Calling all modders

Discuss and distribute tools and methods for modding. Moderator - Grognak
Alvarin
Posts: 65
Joined: Wed Oct 10, 2012 5:54 am

Re: Calling all modders

Postby Alvarin » Sat Apr 20, 2013 3:43 pm

Chaplain (Zoltan) basic walk cycle done. Hardest part over. Now I'll begin the weapons and console strips. The console animation will be steering wheel look-alike, because you can't have different animations for separate consoles. Now the weapons - pistols or crossbows? I'm more inclined to the later...
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Calling all modders

Postby DryEagle » Sat Apr 20, 2013 7:11 pm

well, gunpowder is certainly a thing so do what you like with the weapons, either way works.

for the consoles, if you want to try and make a small console sprite for it at the same time (with all 4 rotations) then that might help make the animations more seamless when we go to do the rest of the room sprites. again, whatever makes most sense in this context, go with that.

for now i'm starting work on the event chains and shops, because the ships themselves will be a relatively easy part of this
All ships I have created include custom weapons, graphics etc:
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Alvarin
Posts: 65
Joined: Wed Oct 10, 2012 5:54 am

Re: Calling all modders

Postby Alvarin » Sat Apr 20, 2013 9:01 pm

I have discovered from looking at the images, that the weapon projectiles can be animated.
That means that there could be ion weapon equivalent - the chain shot. It was designed to tear the ropes on the ships.
Anti-personnel grape shot and breach cannonballs. Incendiary catapults?
For the drones my friend suggested using gunboats. This can work well for attack drones, but don't think it will work well for defense.

For reference - http://en.wikipedia.org/wiki/Naval_arti ... _Sail#Shot
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Calling all modders

Postby DryEagle » Sun Apr 21, 2013 1:25 pm

Yes, I've been using animated projectiles for a while now, that's not hard to do.
Different ammo/weapon types will certainly have special effects.

For drones, I'm not sure defence drones make sense in this context at all. We might just have only attack, hullrepair, boarding/security, repair drones. But we'll get to that later.
All ships I have created include custom weapons, graphics etc:
Image
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Metzelmax
Posts: 363
Joined: Wed Sep 26, 2012 7:59 am
Location: Uz'ran Home Dimension

Re: Calling all modders

Postby Metzelmax » Sun Apr 21, 2013 2:49 pm

Defense Dolphin and Attack Parrot,

Dolphin shoots fish - parrot throws coconuts.
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Calling all modders

Postby DryEagle » Sun Apr 21, 2013 3:20 pm

DryEagle wrote:For drones, I'm not sure defence drones make sense in this context at all.

Metzelmax wrote:Defense Dolphin shoots fish

This is what I meant. You just didn't *have* any form of point defence back then. A marine mammal throwing fish isn't going to do jack to a cannonball no matter how good its aim at something moving dozens (hundreds) of metres per second is.
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Calling all modders

Postby DryEagle » Sun Apr 21, 2013 3:44 pm

ok, so here is the basic stat sheet for the weapons. this hasn't gone through final balancing but this is what we will initially be looking at.

There are no shields.
ALL ships get 80% system casing.
Scout ships get 60% hull casing.
Submersibles get cloaking (dive).
Scouts get 30 HP, subs get 90 HP, line ships get 150 HP.

enemy ships will have 20-100 HP depending on sector (probably) and also they will all have the system casing as mentioned above.
enemy ships cannot get beams (this would totally destroy the scout ships)

repair costs will be 1 scrap per HP in early sectors (1-4), possibly going up to 2 scrap per HP in sectors 5-8, will need some testing
other prices (including system upgrades and weapons) are as yet undetermined


ammoless weapons:

basic dual cannon, 1 power
2 shots, 1 damage, 10 fire rate

triple cannon, 1 power
3 shots, 1 damage, 15 fire rate

small cannon battery, 2 power
4 shots, 1 damage, 14 fire rate

cannon battery, 2 power
5 shots, 1 damage, 16 fire rate

dual heavy cannon, 2 power
2 shots, 2 damage, 14 fire rate

heavy cannon battery, 3 power
4 shots, 2 damage, 16 fire rate

light catapult, 1 power
1 shot, 1 damage, 10 fire rate, bomb

heavy catapult, 2 power
1 shot, 3 damage, 14 fire rate, bomb


missile weapons:

light armor piercing bolt, 1 power, 1 missile
no damage, causes breach 100%, 14 fire rate

heavy armor piercing bolt, 2 power, 2 missile
2 damage, causes breach 100%, 14 fire rate

light incendiary bolt, 1 power, 1 missile
no damage, causes fire 100%, 14 fire rate

heavy incendiary bolt, 2 power, 2 missiles
2 damage, causes fire 100%, 14 fire rate

incendiary piercing bolt, 2 power, 2 missiles
no damage, causes fire 100%, causes breach 100%

burning barrel thrower, 1 power, 1 missile
no damage, causes fire 100%, 14 fire rate, bomb

catapult battery, 3 power, 2 missiles
3 shots, 3 damage, 16 fire rate

small solar lens focuser, 2 power, 1 missile
beam, 1 damage, 25% fire chance, 80 length, 14 fire rate

heavy solar lens focuser, 3 power, 2 missiles
beam, 2 damage, 50% fire chance, 80 length, 16 fire rate


drone weapons:

light bombing glider, 2 power
1 shot, 2 damage, 8 fire rate?

heavy bombing glider, 3 power
2 shots, 3 damage, 12 fire rate

special bombing glider, 2 power
1 shot, 60% fire, 60% breach, no damage, 10 fire rate
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
Alvarin
Posts: 65
Joined: Wed Oct 10, 2012 5:54 am

Re: Calling all modders

Postby Alvarin » Sun Apr 21, 2013 7:54 pm

I think gunboats will fit better than gliders, as they can get in line of fire and get destroyed, as opposed to gliders.
How do solar lenses (mirrors?) use missiles?
brothershogo
Posts: 80
Joined: Fri Mar 22, 2013 11:03 am

Re: Calling all modders

Postby brothershogo » Sun Apr 21, 2013 11:17 pm

Alvarin wrote:I think gunboats will fit better than gliders, as they can get in line of fire and get destroyed, as opposed to gliders.
How do solar lenses (mirrors?) use missiles?


Yea I don't see how solar lenses would use missiles... But gliders make sense. It would be weird seeing gunboats "fly"/clip over the hull of the ship...
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ThePieman
Posts: 43
Joined: Thu Mar 07, 2013 4:05 pm
Location: Somewhere in ye olde dairy state.

Re: Calling all modders

Postby ThePieman » Mon Apr 22, 2013 1:37 am

brothershogo wrote:
Yea I don't see how solar lenses would use missiles... But gliders make sense. It would be weird seeing gunboats "fly"/clip over the hull of the ship...

I think it's to make things fair. Since there are no shields,beams are a 100% guaranteed hit.

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