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csrl

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Reply with quote  #31 
gdrive.png 
This is still all I can see

Xavier Wise

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Reply with quote  #32 
Try again now.
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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
csrl

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Reply with quote  #33 
Got it, thanks!
HaydenBarca

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Reply with quote  #34 
Looking through the TSN mod and it looks like shields and beams are all 1/4 power (to make hulls relatively tougher, I remember you saying), but torpedoes are still at full damage 25.  How's that working out?  It definitely makes them more potent, especially Nukes and Mines.  Skaraan drones are quite beefy as well at 40.
Xavier Wise

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Reply with quote  #35 
In the last version of Artemis, it wasn't possible to modify the damage levels of torpedoes. However, now that it is, it might be something we change again in the mod.
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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Nachtu

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Reply with quote  #36 
How do sector transitions with multiple ships work in this sandbox these days? I mean when a ship enters the edge of a sector (or into a gate), what will then happen to the other player ships?

I guess the bottom line of my query is, can multiple ships reside in multiple sectors simultaneously?
Xavier Wise

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Reply with quote  #37 
For edge-to-edge transition, all ships have to be within a certain range of the same edge or corner of the map to transition. If one ship is in the middle and the rest are at the edge, then the transition doesn't occur. Ships don't necessarily have to be next to each other to be able to transition. They can be as far apart as they like, as long as they are on the same edge that they want to transit though (note that if they are too close to a corner, transitions won't occur as one ship will be set for a corner transitions, but the others would be set for an edge transition.. When the transition occurs, the player ships are moved to the opposite end of the sector from where they transitioned, just outside of the transition zone.

For a gate, one ship needs to be in range to 'Activate' it. This basically turns on code that tracks how many ships are located close enough to the gate and compares it to the total number of player ships in game. All the player ships then have to be within a certain range of the active gate before the 'Jump' button on the Comms console appears. Once it does, then the transition via the gate can be completed. All the ships are located around the new gate position in a basic formation, just outside of the maximum activation range of the gate.

Hope this makes sense!

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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Nachtu

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Reply with quote  #38 
Thanks for the clarification! Got a couple more questions.

What then happens to every other ship/station in the sector once a sector transition is made (GM -spawned or sector-specific)?

Can the content of a sector be saved in any way so that a sector would contain the same ships once the players re-enter it?

EDIT: Also download link in your first post is not working.
Solomance

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Reply with quote  #39 
Is this project dead?
Xavier Wise

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Reply with quote  #40 
Nope. The TSN RP Community is still using this sandbox and I am still working on it continuously.
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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

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Reply with quote  #41 
The problem is, this thread refers to a previous version. Please check the following thread for the more up-to-date information about the TSN Sandbox:

https://artemis.forumchitchat.com/post/tsn-sandbox-7-4-now-on-github-10260465?trail=15

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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Solomance

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Reply with quote  #42 
Right on my dude. Digging into this in hopes of setting up a weekly narrative game for my D&D group.
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