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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Sun Aug 30, 2015 12:44 pm
by Gencool
Wait, blew up on entry? How?


edit: Oh shoot, I think I know why. it went back to the first event right?

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Sun Aug 30, 2015 5:00 pm
by Gencool
Ok, I've made some edits and done a run with The Master, and (as of mid-zone 7) haven't had any jump beacon issues.

I did have one pretty tense bit where I ran out of drones, hadn't picked up another weapon, and lost my Master (In this case Missy) to an enemy crew and a slow teleporter.
My two-layer-shields let me bubble their weapons, though, so I kept moving Walker (my rockman) between doors and sensors while I abducted the enemy crew and suffocated them in the pilot's chair.
Walker then took the last guy out on the enemy ship herself, rescued a Mantis from below deck, and piloted the Paradox into the next sector where Missy came back to regain control.

I'm currently parked up with an almost full crew and a pretty decent loadout, though I've been speed-running where I can so doubt i'd be any match for the boss.
Gonna go and get takeout with the neighbors, but I'l upload a new version later on tonight.

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Sun Aug 30, 2015 7:20 pm
by stylesrj
Civilian sectors have always been an issue when coming to start beacon mods.
Whether it's fleet pursuit modifiers or Christmas rewards, civvie sectors ruin everything :lol:

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Sun Aug 30, 2015 8:37 pm
by Gencool
I am vaguely considering changing it to empty beacons, but *shrug*

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Sun Aug 30, 2015 9:50 pm
by stylesrj
Well getting free stuff on empty beacons would be fun too. Or perhaps empty beacons could provide more flavour text if you have The Doctor, much like how in Captain's Edition you can socialise with the crew.

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Mon Aug 31, 2015 7:41 pm
by Gencool
Iunno- I'd like to think it's a bit more balanced than FTXmas, which was basically 'how funny/stupid/dark/completely unfair can we make this thing?', the rewards at the end of each sector are mostly there so players don't keep respawning Doctors.
Every empty beacon would be cool, but it'd be a lot of work for me and it would make the game too easy for the veterans who, lets face it, are the main people who'll ever use it.

I'm not that great at the actual event writing side of stuff, I think, it's just that it's needed for this ship. If I do another, i'l probably try and rein it in a bit (though I feel like I should do an FTXmas update later this year)

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Wed Sep 02, 2015 8:59 pm
by Biohazard063
Gencool wrote:Iunno- I'd like to think it's a bit more balanced than FTXmas, which was basically 'how funny/stupid/dark/completely unfair can we make this thing?', the rewards at the end of each sector are mostly there so players don't keep respawning Doctors.
Every empty beacon would be cool, but it'd be a lot of work for me and it would make the game too easy for the veterans who, lets face it, are the main people who'll ever use it.

I'm not that great at the actual event writing side of stuff, I think, it's just that it's needed for this ship. If I do another, i'l probably try and rein it in a bit (though I feel like I should do an FTXmas update later this year)
Not a single bad word about the FTXmas mod !

Those elves gave me some of the most fun moments I ever had with this game.

In any case, been awhile since I checked in with this mod, occupied with other stuff and all that.
But from what I'm reading right now, it seems like you're done. Ready to release...
So I'm guessing the ships are up for a showcase then ?
I'll probably do a partial run with all three. So that would be 1 vid per ship. Ships tend to shine because of there early game strategy, so I'm guessing that would be fine. (Unless something happens on the final sector or something...)

Further more, I've gotten my feet wet when it comes down to writing events. I might be able to help a bit.
Your best bet would be to contact me through a PM though as I don't always check the WIP section.

Finally, would it be alright if I used the concept of the standard screw driver for one of my own mods ?
Would use different art and names off course, so technically I'm just asking if it would be alright to use the 1 ion and -1 system damage ion charger/bomb ?

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Wed Sep 02, 2015 10:14 pm
by Chrono Vortex
Biohazard063 wrote:Sso technically I'm just asking if it would be alright to use the 1 ion and -1 system damage ion charger/bomb ?
It's alright to do pretty much any weapon you want code wise whether or not it's already been done as I understand it. Oh, and I made some more stuff.

Image

Am I good to throw in a download link? It's not really enough for it's own thread.

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Wed Sep 02, 2015 10:16 pm
by stylesrj
Will the Dalek blaster shout "Exterminate!" every time it fires?
Because you can't have a Dalek gun without the "Exterminate!" preceding the shot.

Either that or a Dalek spaceship needs to be made (aren't they flying saucers or something?)

Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Posted: Wed Sep 02, 2015 10:50 pm
by Gencool
Lots of posts, very quickly, there...

Bio;
The mod is pretty much done. I've tested it a few times and haven't found any instabilities, but then since when does the creator of a mod every find the instabilities?
I've got a thread half built (plus something extra stupid that I did because it was fun), and shall (hopefully) post it tomorrow.

I'd LOVE a showcase - I can link you to a current version if you'd like? PM me.

Like Chrono said, all's fair in modding. I'm not even sure I'm the first to have a -1sys+1Ion weapon (i'd be surprised if I was, although I guess was working on it before AE, back when -1Sys weapons were pretty heavily broken...). Plus the Sonic would still be pretty unique...


Chrono;
Awesome as ever!
Go ahead and put up a download link - I'l put it in the related mods section of the Working Mods post. There's also a Heavy Cyber Laser in the Blueprints if you wanna grab that too? Currently it's not used in any events, and I was thinking of taking it out of the stores ala the Dalek Beam (Styles; It has the actual noise, but not the Exterminate! sound).
If you're happy with <append> tags, you can make the Standard Cyber Laser available in stores, too. Otherwise, I'll bounce you some code/collab with you on it.

Styles;
They are saucers! I wanted to put some in the game (and Cybers, and a Master battle), but already had my work cut out for me (the show starts in just over a week plus i'm starting a 6 month job in two weeks and I'm kinda stressing about it all)


Did I cover everything there? I feel like I did...