Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 4 of 5      Prev   1   2   3   4   5   Next
ron77

Registered:
Posts: 127
Reply with quote  #46 
Quote:
Originally Posted by ryleyra
Also: There really isn't any rule that says beams can't have the same x,y,z coordinates, is there? I hadn't really thought of that for "multishot" beams.

Correct, there isn't.

Quote:
Originally Posted by ryleyra
In Strike Force Seven I gave the flying saucer Xlmbt a rapid-fire beam. I didn't really think about how fast it uses energy, but very little survives that beam for long. 😃 That was intentional. I might use your idea to fire 10 shots and then "reload" though.

Yeah, rapid fire only works if you adjust energy usage to compensate; otherwise you might as well fire your warp core at the enemy. [biggrin] Also, there is nothing stopping you from building a machine gun turret that covers 360° (arcwidth = 1.0) and consists of 38 beam_ports with identical coordinates. (I found 38 to be the maximum amounts of beam arcs that will be displayed, I assume that it will ignore additional beam_ports after that.) All you would have to do now is adjust playerdamage and recycle in the vesselData.xml accordingly.
ryleyra

Registered:
Posts: 2,890
Reply with quote  #47 
Quote:
Originally Posted by ron77

Yeah, rapid fire only works if you adjust energy usage to compensate; otherwise you might as well fire your warp core at the enemy. [biggrin]


Well, the beam was supposed to be massively overpowered (the saucer carries only a limited selection of torps and it's the only beam) so it only takes like a couple of seconds to take out a ship. So it's worth the energy cost for the damage it does. (It's essentially a nuke that is a beam)

The only problem is that it's possible to run out of energy while fighting a large fleet and have to stop firing. So breaking up the shots and forcing the beam to recharge would conserve that energy and give it time to recharge.

MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,865
Reply with quote  #48 
I was looking for a mine mesh, and it occured to me it was not that complex, so I just made one in DeledCE.  

MineIn.png

Original next to new one

Mine.png 

Logo!
Splash.png 
 Next will be getting the ships into the vesselData and working over artemis.ini.  If I have time, I'll try to get the UI buttons and such done, but I don't know if I'll get there before Armada.


__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,865
Reply with quote  #49 
So far, so good!  I've had a few random crashes, but usually it's something I can suss out pretty quick.  So far, I've gotten two ships in and modified the engine particle's shape and color.  Apparently the engine particle image is multiplied with blue.  In this case, I made the engine particle orange, which comes out green.

Screen2.png 
I've made warp efficiency 10.0 (max) in artemis.ini and 8.0 multiplier in vesselData.  You can warp if you need to, but it's gonna cost you!  Also, I reduced the energy cost and gain for torpedoes to 5 or 10, just to make sure there's plenty of torpedoes available.
Screen.png 


__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ron77

Registered:
Posts: 127
Reply with quote  #50 
That looks pretty awesome, Mark! Well done!

Also, I just noticed that your title screen says "2.7.0 FULL VERSION". Are you not going to run it on 2.7.1 or whatever the most current version is?
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,865
Reply with quote  #51 
I'm going to do it on 2.7.1, I just have been working in 2.7.0 and I haven't installed the update yet lol
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Longbowman1346

Avatar / Picture

Registered:
Posts: 545
Reply with quote  #52 
Looks outstanding!


__________________
Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,865
Reply with quote  #53 
Schedule update!  The Modding Workshop will now be held on Friday from 3-5 PM, swapping with the Mission Scripting Scripting Workshop which will now be Saturday 9-11 AM.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ron77

Registered:
Posts: 127
Reply with quote  #54 
Quote:
Originally Posted by MarkBell
Schedule update!  The Modding Workshop will now be held on Friday from 3-5 PM, swapping with the Mission Scripting Scripting Workshop which will now be Saturday 9-11 AM.

Oh crap...I hate to ask but...is it possible to record both? Your expertise seems like something I don't want to miss.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,865
Reply with quote  #55 
I don't see why not.  I'm not running the Mission Scripting Workshop, it's Mike Substelny (a much better choice than I 😋 ).  We should be recording all 3 panels (including the DMX workshop), though.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ron77

Registered:
Posts: 127
Reply with quote  #56 
Quote:
Originally Posted by MarkBell
I don't see why not.  I'm not running the Mission Scripting Workshop, it's Mike Substelny (a much better choice than I 😋 ).  We should be recording all 3 panels (including the DMX workshop), though.

That would be so awesome. Thanks a lot, guys!

(Also, who's doing the DMX workshop?)
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,865
Reply with quote  #57 
I do, actually :P
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,865
Reply with quote  #58 
Brief update, got all 4 player ships in and functional, internals to engine ports!  The enemies and fighters should be a little faster.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ron77

Registered:
Posts: 127
Reply with quote  #59 
Quote:
Originally Posted by MarkBell
I do, actually 😋

Very good. [thumb]

Quote:
Originally Posted by MarkBell
Brief update, got all 4 player ships in and functional, internals to engine ports!  The enemies and fighters should be a little faster.

I can't tell you enough how much I'm looking forward to this. [smile]
Longbowman1346

Avatar / Picture

Registered:
Posts: 545
Reply with quote  #60 
Quote:
Originally Posted by MarkBell
Schedule update!  The Modding Workshop will now be held on Friday from 3-5 PM, swapping with the Mission Scripting Scripting Workshop which will now be Saturday 9-11 AM.


Due to the time and distance to get there, it is not likely I will be able to make the panel but I wait in anticipation to talk to you about it later at the con!

__________________
Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.