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Re: AE R&D - What is new? What can we do now?

Posted: Tue Apr 15, 2014 6:58 pm
by 5thHorseman
Russian Rockman wrote:
dalolorn wrote:
RAD-82 wrote:dalolorn wrote:
{artillery}
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.

Re: AE R&D - What is new? What can we do now?

Posted: Wed Apr 16, 2014 5:55 pm
by dmi3
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.
Huh. Do you mind if I take a crack at that?

Re: AE R&D - What is new? What can we do now?

Posted: Wed Apr 16, 2014 6:05 pm
by Sleeper Service
dmi3 wrote:Huh. Do you mind if I take a crack at that?
This is a brainstorming thread, right? I don't think anyone gonna call copyrights on any ideas here... ;)

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.

Re: AE R&D - What is new? What can we do now?

Posted: Wed Apr 16, 2014 6:40 pm
by dmi3
Sleeper Service wrote:
dmi3 wrote:Huh. Do you mind if I take a crack at that?
This is a brainstorming thread, right? I don't think anyone gonna call copyrights on any ideas here... ;)

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.
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.

Re: AE R&D - What is new? What can we do now?

Posted: Wed Apr 16, 2014 7:59 pm
by 5thHorseman
dmi3 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.
SWEET. There's one more system I can not start The Potential with :D

Re: AE R&D - What is new? What can we do now?

Posted: Wed Apr 16, 2014 9:02 pm
by RAD-82
5thHorseman wrote:
dmi3 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.
SWEET. There's one more system I can not start The Potential with :D
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.

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.

Re: AE R&D - What is new? What can we do now?

Posted: Wed Apr 16, 2014 9:12 pm
by dmi3
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.
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.

Re: AE R&D - What is new? What can we do now?

Posted: Thu Apr 17, 2014 7:06 am
by Russian Rockman
5thHorseman wrote:
dmi3 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.
SWEET. There's one more system I can not start The Potential with :D
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. :)

It doesn't need to have all the power it once had. It may be more balanced this way.

As for dmi3...
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.
How DARE you take credit for MY idea!!! :evil: JK..., really glad to see you taking a crack at this. I'm excited to see what you come up with. :D

PM me if you need any help.

Re: AE R&D - What is new? What can we do now?

Posted: Sat Apr 19, 2014 1:21 pm
by kartoFlane
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:

Code: Select all

<weapons ... room="1" start="true" .../>
<shields ... room="1" start="true".../>  -- only this 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.

Re: AE R&D - What is new? What can we do now?

Posted: Sat Apr 19, 2014 1:42 pm
by TaxiService
That's just awesome!!! Gotta check how that looks like in game. I always wanted to make a 3-slot teleporter. Nice find!! : )