What's with the stripping out everything everybody said in your "quotes"? I can understand editing for terseness, but the whole point of quoting is to give later readers context.Russian Rockman wrote:dalolorn wrote:RAD-82 wrote:dalolorn wrote:
{artillery}
AE R&D - What is new? What can we do now?
- 5thHorseman
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Re: AE R&D - What is new? What can we do now?
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
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- Joined: Wed Apr 16, 2014 5:50 pm
Re: AE R&D - What is new? What can we do now?
Huh. Do you mind if I take a crack at that?Russian Rockman wrote:Also, here is one more interesting thought about artillery. Since it is possible to make new artillery weapons now it may actually be possible to let all ships buy an artillery system if they want to.The non Fed cruiser ones could be weaker versions of some other weapon. it could be interesting to mix things up.
- Sleeper Service
- Posts: 2275
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Re: AE R&D - What is new? What can we do now?
This is a brainstorming thread, right? I don't think anyone gonna call copyrights on any ideas here...dmi3 wrote:Huh. Do you mind if I take a crack at that?

This artillery for every ships can potentially be pretty cool. It would be interesting to see how exactly these artillery systems behave in shops. I guess all ships would just get the same artillery system offered, but would get different weapons base on the ship blueprint entries. Might still need testing to verify if it actually works like that.
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Re: AE R&D - What is new? What can we do now?
Success! I stuck an artillery room with "start = false" on the kestrel, set the system's rarity to 1, and bought it in a shop. I'll do the same thing to the other ships and upload a proof of concept soon.Sleeper Service wrote:This is a brainstorming thread, right? I don't think anyone gonna call copyrights on any ideas here...dmi3 wrote:Huh. Do you mind if I take a crack at that?![]()
This artillery for every ships can potentially be pretty cool. It would be interesting to see how exactly these artillery systems behave in shops. I guess all ships would just get the same artillery system offered, but would get different weapons base on the ship blueprint entries. Might still need testing to verify if it actually works like that.
- 5thHorseman
- Posts: 1665
- Joined: Sat Mar 02, 2013 2:29 am
Re: AE R&D - What is new? What can we do now?
SWEET. There's one more system I can not start The Potential withdmi3 wrote:Success! I stuck an artillery room with "start = false" on the kestrel, set the system's rarity to 1, and bought it in a shop. I'll do the same thing to the other ships and upload a proof of concept soon.

My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: AE R&D - What is new? What can we do now?
This was always possible, as witnessed in one of those Klingon ship mods. It's just that back then, there was only ONE artillery weapon.5thHorseman wrote:SWEET. There's one more system I can not start The Potential withdmi3 wrote:Success! I stuck an artillery room with "start = false" on the kestrel, set the system's rarity to 1, and bought it in a shop. I'll do the same thing to the other ships and upload a proof of concept soon.
Quick edit: The drone system seems different now. I think it says it costs 60 in the files now, but it seems to vary in the game based on which "free" drone it comes with.
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Re: AE R&D - What is new? What can we do now?
Typical slimy marketing tactics. Anyway, the first version of Open Artillery is up on its own thread. Still far from done, but I'm calling it a day.RAD-82 wrote:Quick edit: The drone system seems different now. I think it says it costs 60 in the files now, but it seems to vary in the game based on which "free" drone it comes with.
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Re: AE R&D - What is new? What can we do now?
Did Yu test to see how the potential works by simply giving it the backup battery generator augment and increasing the backup battery's max power to 8? You may even be able to increase the backup battery augment to cause 0 cool down, of a quarter cooldown. Have the potential start with 25-30 power already and boom, over "powered" ship.5thHorseman wrote:SWEET. There's one more system I can not start The Potential withdmi3 wrote:Success! I stuck an artillery room with "start = false" on the kestrel, set the system's rarity to 1, and bought it in a shop. I'll do the same thing to the other ships and upload a proof of concept soon.

It doesn't need to have all the power it once had. It may be more balanced this way.
As for dmi3...
How DARE you take credit for MY idea!!!dmi3 wrote:Anyway, the first version of Open Artillery is up on its own thread. Still far from done, but I'm calling it a day.


PM me if you need any help.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: AE R&D - What is new? What can we do now?
Just found out that it's possible to assign multiple systems to one room... And they all show up in the same room without replacing each other. However, only the latter system can be manned:
So it's possible to say, have a medbay doubling as a teleporter... Interesting thing is that while for all other systems, only the latter system's station is active and can be manned, clonebay and medbay take up a slot even if they're the former system. So you can have a 3-slot teleporter in a 2x2 room.
Code: Select all
<weapons ... room="1" start="true" .../>
<shields ... room="1" start="true".../> -- only this system can be manned
Superluminal2 - a ship editor for FTL
- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: AE R&D - What is new? What can we do now?
That's just awesome!!! Gotta check how that looks like in game. I always wanted to make a 3-slot teleporter. Nice find!! : )