And by the way playing Engi B with one weapon is difficult (All weapons need 4 bars and Engi B has only 3). I started twice and died in first battle in each one

ahmedoo wrote:These detailed portraits are awesome. Could you Sleeper make the pictures in shops in the same way, because there are the old ones?
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CE BLUEPRINT:
<systemBlueprint name="artillery">
<type>artillery</type>
<title>Artillery Beam</title> <!-- dummy text. will steal from whatever weapon blueprint it uses-->
<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc> <!-- dummy text. will steal from whatever weapon blueprint it uses-->
<rarity>1</rarity>
<cost>150</cost>
</systemBlueprint>
OPEN ARTILLERY BLUEPRINT:
<systemBlueprint name="artillery">
<type>artillery</type>
<title>Artillery Weapon</title>
[b]<!-- shows up as shop title, but is replaced in ship screen once the system is installed-->[/b]
<desc>A powerful, automatic weapon. The weapon installed depends on your ship type.</desc>
[b]<!-- shows up as shop description, but is replaced in ship screen once the system is installed-->[/b]
<rarity>2</rarity>
<cost>130</cost>
</systemBlueprint>
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<weaponMounts>
<mount x="614" y="120" rotate="true" mirror="true" gib="5" slide="up"/>
<mount x="614" y="281" rotate="true" mirror="false" gib="6" slide="down"/>
<mount x="268" y="33" rotate="true" mirror="true" gib="2" slide="up"/>
<mount x="268" y="368" rotate="true" mirror="false" gib="4" slide="down"/>
<mount x="649" y="200" rotate="false" mirror="false" gib="6" slide="no"/>
</weaponMounts>
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<weaponMounts>
<mount x="460" y="178" rotate="true" mirror="true" gib="4" slide="up"/>
<mount x="460" y="428" rotate="true" mirror="false" gib="3" slide="down"/>
<mount x="425" y="135" rotate="true" mirror="true" gib="6" slide="right"/>
<mount x="425" y="472" rotate="true" mirror="false" gib="3" slide="right"/>
<!-- artillery mount -->
<mount x="460" y="303" rotate="false" mirror="false" gib="4" slide="no"/>
</weaponMounts>
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<weaponBlueprint name="BA_ARTILLERY_ENERGY">
<type>BEAM</type>
<title>Verdict Focus Beam</title>
<short>Verdict</short>
<desc>Highly focused beam weapon that will penetrate through any defense, but can't be aimed manually.</desc>
<tooltip>Focused beam artillery that automatically fires a 6 damage beam on a single room. 40 seconds base cooldown.</tooltip>
<damage>6</damage>
<sp>0</sp>
Player Artillery
Most of the different artillery weapons "are meant to" match the Vindicator beam in terms of damage potential, but deal their damage in a different way that often require you to adjust your combat tactics accordingly. The Vindicator still "is meant to" rule them all, as the ultimate "power and forget" weapon.
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<weaponBlueprint name="BA_ARTILLERY_STEALTH">
<type>LASER</type>
<title>Valentine Missile Rack</title>
<short>Valentine</short>
<desc>High-tech missile artillery that replicates it's own ammunition and scrambles the targeting systems of enemy defense drones.</desc>
<tooltip>Automatically fires a high velocity stealth missile that deals 2 damage, pierces all shields and evades lvl 1 defense drones. 30 seconds base cooldown.</tooltip>
<damage>2</damage>
<shots>1</shots>
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<weaponBlueprint name="BA_ARTILLERY_ROCK">
<type>BURST</type>
<title>Emperor Missile Battery</title>
<short>Emperor</short>
<desc>Fires swarms of missiles across the enemy ships, doing up to 8 damage. Replicates it's own ammunition.</desc>
<tooltip>Automatically bombards the enemy ships with swarms of missiles, dealing up to 8 damage. Pierces all shields. 40 seconds base cooldown.</tooltip>
<radius>105</radius>
<damage>1</damage>
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<weaponBlueprint name="BA_ARTILLERY_SLUG">
<type>BURST</type>
<title>Bliss Neural Stunner</title>
<short>Bliss</short>
<desc>Outlawed brainwave artillery that can permanently paralyze entire ship crews. Stuns for 20 seconds.</desc>
<tooltip>Automatically attempts to stuns the entire enemy crew for 20 seconds. Pierces all shields. 40 seconds base cooldown.</tooltip>
<radius>70</radius>
<stun>20</stun>
<projectiles>
<projectile count="30" fake="false">ba_effector_impact_1</projectile>
</projectiles>
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SPOILERS SPOILERS SPOILERS
CE Artillery Blueprints
<weaponBlueprint name="ARTILLERY_FED">
<type>BEAM</type>
<title>Vindicator Beam</title>
<short>Vindicator</short>
<desc>This advanced beam cuts through all shields, but can't be aimed manually. Indicates you command high rank Federation ship.</desc>
<tooltip>Artillery beam that automatically fires a 1 damage beam that pierces all shields. 40 seconds base cooldown.</tooltip>
<damage>1</damage>
<sp>5</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<speed>10</speed>
<cooldown>40</cooldown>
<power>1</power>
<cost>0</cost>
<bp>5</bp>
<rarity>0</rarity>
<image>ba_beam_hit_artillery</image>
<length>500</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>artillery_fed</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_KESTREL">
<type>LASER</type>
<title>Standard Heavy Burst Laser</title>
<short>Standard</short>
<desc>This widely used artillery weapon fires a powerful barrage, but can't be aimed manually.</desc>
<tooltip>Heavy artillery laser that automatically fires three projectiles that do 2 damage each. 40 seconds base cooldown.</tooltip>
<damage>2</damage>
<shots>3</shots>
<sp>0</sp>
<fireChance>3</fireChance>
<breachChance>3</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>55</cost>
<bp>6</bp>
<rarity>0</rarity>
<image>laser_heavy1</image>
<explosion>ba_explosion_laser_hit_heavy</explosion>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull1</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>boss_1</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_CIRCLE">
<type>BURST</type>
<title>Waveform EMP</title>
<short>EMP</short>
<desc>Emmits an electromagnetic pulse that can disable entire ships.</desc>
<tooltip>Ion pulse weapon that deals up to 8 ion damage to shields and up to 8 ion damage to systems. 40 seconds base cooldown.</tooltip>
<damage>0</damage>
<ion>1</ion>
<sp>5</sp>
<radius>105</radius>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>120</speed>
<cooldown>40</cooldown>
<power>1</power>
<cost>0</cost>
<bp>5</bp>
<rarity>0</rarity>
<explosion>ba_explosion_artillery_circle</explosion>
<projectiles>
<projectile count="8" fake="false">ba_effector_impact_1</projectile>
</projectiles>
<launchSounds>
<sound>pulsar</sound>
</launchSounds>
<hitShipSounds>
<sound>silence</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>silence</sound>
</hitShieldSounds>
<missSounds>
<sound>silence</sound>
</missSounds>
<weaponArt>ba_artillery_circle</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_CIRCLE_2">
<type>BEAM</type>
<tip>ce_tip_beams_industrial</tip>
<title>Tool XL Industrial Beam</title>
<short>Tool</short>
<desc>Heavy duty industrial beam that can keep the enemy constantly under fire.</desc>
<tooltip>Extended beam artillery that automatically fires a 1 damage beam. 20 seconds base cooldown.</tooltip>
<damage>1</damage>
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<speed>1</speed>
<cooldown>20</cooldown>
<power>1</power>
<cost>50</cost>
<bp>2</bp>
<rarity>0</rarity>
<image>ba_beam_hit_mining</image>
<length>115</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_artillery_circle_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ENERGY">
<type>BEAM</type>
<title>Verdict Focus Beam</title>
<short>Verdict</short>
<desc>Highly focused beam weapon that will penetrate through any defense, but can't be aimed manually.</desc>
<tooltip>Focused beam artillery that automatically fires a 6 damage beam on a single room. 40 seconds base cooldown.</tooltip>
<damage>6</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>5</breachChance>
<speed>1</speed>
<cooldown>40</cooldown>
<power>4</power>
<cost>110</cost>
<bp>12</bp>
<rarity>0</rarity>
<image>ba_beam_hit_heavy</image>
<length>20</length>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_artillery_energy</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ENERGY_ENEMY">
<type>BEAM</type>
<title>Verdict Focus Beam</title>
<short>Verdict</short>
<desc>Highly focused beam weapon that will penetrate through any defense, but can't be aimed manually.</desc>
<tooltip>Focused beam artillery that automatically fires a 6 damage beam on a single room. 40 seconds base cooldown.</tooltip>
<damage>6</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>5</breachChance>
<speed>1</speed>
<cooldown>40</cooldown>
<power>4</power>
<cost>110</cost>
<bp>12</bp>
<rarity>0</rarity>
<image>ba_beam_impact_heavy</image>
<length>20</length>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_artillery_energy</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_MANTIS">
<type>LASER</type>
<flavorType>Antipersonnel Laser</flavorType>
<title>Kaz'trt Light Burst Artillery</title>
<short>Kaz'trt</short>
<desc>Light artillery weapon that decimates crew, but can't be aimed manually.</desc>
<tooltip>Light laser artillery that automatically fires 3 shots that pierce all shields and damage crew. 20 seconds base cooldown.</tooltip>
<persDamage>4</persDamage>
<stunChance>2</stunChance>
<damage>0</damage>
<shots>3</shots>
<sp>5</sp>
<fireChance>0</fireChance>
<breachChance>4</breachChance>
<cooldown>20</cooldown>
<power>1</power>
<cost>60</cost>
<bp>7</bp>
<rarity>0</rarity>
<speed>90</speed>
<image>ba_laser_light_artillery_shot</image>
<launchSounds>
<sound>apLaser1</sound>
<sound>apLaser2</sound>
<sound>apLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_artillery_mantis_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_MANTIS_2">
<type>BOMB</type>
<title>Sha'k Internal Teleporter</title>
<short>Sha'k</short>
<locked>1</locked>
<desc>Hidden artillery teleporter that incapacitates ships and crew with self-teleporting shrapnel cluster bombs.</desc>
<tooltip>Cluster bomb artillery that deploys 3 shrapnel payloads. Deals damage to systems and crew and stuns for 10 seconds. 20 seconds base cooldown.</tooltip>
<damage>0</damage>
<stun>10</stun>
<sysDamage>2</sysDamage>
<persDamage>2</persDamage>
<ion>0</ion>
<missiles>0</missiles>
<shots>3</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>20</cooldown>
<power>1</power>
<cost>45</cost>
<bp>4</bp>
<rarity>0</rarity>
<image>ba_bomb_cluster_flashbang_shrapnel_impact</image>
<explosion>ba_explosion_shrapnel</explosion>
<launchSounds>
<sound>bombteleport_cluster</sound>
</launchSounds>
<hitShipSounds>
<sound>flashbangPlayer</sound>
</hitShipSounds>
<weaponArt>ba_bomblauncher_cluster_flashbang</weaponArt>
<iconImage>bomb</iconImage>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_SLUG">
<type>BURST</type>
<tip>ce_tip_stungun</tip>
<title>Bliss Neural Stunner</title>
<short>Bliss</short>
<flavorType>Stungun</flavorType>
<desc>Outlawed brainwave artillery that can permanently paralyze entire ship crews. Stuns for 20 seconds.</desc>
<tooltip>Automatically attempts to stuns the entire enemy crew for 20 seconds. Pierces all shields. 40 seconds base cooldown.</tooltip>
<radius>70</radius>
<damage>0</damage>
<stun>20</stun>
<missiles>0</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>70</cost>
<bp>10</bp>
<speed>180</speed>
<rarity>0</rarity>
<explosion>ba_effector_impact_1</explosion>
<projectiles>
<projectile count="30" fake="false">ba_effector_impact_1</projectile>
</projectiles>
<launchSounds>
<sound>mindControl</sound>
</launchSounds>
<hitShipSounds>
<sound>silence</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>silence</sound>
</hitShieldSounds>
<missSounds>
<sound>silence</sound>
</missSounds>
<weaponArt>ba_artillery_slug</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ROCK">
<type>BURST</type>
<flavorType>Swarm Missile Blast</flavorType>
<title>Emperor Missile Battery</title>
<tip>tip_flak</tip>
<short>Emperor</short>
<desc>Fires swarms of missiles across the enemy ships, doing up to 8 damage. Replicates it's own ammunition.</desc>
<tooltip>Automatically bombards the enemy ships with swarms of missiles, dealing up to 8 damage. Pierces all shields. 40 seconds base cooldown.</tooltip>
<drone_targetable>2</drone_targetable>
<radius>105</radius>
<damage>1</damage>
<missiles>0</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>3</power>
<cost>70</cost>
<bp>10</bp>
<speed>35</speed>
<rarity>0</rarity>
<explosion>ba_explosion_anime</explosion>
<projectiles>
<projectile count="1" fake="false">ba_shotgun_missile_shot_1</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_2</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_3</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_4</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_5</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_6</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_7</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_8</projectile>
</projectiles>
<launchSounds>
<sound>engine_missile_swarm_launch</sound>
</launchSounds>
<hitShipSounds>
<sound>hit_hull_scatter_1</sound>
<sound>hit_hull_scatter_2</sound>
<sound>hit_hull_scatter_3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hit_shield_scatter_1</sound>
<sound>hit_shield_scatter_2</sound>
<sound>hit_shield_scatter_3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_artillery_rock</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ROCK_PLASMA">
<type>BURST</type>
<flavorType>Physical Projectile Blast</flavorType>
<tip>ce_tip_plasma</tip>
<title>Mother Sun Plasma Thrower</title>
<short>Mother Sun</short>
<desc>Plasma artillery that has a chance to set the entire enemy ship on fire, but cannot deal physical damage or deplete shields.</desc>
<tooltip>Automatically fires 9 plasma bolts that have a high fire chance, but are unable to deplete or penetrate shields. 40 seconds base cooldown.</tooltip>
<radius>35</radius>
<damage>0</damage>
<missiles>0</missiles>
<shots>1</shots>
<sp>0</sp>
<fireChance>8</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>40</cost>
<bp>10</bp>
<speed>30</speed>
<rarity>0</rarity>
<explosion>ba_explosion_fire</explosion>
<projectiles>
<projectile count="9" fake="false">ba_plasma_shot</projectile>
</projectiles>
<launchSounds>
<sound>heavyLaserScatter1</sound>
<sound>heavyLaserScatter2</sound>
<sound>heavyLaserScatter3</sound>
</launchSounds>
<hitShipSounds>
<sound>fireBomb</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>fireBomb</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_plasma_thrower_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ROCK_PLASMA_ENEMY">
<type>BURST</type>
<flavorType>Physical Projectile Blast</flavorType>
<tip>ce_tip_plasma</tip>
<title>Mother Sun Plasma Thrower</title>
<short>Mother Sun</short>
<desc>Plasma artillery that has a chance to set the entire enemy ship on fire, but cannot deal physical damage or deplete shields.</desc>
<tooltip>Automatically fires 9 plasma bolts that have a high fire chance, but are unable to deplete or penetrate shields. 40 seconds base cooldown.</tooltip>
<radius>70</radius>
<damage>0</damage>
<missiles>0</missiles>
<shots>1</shots>
<sp>0</sp>
<fireChance>6</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>40</cost>
<bp>10</bp>
<speed>30</speed>
<rarity>0</rarity>
<explosion>ba_explosion_fire_impact</explosion>
<projectiles>
<projectile count="9" fake="false">ba_plasma_shot</projectile>
</projectiles>
<launchSounds>
<sound>heavyLaserScatter1</sound>
<sound>heavyLaserScatter2</sound>
<sound>heavyLaserScatter3</sound>
</launchSounds>
<hitShipSounds>
<sound>fireBomb</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>fireBomb</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_plasma_thrower_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_STEALTH">
<type>LASER</type>
<flavorType>Swarm Missile Blast</flavorType>
<title>Valentine Missile Rack</title>
<tip>tip_flak</tip>
<short>Valentine</short>
<desc>High-tech missile artillery that replicates it's own ammunition and scrambles the targeting systems of enemy defense drones.</desc>
<tooltip>Automatically fires a high velocity stealth missile that deals 2 damage, pierces all shields and evades lvl 1 defense drones. 30 seconds base cooldown.</tooltip>
<damage>2</damage>
<missiles>0</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>30</cooldown>
<power>1</power>
<cost>70</cost>
<bp>10</bp>
<speed>70</speed>
<rarity>0</rarity>
<explosion>explosion_random</explosion>
<image>ba_missile_tech</image>
<launchSounds>
<sound>cloak_missile</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_missiles_oni</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_CRYSTAL">
<type>LASER</type>
<tip>tip_crystal</tip>
<title>Lattice Lockdown Blast</title>
<short>Lattice</short>
<desc>Powerful projectile artillery that can breach and crystallize the entire enemy ship. Vulnerable to defense drones.</desc>
<tooltip>Automatically fires 3 projectiles that deal 2 damage each; causes a hull breaches; causes heavy lockdown; pierces 1 shield; vulnerable to defense I. 40 seconds base cooldown.</tooltip>
<damage>2</damage>
<stun>10</stun>
<shots>3</shots>
<sp>1</sp>
<fireChance>0</fireChance>
<breachChance>10</breachChance>
<cooldown>40</cooldown>
<lockdown>1</lockdown>
<power>1</power>
<speed>50</speed>
<cost>10</cost>
<bp>2</bp>
<rarity>0</rarity>
<explosion>ba_explosion_lockdown_stun</explosion>
<image>crystal_shard3_vertical</image>
<launchSounds>
<sound>lockdown1</sound>
<sound>lockdown2</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>crystal_heavy_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_CRYSTAL_LIGHT">
<type>BURST</type>
<tip>tip_crystal</tip>
<title>Shardstorm Crystal Burst</title>
<short>Shardstorm</short>
<desc>Powerful projectile artillery that riddles enemy ships with antipersonnel crystals.</desc>
<tooltip>Automatically fires 12 shots that damage crew; low breach chance; pierces 3 shield. 40 seconds base cooldown.</tooltip>
<persDamage>1</persDamage>
<damage>0</damage>
<radius>15</radius>
<shots>1</shots>
<sp>4</sp>
<fireChance>0</fireChance>
<breachChance>1</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>50</cost>
<bp>7</bp>
<rarity>0</rarity>
<speed>90</speed>
<projectiles>
<projectile count="12" fake="false">crystal_shot_light_vertical</projectile>
</projectiles>
<launchSounds>
<sound>lockdown1</sound>
<sound>lockdown2</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>crystal_burst_2_b</weaponArt>
</weaponBlueprint>
Russian Rockman wrote:Ok, so first off...
The Artillery "System" Blueprint needs to have it's description changed and also
Russian Rockman wrote:Is this 2 damage/30 second weapon really worth it
VS...
This 8 damage/40 second Behemoth? (<--New weapon name?)
Russian Rockman wrote:I can't really see the Mantis C's Artillery weapon anywhere on the ship, though I know it should be using a recolored light gatling.
Russian Rockman wrote:20 SECONDS of STUN??? At max power the weapon will reload in 20 seconds!
I actually wouldn't mind giving the Federation Artillery a light Buff. Any ideas?
Russian Rockman wrote:The Engi A and C's artillery looks really cool, I just don't like when it is half way charged because the half way image doesn't seem natural.
Russian Rockman wrote:One thing I mightsuggest though is to decrease the size of the crew portraits by 1 line of pixels from the bottom. The reason for this is just so that the portrait doesn't barely overlap the crew person's name when customizing them. (1 pixel equates to 3-4 pixels in that screen). And I also still think the female human's portrait is a bit too small. These are just really tiny nit-picks though and I know all you did was port it over from someone else to CE.
Sleeper Service wrote:I hope you like the artillery room images I sent you.
Russian Rockman wrote: Would you mind if I use some of your layouts or weapons for Open Artillery in the future?
Russian Rockman wrote:Also, good job on the graduated artillery charge bar. The only difference between yours and the Open Artillery one is yours has 2 divisions and ours has 4. I think you should separate the Artillery Bar 3 times though so you have 4 even boxes. I think people will be better able to understand that each "box" represents 10 seconds then.And it looks symmetrical.
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