[SHIP] The Maya and The Eclipse

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ScumLord
Posts: 7
Joined: Sat Oct 19, 2013 11:20 pm

[SHIP] The Maya and The Eclipse

Postby ScumLord » Sun Oct 20, 2013 12:24 am

The Maya
Ship Description:
The ship itself is unable to have any form of teleporter, and it doesn't start with a cloak, or sensors. What it does have is an extreme amount of fire power. It's able to disable most ships once the pike beams are charged. The ship is also extremely vulnerable to regular beam weapons, so shields are a must.

Did I mention it was purple with green stripes?

Images:
1.1
1.0
Image
Image

My Own Comments:
I wanted to do something special to the cloak, so. We have that.
This ship replaces the Engi-B.
This is my first ship, so I would like to have critiques so I can fix things.
The ship was created completely with Superluminal.
Don't buy the crew teleporter. It won't do anything.
Sensors might be broken, so don't buy them either.
Gibs are probably broken, same with the secret.

This ship has a secret...
A very...
Very...
Caged...
Secret...

Changelog:

1.1:
-Nerfed guns to a custom missile launcher (SML), and two mini-lasers
-Lowered HP to 25
-Changed room layout so the rooms were larger.
-Nerfed systems
-Bug fixes


1.0:
-General first release

Versions:
1.1
Mediafire Link
4Shared Mirror
1.0
Mediafire Link
4Shared Mirror

The Eclipse
Ship Description:
The ship, unlike it's counterpart, focuses on the teleporter. So much so, that to make room, it does not have a hint of a medical bay. It also doesn't start with any shields, so it's extremely dangerous to have during the early game.

Did I mention it was blue with orange stripes?

Images:
1.0
Image
Image
My Own Comments:
I wanted to do something special to the cloak, so. We have that.
This ship replaces the Engi-A.
This is my third ship, so I would like to have critiques so I can fix things.
The ship was created completely with Superluminal.
Medical Bay does nothing, so don't buy it.

Changelog:
1.0:
-General first release

Versions:
1.0
Mediafire Link
4Shared Mirror
Last edited by ScumLord on Sun Oct 20, 2013 11:12 pm, edited 6 times in total.
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R4V3-0N
Posts: 1291
Joined: Sun Oct 06, 2013 11:44 am

Re: [SHIP] The Maya

Postby R4V3-0N » Sun Oct 20, 2013 6:34 am

Interesting :)

I'm going to go try this ship out, I will go tell you what I think when I return from gaming.
R4V3-0N, a dreamer.
ScumLord
Posts: 7
Joined: Sat Oct 19, 2013 11:20 pm

Re: [SHIP] The Maya

Postby ScumLord » Sun Oct 20, 2013 6:47 am

That's good to know.
I should probably add to the OP that buying the crew teleporter does nothing.
Hindsight is 20/20.

And don't spoil the secret, please.
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R4V3-0N
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Re: [SHIP] The Maya

Postby R4V3-0N » Sun Oct 20, 2013 6:52 am

well I didn't really played it so much so far but here are some things I want to address...

In game the ships floor is missing, it's a large black square, don't worry I do not like the 'floor' either, just do the hull image again, the glow around the ship (if any) may be more brighter but that's it.

2ndly, the room lay out is okay, but It seems a bit odd to me, I will quickly make what I may have for my room lay out.

This is a reasonably tiny ship, can we possibly have it with less starting equipment/ more balanced starting equipment? and maybe some usual things not available due to the ships size? it will give the ship extra flavour, otherwise there is no difference then this lil guy compared to a heavy cruiser.
R4V3-0N, a dreamer.
ScumLord
Posts: 7
Joined: Sat Oct 19, 2013 11:20 pm

Re: [SHIP] The Maya

Postby ScumLord » Sun Oct 20, 2013 7:04 am

R4V3-0N wrote:well I didn't really played it so much so far but here are some things I want to address...
In game the ships floor is missing, it's a large black square, don't worry I do not like the 'floor' either, just do the hull image again, the glow around the ship (if any) may be more brighter but that's it.

2ndly, the room lay out is okay, but It seems a bit odd to me, I will quickly make what I may have for my room lay out.

This is a reasonably tiny ship, can we possibly have it with less starting equipment/ more balanced starting equipment? and maybe some usual things not available due to the ships size? it will give the ship extra flavour, otherwise there is no difference then this lil guy compared to a heavy cruiser.


About the black square: I honestly have no idea what that's about, but I'll try what you said. I'll change the Pikes to Minis, and I'll custom code a new missile launcher.
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R4V3-0N
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Re: [SHIP] The Maya

Postby R4V3-0N » Sun Oct 20, 2013 7:47 am

btw nice gibs.
R4V3-0N, a dreamer.
ScumLord
Posts: 7
Joined: Sat Oct 19, 2013 11:20 pm

Re: [SHIP] The Maya

Postby ScumLord » Sun Oct 20, 2013 6:20 pm

R4V3-0N wrote:btw nice gibs.

Thank you.

And I updated it to what you recommend.
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5thHorseman
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Re: [SHIP] The Maya

Postby 5thHorseman » Sun Oct 20, 2013 8:22 pm

Sweet looking ship. I like having restrictions that force me to try unique tactics and it looks like this ship does exactly that!
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ScumLord
Posts: 7
Joined: Sat Oct 19, 2013 11:20 pm

Re: [SHIP] The Maya

Postby ScumLord » Sun Oct 20, 2013 11:03 pm

5thHorseman wrote:Sweet looking ship. I like having restrictions that force me to try unique tactics and it looks like this ship does exactly that!

Thanks. I'm working on a new version of the ship.

Edit: I finished it.
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UltraMantis
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Re: [SHIP] The Maya and The Eclipse

Postby UltraMantis » Sat Oct 26, 2013 5:05 am

Dissapearing Teleporter must be fixed by modding the Teleporter system.

Not setting the ship to have a system does not prevent the player from trying to buy it in vain. The game was designed so that every system can be bought and used (except Cloaking when playing the Federation Cruisers). So when designing ships that must not have something, the system itself needs to be modded.
Copy the system definition from vanilla Blueprints.xml to your Blueprints.xml.append, and set rarity to 0. It will no longer appear in stores and will function normally (unless you edit it ofc).
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