Hmm, the green one should be basically the same as the blue, but it generates extra reactor power rather than charges multiple shots... I'll double check, since I want to make some changes to them anyways (I thought of a Red Variant that shouldn't be too overpowered, but I may have to tweak the others to make it fit)
[MOD][BETA] Tardis/Paradox AE (v010.5)
- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD] [BETA] Tardis AE (v009c)
Ohman that's unfortunate. The RNG sure knows how to party, eh?
Hmm, the green one should be basically the same as the blue, but it generates extra reactor power rather than charges multiple shots... I'll double check, since I want to make some changes to them anyways (I thought of a Red Variant that shouldn't be too overpowered, but I may have to tweak the others to make it fit)
Hmm, the green one should be basically the same as the blue, but it generates extra reactor power rather than charges multiple shots... I'll double check, since I want to make some changes to them anyways (I thought of a Red Variant that shouldn't be too overpowered, but I may have to tweak the others to make it fit)
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD] [BETA] Tardis AE (v009c)
When I see someone getting Two BL.II's on their ship that doesn't start with one, I say "Pics or it didn't happen"Gencool wrote:Ohman that's unfortunate. The RNG sure knows how to party, eh?![]()
And I got two of them in Sector 1. And I couldn't buy them
Yeah the green one doesn't generate extra power. It doesn't use any and when it came to timing my guns, it was a far better choice than the blue one. I don't think weapons or drones can generate extra power.Hmm, the green one should be basically the same as the blue, but it generates extra reactor power rather than charges multiple shots... I'll double check, since I want to make some changes to them anyways (I thought of a Red Variant that shouldn't be too overpowered, but I may have to tweak the others to make it fit)
- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD] [BETA] Tardis AE (v009c)
Honestly - they used to be able to, back when I first started the mod.
I guess it got patched out somewhere and I just never tested it since then.
Bummer.
I suppose a speed upgrade at the loss of multi-fire is something... It's a shame the projectiles stack up even when the system's down or I could make it into a fair tradeoff.
Possibly a single powerslot with a heavy cooldown boost is in order...
I guess it got patched out somewhere and I just never tested it since then.
Bummer.
I suppose a speed upgrade at the loss of multi-fire is something... It's a shame the projectiles stack up even when the system's down or I could make it into a fair tradeoff.
Possibly a single powerslot with a heavy cooldown boost is in order...
- stylesrj
- Posts: 3638
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Re: [MOD] [BETA] Tardis AE (v009c)
There's also the purple one which does have a 22 second cooldown. So like a power-free, missile-free Ion Bomb.
Also, I like the idea you can force a surrender from the enemy, but I dunno, I think they need to be more Doctor-like. Basically if they choose to surrender, you have to take one of the offers (or push for more and then they can refuse).
The Doctor doesn't say "I don't like your surrender offer, so I'll now destroy you" it's more like "I don't like your offer but I won't destroy you because killing is wrong. Hey Companion, what are you doing with that device that can kill the monster? Oh, you killed them. Oh well, badminton anyone? Alonsie!"
Then again, who am I kidding, the Doctor just kills people or lets them die because he doesn't like how they treated their companions relatives.
"Surrender Rebel ship!"
"Doctor! We surrender, please don't kill us! We worship you and your blue box!"
"Hey Doctor, that Rebel insulted me mum back in Federation space!"
*Sonic screwdriver*
Also, I like the idea you can force a surrender from the enemy, but I dunno, I think they need to be more Doctor-like. Basically if they choose to surrender, you have to take one of the offers (or push for more and then they can refuse).
The Doctor doesn't say "I don't like your surrender offer, so I'll now destroy you" it's more like "I don't like your offer but I won't destroy you because killing is wrong. Hey Companion, what are you doing with that device that can kill the monster? Oh, you killed them. Oh well, badminton anyone? Alonsie!"
Then again, who am I kidding, the Doctor just kills people or lets them die because he doesn't like how they treated their companions relatives.
"Surrender Rebel ship!"
"Doctor! We surrender, please don't kill us! We worship you and your blue box!"
"Hey Doctor, that Rebel insulted me mum back in Federation space!"
*Sonic screwdriver*
- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD] [BETA] Tardis AE (v009c)
Not to go too Zen Master on you, but if you don't have the option to refuse a surrender, can you really accept it?
- stylesrj
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- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD] [BETA] Tardis AE (v009c)
You have a choice on how they surrender thoughGencool wrote:Not to go too Zen Master on you, but if you don't have the option to refuse a surrender, can you really accept it?
After all, you could just not allow the surrender to happen in the first place and keep firing. Sort of how Vanilla works actually. They offer a surrender and you accept or keep firing. In the case of the mod you're suggesting "Hey, why not open the comms and see if they'll surrender."
Maybe the Federation/Rebellion war changed the Doctor so he's more violent than usual
- Gencool
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Re: [MOD] [BETA] Tardis AE (v009c)
First post update!
I've made a bunch of the fixes I said I would, AND added a Type C (with a whole load of it's own weapons and events) after Chrono Vortex suggested I make a Paradox Machine for The Master.
I've also broken a few things, but it's still more complete than it was before.
I've made a bunch of the fixes I said I would, AND added a Type C (with a whole load of it's own weapons and events) after Chrono Vortex suggested I make a Paradox Machine for The Master.
I've also broken a few things, but it's still more complete than it was before.
- Chrono Vortex
- Posts: 275
- Joined: Thu Jun 25, 2015 8:51 pm
Re: [MOD] [BETA] Tardis AE (v009c)
You added a time value in the weapon animation for the cyber laser, that may be the problem. I really like how the Paradox artillery turned out though.
- Gencool
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- Joined: Sun Jun 16, 2013 1:21 pm
Re: [MOD] [BETA] Tardis AE (v009c)
Ah, I mostly copy-paste stuff from the original files when I can - I must have picked up something rouge somewhere. I'l give it a blast when I next get hold of my pc.
Thankyou!
(Quick question; when you bought the artillery, did you get one system or two? Havn't been able to test that myself due to bad RNGs)
Thankyou!
(Quick question; when you bought the artillery, did you get one system or two? Havn't been able to test that myself due to bad RNGs)
- Chrono Vortex
- Posts: 275
- Joined: Thu Jun 25, 2015 8:51 pm
Re: [MOD] [BETA] Tardis AE (v009c)
Sorry to mislead you, I just dug through the files to see how the paradox artillery worked. I'll be happy to load up CE and test it myself if you want though.










