Hrm, seems like a good idea. So will Cannons use ammo or bolts, or both?DryEagle wrote:
Pieman -
As I said, the weapons here will be quite substantially different. We're basically going to have the split of 2 categories being "cannons" (lasers) and "bolts" (missiles) - bolts will include things like harpoons, which cause breaches, and incindary bolts which cause fires, etc. Basically one is for direct damage and the other is for special effects.
Calling all modders
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Re: Calling all modders
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Re: Calling all modders
Canons can use cannon-balls, incendiary ammunition, grape-shot.
About crew races (well, specialization) - Zoltans-drunkards would drink all the grog and leave the crew with less... How about chaplains? Don't drink and inspire the crew, giving more energy.
EDIT - somewhat happy with fighter...


About crew races (well, specialization) - Zoltans-drunkards would drink all the grog and leave the crew with less... How about chaplains? Don't drink and inspire the crew, giving more energy.
EDIT - somewhat happy with fighter...


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Re: Calling all modders
They look great, nice job!Alvarin wrote:Canons can use cannon-balls, incendiary ammunition, grape-shot.
About crew races (well, specialization) - Zoltans-drunkards would drink all the grog and leave the crew with less... How about chaplains? Don't drink and inspire the crew, giving more energy.
EDIT - somewhat happy with fighter...
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Re: Calling all modders
Those are looking quite nice ;)
If you want it to be chaplains then go for it, that makes sense too. Both of them also have good reason to have the HP reduction ;)
The bolts will be replacing the missiles, since those are a bit more crafted and high-end kind of ammo, compared to cannons, which basically just shoot whatever lump of metal you stuff into it.
If you want it to be chaplains then go for it, that makes sense too. Both of them also have good reason to have the HP reduction ;)
The bolts will be replacing the missiles, since those are a bit more crafted and high-end kind of ammo, compared to cannons, which basically just shoot whatever lump of metal you stuff into it.
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Re: Calling all modders
I feel like it'd make sense for cannons to do hull damage and breach. Just curious, what are you guys gonna do for bombs, ions, and beams?
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Re: Calling all modders
Next two went fairly quickly. Now stuck on the slug stand-in.
I'll be starting the animation soon. How do I incorporate the new image sheet into the game iles?
I've got the unpacked resources folder, but replacing the file there does nothing, as it gets overwritten...
I'll need to test the animation sequence somehow...

I'll be starting the animation soon. How do I incorporate the new image sheet into the game iles?
I've got the unpacked resources folder, but replacing the file there does nothing, as it gets overwritten...
I'll need to test the animation sequence somehow...

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Re: Calling all modders
those are looking really cool so far! for the armored guy, think you can add a bit of a plume to the top of the hat? :D
To get it ingame,
1. create a zip file
2. put the appropriate folder tree into the zip... the folder [img] and inside that [people]
3. put the art file into the people folder in the zip
4. rename the .zip extension to .ftl
5. use GMM to patch it in
if a telescope is too complicated, maybe binoculars or something?
or whatever you can do that makes sense for seeing things from further away, without it being magical or mystical etc, since we're trying to not go down that path
if it's too hard to make any kind of sensible graphic for it we'll just leave them out, same as we're leaving crystals out cause lockdown is nonsensical in this context
also, do we have anyone willing to do ship hull graphics, or other images? if not, I'll be working on them myself, but I'm no artist...
for the ship graphics we can do it one of two ways, either I give you the floor layout and you draw around that, or you draw a graphic and a floor plan will be added on top. so let me know, whoever is interested in doing that
To get it ingame,
1. create a zip file
2. put the appropriate folder tree into the zip... the folder [img] and inside that [people]
3. put the art file into the people folder in the zip
4. rename the .zip extension to .ftl
5. use GMM to patch it in
if a telescope is too complicated, maybe binoculars or something?
or whatever you can do that makes sense for seeing things from further away, without it being magical or mystical etc, since we're trying to not go down that path
if it's too hard to make any kind of sensible graphic for it we'll just leave them out, same as we're leaving crystals out cause lockdown is nonsensical in this context
also, do we have anyone willing to do ship hull graphics, or other images? if not, I'll be working on them myself, but I'm no artist...
for the ship graphics we can do it one of two ways, either I give you the floor layout and you draw around that, or you draw a graphic and a floor plan will be added on top. so let me know, whoever is interested in doing that
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Re: Calling all modders
Thanks for the file inclusion explanation!
I don't think they used to decorate their actual armors, but fiction is fiction.

I don't think they used to decorate their actual armors, but fiction is fiction.

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Re: Calling all modders
Hey Dry, I'd be happy to do a bit of testing and such once you have a working version of the mod, would that be alright with you?
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Re: Calling all modders
I figured the scholar doesn't have to stick the scope to his eye constantly...
Unless there are rejects, I'll start animating in several days.

Unless there are rejects, I'll start animating in several days.
