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MarkBell

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Reply with quote  #16 
Yep, seconds before ready to fire again at standard Engineering settings.
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dwainedwibly

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Reply with quote  #17 
Thank you, and is that cycle time separate per beam?
Fish Evans

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Reply with quote  #18 
Quote:
Originally Posted by MarkBell
Interestingly, you can add drone ports to non-base friendly ships.  They'll even deploy drones, although they're really more like mines - the drones don't move at all once they're fired [tongue]


Yes they seem to be bugged when side = 2 (player default side)
MarkBell

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Reply with quote  #19 
Modified the vesselData post slightly for formatting and notes on player fighters.  Player Fighter info subject to change, pending new release!
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Mike Substelny

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Reply with quote  #20 
Followup: The monsters do have brain stacks just as NPC ships do, but the elements of their stacks are different. Thom said he will expose monster brain stacks to the mission scripting system but the last time I checked he had not yet done so (according to his documentation). Assuming he eventually does, it should be possible to change any space monster's behavior in a mission script.

BioMechs are ships, not monsters, and there are certain aspects of BioMech behavior that remain unexposed to mission scripts.

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MarkBell

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Reply with quote  #21 
Oh that's interesting - I could see some different elements in a monster brain stack - dragon lair locations, that sort of thing.  That could make for a really interesting game, a dragon slayer mission - like a D&D Spelljammer kind of mod.
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Mike Substelny

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Reply with quote  #22 
Quote:
Originally Posted by MarkBell
Oh that's interesting - I could see some different elements in a monster brain stack - dragon lair locations, that sort of thing.  That could make for a really interesting game, a dragon slayer mission - like a D&D Spelljammer kind of mod.


You're right. Though I haven't seen the Dragon brain stack yet, it is supposed to contain blocks that say "grab stuff in your mouth and drag it back to your lair." Since the Dragons_Lair has not been introduced into the terrain yet, right now Dragons just grab things in their mouths and drag them around randomly toward no particular destination.

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ryleyra

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Reply with quote  #23 
I am hoping Thom has plans to include monsters in vesselData, or a separate configuration file. I'm sure the players would like the option to expand on the number and types of monsters. (Or even those killjoys who don't like them could remove them [biggrin]) Not immediately, of course, but down the road.
MarkBell

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Reply with quote  #24 
To be fair, you can already set Monsters to None when setting up your Invasion Mode game, so that's not a problem.  I wouldn't mind being able to muck about with what kinds of monsters show up, though - that'd be hella fun.
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Gwen

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Reply with quote  #25 
I've been searching and can't seem to find an answer to this: Is it possible to change the names of weapons in the game?  For example changing "homing" to "MK VI photorp", "beams" to "phasers" etc...

I have also been looking at the game files and so far it looks like those names are probably imbedded in the game .exe.  But I thought I'd ask here in hopes of a quicker definitive answer.  =)
MarkBell

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Reply with quote  #26 
Unfortunately no - the names are indeed hard coded. I don't think it's high on Thom's list of important updates, either [tongue]
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Gwen

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Reply with quote  #27 
Thanks Mark.  I guess I could always go crazy with a hex editor some day =P
MarkBell

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Reply with quote  #28 
Ok, updated the second post with some new info from 2.4.0, namely the new damage vs playerdamage settings, a note about the glowfile in ship customization, the new shield entry for player fighters, and the fact that long_desc_text is now used again!

I think I covered most of it, I think I'll put up a post on defining races next.  That'll include what the various tags do, how to define a second player race, and so on.

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ryleyra

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Reply with quote  #29 
I believe player fighters use BOTH the "player" and "fighter" tag.

You should probably also mention that player carriers need the "carrier" tag. (Again, as well as the "player" tag) I don't think it's actually needed, as the "carrierload" block defines the ship as a carrier, but without the tag I think it won't be given the LAUNCH_FIGHTERS AI block if created as an NPC.

"carrier complement" was still around in 2.3, but as of 2.4 "carrierload" is used for all ships. Naturally, that means the carrier will summon ships of the same race with the tag "fighter".
MarkBell

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Reply with quote  #30 
Whups - thanks for the edits, it's good to have proofreaders [tongue]

Good call on the player fighters, I'll update that.

I'll have it as player carrier ships get the carrier tag as well - there's no reason not to include it, and that's how the 2.4.0 ships are defined.

I'll add in the carrierload and fighter value, as well as the included (but not yet used) bomber tag. Is the shuttle value included in the stock vesselData file?

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