably be a X amount allowed per colony on a planet, and they simply 'orbit' the planet. So they would have standard firing like a ship would. Then it would define 'breaking' the orbital defenses and then orbiting, and leaving the colony almost as it is now (or option C above). Honestly, just brain storming randomly really with what you are doing ;P == And yeah Mobious  We were actually planning on using LUA or PYTHON for scripting. So you can script how AI works, or random events in SF, or game style events (like a proper capture the flag for example!). But yeah, website/nexus needs to be up first defiantly 
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Arsanthania
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« Reply #10 on: November 05, 2010, 02:06:31 PM » |
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that it does. (2 times, yeah!)
i think that c is the best option, and the scripting is what i would use to make a turret force an orbit, and then operate like a ship, and then i would leave the colonies they way they are.
on a side note, do we still have the old ship models? (standard used in 1.4.0.2) i think it would be cool to be able to change between the new ships and the old ones for a more "classic" looks, and we might keep more of the old modders if we allow the switch. (i personally would use the old graphics, as i think they look more "spacy." the new ones look good, but they seem to "curvy.")
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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Sandtrooper
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« Reply #11 on: November 05, 2010, 02:16:30 PM » |
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on a side note, do we still have the old ship models? (standard used in 1.4.0.2) i think it would be cool to be able to change between the new ships and the old ones for a more "classic" looks, and we might keep more of the old modders if we allow the switch. (i personally would use the old graphics, as i think they look more "spacy." the new ones look good, but they seem to "curvy.")
The old graphics were made well over 10 years ago, I don't think anybody at Stardock would have the models, let alone the PCs that even used SF in any capacity.
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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Arsanthania
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« Reply #12 on: November 05, 2010, 02:32:15 PM » |
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that's unfortunate.
it'd be cool to see the old ships in high res, high frame.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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NiteHawk
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« Reply #13 on: November 05, 2010, 06:00:05 PM » |
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Yeah I would of loved that alot more, but there are no model files ;\
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Arsanthania
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« Reply #14 on: November 10, 2010, 11:53:02 AM » |
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ima gonna "rebuild" the old models, thanks to Mars uploading sketchup 7 for me :3
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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