Search found 178 matches

by Gidoza
Thu Dec 22, 2016 2:31 pm
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28575

Re: Rebel Flagship Design

Shield bubble position is based on the room layout, not the ship image.


Oh poop. Well this could be interesting to fix haha. Thanks.
by Gidoza
Wed Dec 21, 2016 10:51 pm
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28575

Re: Rebel Flagship Design

OK so I uploaded all the Flagships into a new thread and wrote out stuff about the testing and balancing process. But I think I will re-write it because as soon as I looked at it after I wrote it it seemed too complicated. :P Anyways - I noticed last night that one of the ships I tested had a shield...
by Gidoza
Wed Dec 21, 2016 10:37 pm
Forum: Mod Development
Topic: Flagship Diversity Beta - Need Testers!
Replies: 22
Views: 11945

Re: Flagship Diversity Beta - Need Testers!

Also, gosh - I'm terrible at formatting. My initial post is ugly as heck LOL! Well, I know my strengths and weaknesses, anyways...

EDIT: Tried a new format. It's better, I guess, but still not my forte. ;)
by Gidoza
Wed Dec 21, 2016 10:33 pm
Forum: Mod Development
Topic: Flagship Diversity Beta - Need Testers!
Replies: 22
Views: 11945

Flagship Diversity Beta - Need Testers!

EDIT: New version as of January 18th, 2017 - done lots of fixes and balance changes, but still need plenty of testing! :) Hello, everyone! I'm looking for a number of hands willing to play through this presently-developing mod to test for bugs, oddities, and balance issues. The burden will be light ...
by Gidoza
Wed Dec 21, 2016 9:29 pm
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28575

Re: Rebel Flagship Design

I just meant making an overpowered ship for faster testing, sorry. I think we may be talking past one another, here. :P Making sure about crashes, that the ship is centred, and all that, only needs one pass though. But determining balance and strength needs a bit more. Weird about the crashes, mayb...
by Gidoza
Wed Dec 21, 2016 2:42 pm
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28575

Re: Rebel Flagship Design

You could modify a bomb to do a bunch of real damage (or crew damage and fast cooldown) and pierce shields (zoltan shield bypass, I mean), it should go fast, killing it the moment you want. What? I've no idea what this is referring to. but after playing through and making that first save I had no p...
by Gidoza
Wed Dec 21, 2016 12:18 am
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28575

Re: Rebel Flagship Design

Yes having no Oxygen would make it initially airless. This is why I'm thinking that it's worth having a custom text for each Flagship type, so the intro makes some kind of meaningful sense. I'll deal with that later, though (as well as the CE Missiles graphic thingie). Anyways I've slotted in all th...
by Gidoza
Tue Dec 20, 2016 11:28 pm
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28575

Re: Rebel Flagship Design

I don't think it's recent, and to be clear I mean the flagship on-board drones in the last stage. They're actually off until the crew is killed, and only then are cleared. @edit And, yeah, the second code just removes CE's removal of oxygen. No need to specify the level or anything. Ohhhhhhhh. I se...
by Gidoza
Tue Dec 20, 2016 11:09 pm
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28575

Re: Rebel Flagship Design

Hm - I've played CE plenty of times and never encountered Drone jamming. Is that a feature of a recent version? Also, since you mentioned it - I realize now that there may be some sense to replacing text generally, as the systems showing up at each stage of the Flagship aren't going to reflect defau...
by Gidoza
Tue Dec 20, 2016 8:57 pm
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28575

Re: Rebel Flagship Design

Just need to make sure it's compatible with whatever else CE does (I don't think you can have two tags that limit enemy systems in the same level of an event (right next to each other), for example, and you also wouldn't want to 'limit' it just for CE to 'clear' it right after). You can go deeper i...