We are currently looking for help with skinning. We lack this extremely important job. If you would like to do this, please PM me. If you have things you have done in PS or GIMP, please send those as well.
Also, for more detailed information on what we are adding, you may click on the external link above which will take you to the Aurora Games forum which has backstories and statistics. Ultimately, it will have images as well.
Features:
9+ new ships
2 new capital ship classes: Lancer and Destroyer
2 new cruiser class: Troop Transports and a Utility Cruiser
2 new SC classes: Interceptors and Torpedo Bombers.
Reworked SC: Fighters are now multi-purpose and Bombers are Gunships
3+ new researchables that increase the power of capitals [for once]
Currently, we have five capital ships, each with their own capabilities. We have the support, the colonizer, the battleship, the dreadnought, and the carrier. This mod is dedicated to adding two more classes to that list: Lancer and Destroyer.
Lancer: These ships are the snipers of the game. They carry very heavy forward guns with little defense on their sides. They do not maneuver well, but have very long range and carry an axial cannon to damage targets from long range.
Destroyers: These ships are pure damage dealers. These are not to be confused with battleships as these have greater damage and less health.
Pictures: I will post these as I get time to do so.
Unfortunately, I'm do lazy to hunt through the thread to find the other pics of ships. I'll get around to it eventually. Here is one though.
Astrom:
http://i180.photobucket.com/albums/x111/VoltCruelerz/Astromv3.jpg
Special Thanks:
TheRezonator: created the thread that spawned this idea
Eadtaes: balanced many of the statistics
Guywhoyoudontknow/CI: created Sinners which is referenced in the Backstory
Whiskey: has posted here more than anyone else aside from me... (he's kept the thread alive)
Darvin: Came up with the idea of an Artillery Cruiser which caused me to think of a way to
Other:
If you see typos, pleas alert me to them.
EDIT: Wow... In the typo line, I type something wrong. Because of the irony, I'll leave it.
We lack someone who can skin, so if you are good at such, we could use you.
Well, I figured out the Vasari shell idea... Actually, I figured out multiple ways to do it... I'll explain both ways...
Way 1: Repetitive Checks
Upon entering the range of 3000, the SC receives a "DoT" for one second that damages the target. At the end, it instills itself with a non-stacking buff that causes it to heal that same amount back every second. In this way, it takes damage to begin with, but heals itself to negate further damage... Now, eventually it leaves the radius. The healing DoT will only last for 1.0001 seconds. As was mentioned earlier, the first second is healing, but the second one (the .0001) creates a debuff upon the target which damages the target twice the amount healed, thus making it appear as dealing 1x damage rather than the 2x it has to to overcome the healing.
Pros: Effective, and would work.
Cons: Lag. Lot's and lot's of lag. (Okay, not really all that much, but it is still enough that you would notice it on many computers)
Way 2: Multiple Shells
This involves having two individual passives. The first which has a range of 3000, instills a DoT which damages the target for 1x DPS for one second. The other shell has a range of 2999 and instills a buff that heals at 1x DPS.
Pros: Easy to code, almost no processor use
Cons: Two abilities would look weird unless we had them stack on the same button... Aside from that, it might not even work... It depends on the exact way that ships move and whether or not they simply have a set movement/frame (or 1/60 of a second) or not. Let's say that they do have that and a ship moves at 120 units/second. If it does have m/f, that would mean that every frame, the ship skips two units forward so it can be drawn by the screen. That would give this a 50/50 shot of even working, depending on whether or not it actually hit the barrier. Since SC actually move far faster than that, it would mean the odds would be around 1:5999. Not good. On the other hand, if it moves smoothly and 1/120 sec it has actually moved exactly one unit, it would work. This might be the way it works since Sins' graphics engine seems to suggest it. But like I said, it might not work.
Well, there you go...
I agree, Dreadnoughts are simply big, badass Battleships.... except its actually called the Marza Dreadnought... and in keeping with tradition, TEC classifications are applied to Advent and Vasari Classes as well (for instance, we still call it the Vasari Lancer, not the Vasari Obliterator)
Im fine with boosting Advent Squadrons... or at least giving them another 2 craft per squadron...
So, Interceptors can stay as they are. Space Superiority Fighter can stay, Gunships... i agree about what you want, i still see Gunships as something like A-10 Warthogs or Commanche Helicopter Gunships... We could call it a Flying Fortress... after the B-17... but thats too long winded and not exactly descriptive... meh, lets leave it as it is... and Torpedo Bombers... yeah, why not, leave it as is...
As for the Exhaut Port Ablity.. why not call it "Target Critical Systems" or "Critical Systems Assault". Sure, an exhaust port doesnt constitute a main system, but it affects the otherwise unassaultable reactor, so we can blur the lines here.
im fine with leaving most SC squadrons as they are, but i do want some changes. TEC SB, LC's, Orky, etc. The thing im worried about, is that at most, you will have 3 SotLs, so even if you have all 3 SotLs in a single GW, you will, at most, have only X number of Elite SC. i know they are meant to kick ass... but numbers will always win... or you can build a bunch of Sovas and you will only get X number of EWS Bombers because you can only field so many, whereas the standard Fighters, Interceptors, Gunships and Torpedo Bombers can be spammed to kingdom come...
To be honest, Caps are massive, and SB's and Starbases even more so... the fact the a Kol only has 2 or 3 squadrons is a little silly. hell, the fact that a Sova only has 7 or 9 (i cant remember which) is silly. im up for giving a general boost in the numbers of all SC capacity per race by 2 or 3 or even 4. it does mean we will have to boost FF effectiveness, but i think its worth it.
I like the passive FF ability... are we going to put that on the flak frig or the SC Combat Cruiser? (the SC3? lol)
i was thinking about it last night... i think we should specialise the Carrier Caps Role. So, we have one Sova: the Sova Strike Carrier, that carries Interceptors and Fighters (maybe the elite ones, the Elite Interceptor and Space Superiority Fighter), and a Sova Strategic (Command?) Carrier that carries Gunships and Bombers (and once again, maybe the elite ones, the Strategic Heavy Bombers and Heavy Gunships). i think the model should be changed for the Sova SCC (Strategic Command Carrier), i was thinking about some designs last night and i have some good ideas, but ill wait for the thumbs up first. Im happy for the original Sova (the Strike Carrier version) to stay as is, but we need to show that the SSCC is different.
Basically, the idea is to enable each ship to specialise in fielding its particular compliment (i.e. shields and weapons), and to have abilities that also help their specific compliment. the new model also helps so you know which ship you are clicking on.
lastly:
Not necessarily, Stargate and Star Trek shields do not need to be lowered or 'opened' for friendly fire to escape... they are either one way shields, or modulated shields to let FF through. But, thats irrelevant, just wanted to say it doesnt have to be that way with all shields
Post Script: i still havent gotten a response about the new class of ships to replace the current HC's, or a response about the StrikeCraft Combat Cruisers...
as for the Vas ability... you cant simply tell the ability to instil 1dps per second for the duration the SC is within the radius and leave it? whats with all the healing etc? if 1DPS is too much, drop it to 0.75 or 0.50 DPS, sure, it isnt as effective vs flybys, but...
ahh, hold on... you only want the SC to take 1DPS for however long its in the field right? well... what if he's attacking the FF itself? that would suck... its like, yep, ive blown my load, now i have to wait for him to go away and come back and i can go again... thats if im understanding you correctly
as for the second style, be careful, because if an Anti-SC ability like Telekinetic Push or Magnetise is set off nearby, then the SC are going to move faster than usual and it could cause issues
take a look at the Radiation Bomb or those Nanites from the Space Egg? the coding for those, it may give you some ideas (the name of that Egg ability totally slipped my mind... Destructive Nanites? Volatile Nanites? i forget.)
and see what happens when say a radiation bomb goes off on a target being healed by a hosiko or repair bay etc, it may give you an idea. i know its SC so its diff, but try anyway
Rez- LOVE the SSCC idea. AWESOME.
Also, the Egg's ability is 'Nano-Disassembler'. The two abilities actually function differently. Rad Bomb affects hull&SHIELDS, while Nano doesn't affect shields (only hull). Nano doesn't do instant damage, but DOES decrease armor.
thanks
and i see... still, its precedent and may help out... SC dont have shields so Rad Bomb is less useful, but maybe the way in which it deals damage could be helpful
SotL's would only have a limited number of ESC (elite).
And SSCC's... I dont' know... We only have so many slots on the actual build-map itself, so... As is, I think we are already filling it up... We don't need to add something else for it...
And it is a shell... If you've read Revelation Space, think the Amarintin Shrouds. The barrier'll kill you, but once inside, you are safe. If you haven't, well, read it (my favorite book). What I mean though is that the actual action of passing through the shell is what yields damage. That is the thing. This is why I need the healing in there... I had another idea about how to do it that would take a ton of coding, but would not use too much processor space and it would always work... I just can't remember it right now...
Also, I did respond the the HC thing... I like them as they are. With TT's and a new UT, that will be enough. And I do think a Flak Cruiser would be in order. Basically, give them abilities that are like their respective race's capital anti-SC ability. Ie:
Flak Cruiser [TEC]
Abilities:
Flak Storm: Damage all enemy SC within range (2500) for 20 damage
Thermomagnetic Pulse: Causes a target to become magnetic, causing nearby SC to crash into it, causing 5 damage to both SC and the target
Flak Cruiser [Vasari]
Sub-Space Pulse: Deactivates enemy SC's engines and weapons
Graviton Manipulation: Causes all SC in area to slowly rip themselves apart at 10 DPS as long as this is kept up. Drains x AM/sec
Flak Cruiser [Advent]
Psi-Tech Cannon Loading: Reduces CD of self by 65%. Drains x AM/sec
Psi-Tech Pulse: Repulses enemy SC and damages them for 15 damage.
Just some ideas, but oh well...
I read this thread and could not for the life of me figure out what on earth you were trying to accomplish with the "Shell" idea, now that you've explained it.....I'm intriguedWhy are you making it a damage over time at all? why not make the buff simply apply the damage once as it enters the area, and once as it leaves the area?
That is the effect I'm trying to have. Its just that you can't do it that simply... Once again, I had another idea which would work, but I'm struggling to remember it... Hate it when this happens...
Yeah, you can. all it requires is two instant actions, one "DoDamage" set to "OnDelay", which applies the initial entry damage, and a second "DoDamage" set to "OnBuffFinish" with the buff having the "OutOfRange" finish conditiondone. oh, remember to set the buff to "PrioritizeOldBuffs"
Oh... Didn't think of that... Thanks.
well, yeah...
ahh yes, i think we're safe though... 5 normal caps, replace the Sova with the Sova Strike Carrier, then Lancer, Destroyer, SotL and Sova Strategic Command Carrier are 4, which makes 9, plus the 'back' button makes 10 and we are set... just means we cant make any more caps... but i cant think of any more we need anyway... unless you want another Planet Bomber or Utility Cap, but...
As for the shell, i see now, and Terraziel answered that for you so excellent work mate! Karma if Volt hasnt given you any yet.
As for the UT... whats that? i asked before but didnt get an answer... is it the new Utility Cruiser we are adding or what? At this stage we hadnt added the Flak Cruiser, but i cant figure out what UT is... im sure im going to feel like an idiot when you tell me but...
in any case, if it is a Utility ship, then we havent gained anything, just another piece of cannon fodder with a pea shooter, not a warship... And the Troop Transport is definitly unarmed (unless you give it a light laser of something equivalent, like the Seige Frigs) though it still retains a support role, not a combat one...
you could always give the TT lots of weapons? but i dont think that would jive.
Flak Cruiser Ideas are good... do you want to give it some standard Flak weapons ala Flak Frigs, or just abilities or some weapons vs large ships?
Okay, it just that I don't really like the idea of having two carrier caps... It just seems redundant... I know why you want them, but I would prefer we be able to use that slot for something else (which I haven't thought of yet)
Uhh... Actually, I'm going to feel like an idiot telling you... UT was a typo...(and a serial typo at that) I meant UC/Utility Cruiser
It needs to have all four banks of weapons so that it can knock out SC... The weapons on this thing would have to do far more than on the FF... Basically, this thing would have to be better, but in such a way that it doesn't make the FF obsolete... Perhaps thanks to the passive auras and some other ability, you would still use FF's if for nothing else than to soften up the SC. On another note, these things do need some sort of ability... Of course, they'll have a frag rounds passive by default (or at least the TEC would, I'll explain the others later), but I'm still working on what to do outside that... These things would counter LRF's too as they deal anti-light damage. The problem there is that it would weaken HC's which would mean we might have to buff them (although an Enforcer buff was coming anyways...). Well, I'll just throw out some ideas...
Hull: 2300
Shields: 750
AM: 350
Weapons:
Fore: Two H-RF Autocannons 6 DPS, One Missile Tube (when fighting bigger things than SC) 10 DPS
Port/Starboard: Three H-RF Autocannons 8 DPS
Aft: Two Light Autocannons 3 DPS
Total DPS Versus SC: 25
Total DPS: 35
EXP Yielded Upon Death: 125
Fragmentation Rounds: Deals 10 splash damage with all autocannons [Passive]
Volley: Reduces the CD of all autocannons by 40% for 60 seconds. Costs 75 AM
Inquisitor Vessel [Advent]
Hull: 1100
Shields: 2100
AM: 240
Fore: Four Laser Cannons 12 DPS, Two Plasma Cannons 8 DPS
Port/Starboard: Two Laser Cannons Cannons: 7 DPS
Total DPS: 32
Retribution: Returns 25% of all damage dealt to this unit [Passive]
Inquisition: Reduces damage dealt by all SC within range (3500) by 40% for 10 seconds. Costs 65 AM
Lasharak Protector [Vasari]
Hull: 1850
Shields: 1350
AM: 275
Fore: Three Pulse Beam Cannons 6 DPS, Two Wave Cannons 6 DPS
Port/Starboard: Three Wave Cannons 9 DPS
Aft: Three Wave Cannons 9 DPS
Total DPS: 39 DPS
Dormant Nanite Warheads: See above description for what they do... Only applies to WC's though [Toggleable]
Graviton Warheads: Reduces the speed and increases the CD of of all ships hit by this ship's weapons by 50% and 30% respectively. Only applies to Wave Cannons. [Toggleable]
Notes: DN and GW are options. When GW is activated, DN is deactivated and vice versa.
Well, there you go... What do you think?
TEC: what are H-RF AutoCannons?
Advent: Needs Aft-Firing Weapons. I know Advent generally dont have Aft weapons, but even their flak frig does, and it makes sense that the cruiser has also.
Vasari: I read your posts about Wave Cannons being an unknown in terms of what it actually is and does, and i agree, but i cant bring myself to see it as anything other than a directed energy weapon... its cool, the abilities are nice and its a nice idea, the one or the other... but unless you make it Phase Missiles, which i agree is out of the question... it doesnt seem right...
im quite happy replacing the Wave Cannons with Pulse Beams, and Pulse Beams with Wave Cannons, in the same configuration they are in now. I really do agree that PMs are overused and waves are underused, but i cant see Waves being used in this fashion. Pulse Beams are much better.
Speaking of which, i think the Kamrock should lose some of its Phase Missile Banks, and have them replaced with wave cannons. Same goes with the Vasari SotL.
Otherwise, i like the abilities... one thing i notice though, is there are never abilities that reduce accuracy... might that be an idea for an Anti-SC ability... i can see it replacing one of the abilities on the TEC Flak Cruiser, or even as the ability on one of the Flak Frigs...
[EDIT]: I was just thinking about the heavier weapons on the Flak Cruisers... they are generally short range, or at least as we see from Heavy Cruisers... is it possible to increase the range? i can just see FC's acting as medium snipers... attacking LC's or UC's within the enemy fleet while covering the friendly fleet with its AA weapons... just wishful thinking, but what do you think?
another note: is it possible to write a Preferred Target sub-routine into the game? i know alot of people have asked for it, and i think it would be good, especially for some of our ships which are best used against certain ships and not others. For instance, if we did make FC's double as a medium sniper vs LCs and UCs, then a preferred target code to tell it to fire first at those ships would be beneficial.
As for the two Carrier Caps, i can understand... it does seem redundant, but i was hoping to be able to specialise between the two... at the very least, its on the table so if we dont come up with something else, its there.
and, with the UT, thats cool, i thought there was something going on there... the thing still remains... we are bringing out one very lightly armed, and one completely unarmed utility ship, at a stage where most people will still be playing with LRF's and carriers. the new UC, if it will buff range etc, may be good early game (though i think bringing out it out maybe 1 tier before HC's etc would be better), but bringing out the TT that early seems useless, why do you need such power so early?
and besides that, at that stage of the game, you are still hitting each other with sticks. its basically, i hit you, you hit me, i get repaired by my low-end utility cruiser, and so on. the ranges and damages dont and shouldnt come into it at that stage, which is why i think a simple grunt ships should come in, something like a HC, letting Lancers and Destroyers take the heavy hitter role.
i realise there are only a few places with where to release ships, and by bringing out at least 3 new non-cap ships, we are cluttering the research tab up a bit. but i think that early in the game, utility cruisers arent what we need... im fine without it i guess, we already do have enough, i just wanted something to complement the LF, try and simplify it a bit without the whole mess of numbers created by UCs.
Heavy-Rapid Fire Autocannons. When volley is activated, I will have it timed correctly so that the thing appears to fire constantly. In other words, have the CD as 5 seconds while the duration of the clip is also 5 seconds so the stream of bullets never stops. In addition, these things will have twice as many shells fired per second as normal AC's
No they don't... FC's are going to knock out about half the SC in the first pass, so there is no need. Combine that with the fact that they will function in the middle of the fleet, and there simply is no need. That and the fact that they have the most powerful forward guns of any of them...
Well, WC's could be anything from plasma in an optimum shape for damage dealing, or it could be a solid round that is distorting space around it, allowing it to travel faster than light... Or, maybe its cold plasma which means you could suspend something solid inside of it to act as a warhead. Who knows? And besides, There was nothing else aside from PG's and PM's which we are NOT using on this thing...
But even with FC's, HC's still need to stay put. HC's are something that shouldn't be rushed and should only be employed mid-late game. FC's would have to go in tier 7-8 so as to make them inaccessible to someone trying to rush. These things deal more total damage than HC's, so they are indeed a force to be reckoned with. With there huge hulls, these things basically are the demi-caps we originally wanted. These things will be about half the size of a battleship. They will be very expensive in time and money to deploy and would only be used late-end game in large numbers. One of these could take on multiple illuminators and win, as opposed to HC's which lose to them. Because we don't HC's to become worthless, we need to give them all health boosts and the Enforcer needs a damage boost. HC's should still be a meat-shield. The inverse of this is to make the HFC's (heavy flak cruisers as I'm going to call them from now on as it is more accurate) weaker and give them a longer range. Either way, four-five of these ought to protect your fleet from just about any SC threat which is a good counter to all the specialized SC we are adding.
The TEC's special missile tube is the only long range weapon it has. Its AC's are shorter range.
No, its not. They go after certain things automatically. Ie: an LRF will always autotarget an LF, or a fighter squad will always target a bomber squad. They go for what they are best against based on armor type and the health of the units of that type. They go for the weakest thing they can find. That is why humans kill AI's so easily. We disassemble the pyramid from the top down while the AI tries to yank out that stubborn stone on the foundation. Eventually that stone might come out, but we would have already taken a few dozen stones off the top of theirs.
So... The following is all the ships we intend to have in this mod:
Strike Craft:
Interceptor/Duelist
Multi-Purpose Fighter/Superiority
Gunship/Heavy
Torpedo Bomber/Heavy
Specialty/Elite
Frigates:
Unchanged
Cruisers:
Support
Disable/Repair
Utility
Carrier
Troop Transport
Heavy Flak
Capitals:
Battleship
Destroyer
Lancer
Colonizer
Carrier A
Carrier B [Maybe]
Dreadnought
Ship of the Line
Yep, all that seems good...
i cant seem to think of anything else we need in terms of ships...
Ahh, yeah, we wanted a Minesweeper... how do we want to do it, and AoE active ability that destroys them? disables them? the scouts detection and neutralisation ability plus long range AoE weapons to take them out? or just a brick that flies through the minefield and takes them out like WW2 era anti-mine technology (Crab Mine Flail, for example) that is, uses itself to clear the way for the ships behind it
my input on minesweepers- have a ship similar to a combo of the scout/light/flak frigate, that is, the intended utility of the light frigate, detection/nimbleness of scout frigates, and rapid-firing multi-bank weapons of the flak frigate.
Why I think it should be nimble- well, it probably will only be equipped to survive running through 10-11 mines, not a concentrated assault, so it will need to get out of the way when necessary.
First off, do mines have health, or what? I'm not sure on what they are exactly as far as ship/structure/other... What is their armor type? I'm assuming light/very light, but this is just a guess... Also, if they have health, I doubt they have much more than an SC...
Well, for this, I'll make a few assumptions:
1. They do have health
2. They are a tactical structure
3. They have very light armor
4. They have 5 hull points.
5. They have 0 armor points
Now, given these assumptions, I will create a minesweeper.
EDIT: Now that I actually know some of those things are false, I'll fix the following...
Neodyn Detonator [TEC]
Hull: 700
Armor: 3
Armor Type: Light
Shields: 350
Fore: One VH Autocannon 18 DPS
Minesweeper: Detects all mines within a radius of 2500 [Passive]
Neodine Bomb: Fires a slug to a range of 3000 which then detonates and deals 30 damage to all units (enemy and otherwise) within its range (2500). Cooldown: 60 seconds
Notes: This is great for knocking out minefields, plain and simple.
Acolyte Vessel [Advent]
Hull: 200
Armor: 1
Shields: 650
Fore: One Light Plasma Cannon 5 DPS
Psitech Micro Detection: Detects all mines within a radius of 2000 [Passive]
Sacrifice: Causes all mines within a range of 4000 to swarm towards this ship.
Notes: This ship may have to sacrifice itself, but it also neutralizes a huge swath of a minefield.
Krachek Counselor (Happy now!?!?! ) [Vasari]
Hull: 500
Armor: 5
Shields: 400
Fore: One VH Pulse Beam Cannon 23 DPS
Phase Sweeping: Detects all mines within a radius of 6000. Costs 40 AM
Phase Involution: Sends all mines within range (7000) into phase space for 540 seconds. Costs 100 AM
Phase Pulse: Fires a slug that collides with a mine, destroying it and all those within range (500). Costs 15 AM. Cooldown: 2 seconds.
Notes: While this may not be able to kill them in vast numbers like the Neodyn, it does phase them out for 9 minutes which out to outlast just about any battle. After the battle, it can go around killing them a few at a time and slowly feed your cap exp.
Well, there you have it. By the way, I never really got much response on the HFC's... Would like some comments on this and that.
Tarkan Counselor? The name "Tarkan" doesn't seem very Vasari.
I spend half an hour coming up with that and all you say is, "doesn't sound very vasari."!?!?!
Okay, I'm not really that upset, but I did spend fifteen minutes coming up with that name alone... I'll change it if I must...
some things you got wrong-
basic mines have 30 HP, 0 Armor, no Regen, and are Module armortype. The mine detecting abilities have rapid cooldowns, but are active and have a target limit of 1.
They are tactical structures; however they take up their own kind of slot, mine slots. They are cloaked, so abilities to uncloak them will be needed. I can PM you the ability/buff files if necessary. If Rez has Entrenchment, he may be able to host the GameInfo folder for you to work with. I don't know though, you'll need to ask him (sorry if I put you on the spot Rez).
Other than that, looks good. Also, Krachek vs. Tarkan - Krachek wins. Much more like the Vasar IMO. Tarkan is okay, but Krachek is gold.
Also, WCs are plasma-based weapons. Check the manual. If you can't find the paper copy, use the PDF version in the Sins install directory. Look at the Vasari ship descriptions. Pulse Guns are also plasma-based.
Well, I figured I had something wrong. It was a wild guess, so it wasn't bad...
How many mines could you stick on say, a desert planet?
And what do you mean by they have a targeting limit of one? As in you only find one mine at a time? Unless these things are limited to 3-5 per GW, that wouldn't make sense.
I'll search the Gameinfo files for them tomorrow. That way I'll actually know the exact details of them.
Yeah... Krachek is better, but I was stumped at finding something that ended with an -or. I eventually went with Counselor.
I've said plasma for a while now as far as what they are most likely, its just that I was throwing out what they could be. As I said, they could be cold plasma (which could suspend things like nanites) coated in hot plasma. For the sake of this mod, that is the way the Protector's weapons work.
the unmodded game lets you place 150 mines on all planets.
Advent and Vasari can also place in UCGWs because of how they do it (they are ship deployed, whereas TEC build them in GW's they own with their construction frigates.
However i know DiSt has modded it so Asteroids only have 100, and im sure giant planets have more than 150 slots, so long story short we can stick as many as we like or deem performance appropriate (in the beta, before they put a limit on how many mines per GW, you could have 500 or more mines in a GW so that there wasnt any clear space, and it made even the most high-end computers lag).
yeah, more or less, but the ability cool down is so quick and lasts for such a long time, the total number of mines uncovered within range is larger than you would expect. basically, after a few seconds, all mines within range of the scout are uncloaked, it just happens one at a time.
Now, the Minesweeper Weapons... those are for actually destroying the mines in adition to the abilities? or are they also for anti-ship combat as well? if its possible, i think it should be limited to only firing on mines etc...
alternatively, what about making each races Assault Cruiser have minesweeping abilities... we'll have to give the vasari its own Minesweeper since they use their starbase, but for the other two why not? im just worried we are going to run out of room on the Build Map... there are 6 in standard Entrenchment, plus the 3 we are adding, makes 9 already... so unless we shift the Assault and Construction Cruisers into the Frigates Tab, and/or put the TT or new UC into the Frigate tab, we are already out of space...
oh, gosh, im in the spotlight i get so nervous at times like this... okay, ill say it, I LIKE MULLETS! i really do... oh, um.. what were we talking about? =P
no, its cool, i have Entrenchment just give us a yell for what you need and ill be happy to be of service.
i agree... Tarkan is more TEC or even an outside Advent... if this was a Starwars mod though, you'd be golden! =P
I also had trouble naming the SotLs when i was designing them... funnily enough the Advent one was the easiest, then TEC (i was originally going to go with 'Nike', Goddess of Victory and Triumph in Battle, then figured it sounded weird) and Vasari was the hardest, because whatever i came up with sounded so similar to what was already in use.... on that note, if anyone can come up with a better name for the 'Ultimate' Vasari Ship, im willing to listen.
Mines are already in Phase Space... thats how they are cloaked. Scout ship detection equipment yanks it out of phase space and makes it vulnerable to attack. Its still a valuable ability, but the wording needs to be changed to "Disables Space Mine Decloaking and keeps them in Phase Space for 540 seconds" or something similar.
I also recommend changing Involution to Inversion. I realise its essentially the same thing, but for the lay-person without an advanced vocabulary may get unneccesarily confused. Actually, come to think of it, the whole name should be changed because its not Phase Involution anymore, its more like Forced Cloak or something similar.
Also, you named the TEC MS Neodyn, while naming the ability Neodine bomb. Just wondering if its intentional or not.
As for the missile tube on the TEC FC, i realise its longer range than the AC, i was suggesting giving the other two similarly long range weapons for that whole sniper thing, but meh, it doesnt matter.
Also, Heavy Flak Cruisers... its a mouthful, i was thinking something like Air Combat Cruiser, even if it isnt accurate, or Fleet Defense Cruiser. im sure it will end up being called a Flak Cruiser by the public anyway, but meh.
other than that, im happy with Flak Cruisers. I still think the Vasari weapons should be swapped (so replace the WC's with PB and vice versa. As for the abilities, meh, assume the beam does the same just without a warhead. we can say the Nanites are transferred via the beam, and the graviton warheads ability comes about much the same way as a tractor beam works).
Btw, are you keeping tabs on all these idea? i have a rough tally, but nothing written down yet. just so we have all the ideas and the finally agreed upon names/abilities/number values etc
Universally Controlled Gravity Wells? I have no idea what UCGW stands for, so this is just a wild guess...
150? Do you buy them in clusters or something? Or do you just go for a click-fest and have them autoplaced? Another note, do they auto-construct or do you have to use a construction frig, or are they spawned a few at a time via abilities?
The Minesweeper weapons themselves do not destroy the mines. They only detect them. The second ability is what destroys/disables them.
Nike... Funny story about that... After the battle of Marathon, the army sent a runner to tell the general populace they had won. Problem was, the guy they sent was new. He was not yet used to running tens of miles in one day. When he got to Athens, he yelled "Nike!" (which meant victory) and then dropped dead from exhaustion.
If we stick them on assault cruisers, I'm adding in a new ship especially for the Vasari. I liked Darvin's idea a month ago when he said it, and I'm still bound and determined to do it. I'm going to give those guys an artillery cruiser.
And also, Sweepers are frigates, not cruisers. They have a heavy primary gun, but don't really use it that much.
As far as Involution goes, I'd say leave the name as is. If it bothers them that much, they can look it up. As far as actually deactivating them, let's say PI deactivates abilities/weapons/engines/whatever method they use to blow up.
I know. That was completely intentional. Neodyn Bomb didn't sound good, but ine did.
I guess you're right... People are lazy, so it'll just get reduced the FC. Oh well. But, I guess I just don't understand why you want PB's... I mean, if we add an Artillery Cruiser (which I will do one way or another anyways) which would rely very heavily on WC's, then I'm fine with it. Its just that I want to limit the use of PB's as they are currently a cap-only weapon.
And no, I haven't been keeping a real tally... I'll go through today and copy the final version of ideas over to the AG forums for reference.
UCGW- UnCapturable, or Neutral gravity wells.
Mines are emplaced in clusters. The Vasari have a minelayer cruiser, that deploys either explosive or gravity mines. Fields are of 10 mines. Advent have homing mine SC with an ability. The ability deploys them as a minefield.
The TEC got the short end of the stick on this one, theirs are only buildable from controlled planets, and must be individually constructed. Their mines are placed in a cluster of ten though, and building them goes fast. Just make sure to tell the constructors to go somewhere safe, instead of the middle of a minefield.
A VASARI ARTILLERY CRUISER?! AWESOME! A good way for it to come about is that they wanted to miniaturize their Rashnak Obliterators for use against structures and Very-Long-Range (VLR) targets.
Ahh... Well, what I said had the same meaning...
Okay...
Yeah... Hey, do mines blow your own ships up?
That was pretty much what I was thinking as far as lore goes... And of all the things in this mod, the three things that will go in, one way or another are:
Lancers
Destroyers
AC's.
Anyways, I'm currently copying the statistics over to the AG forums... I'll put a link to it when I'm done.
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