Well, we're going to make their range unlimited once they stop seeking and become an ability. Also, they can't be much slower than say fighters. I know the tau codex has endless emblems, they aren't the problem. The problem is the bloody artwork. We can't copy it because of IP restrictions, so we'll need our own. This makes problems.
xthetenth
When it stops being a beta and starts being the 1.1 patch, most likely.
Oh, I forgot those CapitalAbility damage bits. Unfortunately, we may need two different abilities with different damage types, but I think that good target exclusion can make that a non-issue. Thanks, this should make the ability workable. However, does anybody know how to do the second one? I have an idea, but it would make the ability a guaranteed hit, something that would be very bad, and wouldn't make the shot capable of being shot down.
Assuming we get somebody who can draw, we'll get custom portraits, and icons I'll work on. I kind of hacked together the button, and I'd like to weather the chaos star, but I like it in general. What would you say to emblems instead of portraits in the interim? I could make a series of pretty good looking chaos stars relatively quickly, and there's a variety of good imperial emblems to riff off of. (come to think of it, I think that one of the guys got them together for icons).
Wha! FrigatePirateScout? Okay, I'll fix that now... Should be fixed, if you go to my skydrive and dl FrigatePirateScout and dump it in the mod's GameInfo directory (or if you're lazy and have tons of bandwidth, just dl the whole mod, I fixed that and I know it's working. If you can't seem to get to my skydrive with the link that got mailed to you, I'll mail it to you. Prezo, I think it's all the guns, it tells me that the emitter hasn't been found for either weapon, do it the s
Hey, Yet again in my modding, I've run into something that I'm really not sure about. I want to make an ability to replace a weapon to free up an emitter and to get it in place so I can eventually replace it with the proper ability (which is really complex, so I'm going to ask that seperately). However, to do it, I need to be able to do damage that ignores shields and is affected by the ship's armortype. Is this possible? For the final ability, we want to make an ability that spawn
Okay, then it's sins, not me. About the escorts, iNert's a genius, boy do I miss having him around, but he's way ahead of the rest of us, so he's earned a lot of rest. I think I'm going to cut fleet caps in half, because there's a ton of ships out there, and too few researches are needed to get a huge fleet where bad things happen. I want to find that point where if you have a large enough empire to build two fleets, you'll need them to protect your flanks, and I think that if the cap f
You don't see team colors on cruisers? odd... I know that part works. Also, we've got a new main page, just 'cause it's cool. I'll see what I can do about the escorts not having color. Prezo: It's working! The emitters are perfect! Release is not far off once you get me a battleship and a building. Then we can go beta, because we'll have satisfied the IP regulations. Hooray! Oh, and try to figure out why the escorts are black, that'd be a good one to fix.
CRAP!!!!!!! I don't know why, because I probably won't need that many strings, but yeah, crap, and I probably will run into that limit soonish. Also, this'll cut down on our emitter counts. EDIT: I just made a tweak. Now the capital ship crew researches also determine the maximum trainable level. This ties in all the investment in capital ships, and will let you train to higher levels in bigger games, where you'll need the extra durability to keep the ship alive. Tell me what having all
One other very aggravating (but probably too hard to fix for me to get my hopes up over) is damage and armor types. This is quite limiting for TC mods, but most everybody else probably won't have to care too much. A question now, is it possible to build capital ships and cruisers out of the same building, or do you have to segregate them? Thanks.
Yeah, I'm sorry, I forgot it. oops... :NOTSURE: Anyway, we need to put emitters on the models, so very similar ones are good enough for now. We're using xsi, which I think is free, or it might not be. I never really looked into it. Anyway, I'm sending the good mail now.
Thanks. I'm going to cap at 8-10k points of fleet and 8 battleships, with a differently priced but more linear upgrade scale. I've got ship experience and supply costs set up now. You'll notice experience is way easier to get, and it should help battleships be more survivable. I'm also bringing training in, and making it possible to train to higher levels. If this sounds bad for some reason, please object. Escorts are now discounted (all three are cheaper in supply costs, and the Iconoclast and
I've got team colored ships working (hooray!), so that's one thing down. The rest of the stuff is going to take a while, it's my mom's birthday. How many points do you guys want available in the endgame? I'd say somewhere around 8-10k, because you'r eonly likely to hit the highest level of income in larger maps, and there you'll want/need 3-4 fleets of decent size, and 2k is a good fleet size, it's not too few, and hopefully few enough that instakills go out the window. Sound good? Also
Doubling ship metal costs, saving crystal for researches when we get those. I think I'll double crystal costs for carriers too. I'm going to switch the arcage of the slaughter's weapons, and that should be a good temporary fix (with the prow guns added in, they should be slaughters, not slaughtered :p ) I think the fighter glitch is with sins itself, so I'll wait for a patch on that one. I'm also going to tweak the support costs for the next version, so that should deal with most of that stuff.
Oh, then it's fixed now? Also, what we're talking about is making the ships entirely team color. Reds and greens = Khorne and Nurgle, respectively, and everything else is slaanesh and tzeentch. Also, there'll be no problems telling your ships apart. Sound good?
I don't think so. We need a moddb page for recruiting purposes, so we can deal with that stuff. Actually, team color was my original idea, I'm glad to see it getting resurrected, because it really solves everything.
yeah, that'd be good I guess, I'll do that, I already know how to do that stuff. Just team color with proper shading and all?
I think the two extra ones are alpha (generally transparency), but what confuses me is why there are sometimes capitalized, and I don't remember the explanation.
The Acheron had 1600 HP due to a typo, and it got changed to 1200, but the ships in your game had 1600 because they were in an old save. The current HP is saved without looking at the maximum. Also, that paint scheme is epic win, I'm glad that's what i'm giving my ships (with gold on the raised trim). Crimson is cool, but Thousand sons are awesome. Next mod gets slaanesh textures, I think. And the bits are good, ships do have a lot of mechanical giblets, after all, and it really looks like a bat
Okay, good to hear. I think for you I'll add a thousand cruisers to the pirate fleet. =p
And eldar names are gonna be as bad. How're you liking the mod now? (me promises me is going to fix bombers for the next revision, it's just gonna take time I don't have). Also, do you guys think they aren't powerful enough or are still good against full capships, which have the turrets to suppress them? They are the best counter against escorts, which don't have the turrets or armor to resist them well, so it's rather unsurprising that they'd do well in cleaning up escorts. Try a full fleet bat
Most of those names are good, I don't think chaos wants the false emperor to protect them =p, but I actually went through them last night. The alpha is still closed, it should open up soonish though. Prezo, any idea when I can get a battleship and escort model with working (not necessarily perfect, just not crash-inducing) emitters, and also my reading is correct that once we get all the obvious sins IP out of the way, there's no problem with the IP restrictions?
Okay, that's more for the feedback that carriers pwn too much. I was a bit worried about that without turrets, and I'll fix that for the next version. I'm kind of perplexed about battleships being too weak. I guess you can't afford enough fleet with the capship techs being as expensive as they are. I have no bloody clue on the economy yet. I think the lack of a research tree with large costs of metal and crystal is making them too prevalent late, so that'll get fixed. I will fix the effects, jus
Okay, I'll try to get a handle on the carriers. They are supposed to be moderately more powerful and expensive, but if they're way more powerful, that's gotta change till I get turrets in. Do remember that fighters can pierce shields, so 1v1s or effective 1v1s are going to favor fighters, and they don't directly contribute to gunnery overwhelming shields. I'll check out whether slaughters are actually firing their broadsides, because that would throw off effectiveness rather significantly. Final
What!? Minidumps when you scuttle? That's like the last place I'd look. The models aren't done yet, so right now all the cruisers are using the slaughter mesh and escorts and battleships don't have a model yet. Also, the emitters aren't working right on that model. It's almost entirely stable, but the weapon emiters don't work, so it shoots out its center point. That isn't in my ballpark, but I think prezo's almost done with it. Right now, it's just the gameplay present. Glad you like it, though