yeah, it's easy to make spinal/forward mounted weapons as abilities, or even full 360 coverage but broadside is as far as I know only possible with regular weapons.
Wintercross
Just a quick question... is it possible to have transparency in a mesh if its set as a particle? I know meshes cant have transparency directly, but was wondering if I set one as a particle can I make it partially transparent?
ok so now I'm working on the Rheinland 'Emden' class cruiser. Loadout plan as follows: Tachyon Pulse Beam Turrets; with two each forwards, port and starboard and one rear facing. These will be similar to the ones on the battleship. However due to them being the primary weapons of the cruiser, their will be upgrade slots to increase the damage/fire rate of them making the Cruiser's Tachyons more effective. Single forward facing Heavy Plasma Cann
Here's the promised pics of the Rheinland Battleship in action. The blue beams are the Tachyons and the red beam is the Plasma Lance (keep in mind the beam effects will most likely be altered) <img src="http://img.photobucket.com/albums/v343/Wintercross/Sins%20of%20the%20Sirius%20Sector/ScreenShot
I'll have to play around with the artifact techs to see what is possible... but from my quick look it seems like they operate similar to regular research... I am thinking of making Nomads ships very strong (lacking shields but having high hull regen) but limiting them early game through their fleet supply. Then give them a late game tech that massively boosts their supply
Yeah, since Tachyons are 'hypothetical particles that move faster than the speed of light' I figured they would make sense as a beam weapon. for the moment I'm using the vasari flashbeam effect for the weapon. I like those ideas on Artifacts, pretty much aong the lines of what I was thinking. Here is a brief timeline concept for the mod the mod is to be placed about 10 years after the end of Freelancer. Not all of
Progess has slowed a little on the mod due to my Primary Computer being out of comission at the moment (Due to moving and other issues) However I have the nessecary files on my laptop to work on Rheinland and Kusari ships. I'm currently working on the Rheinland battleship (wich I'm calling a Bismark Class) Due to freelancer being very turret focused, and Sins lacking any true turret capability the Rheinland Battleship will be primarily a broadside vessel with the followin
Im not saying fleet supply should be the sole thing to balance it, but it'll go along way. at the moment a VR player can have virtualy unlimited mobile starbases and no fleet supply upgrades meaning they get full income with no upkeep tax . making mobile starbases cost fleet supply limits their total and means you need to upgrade fleet supply to field more. I'm also of the opinion that starbase mobility s
The best solution would be to allow Z axis placement for structures. And the counter for Z-axis using fleets are the very thing that all the 'how to not be a noob' posts tell you. Rely on fleets for defence, never trust static defence alone.
Would be good for mobile starbases to use fleet supply. I support that idea fully.
Sounds good, keep us updated
[quote who="CilverBUG™" reply="13" id="3325852"] Mr. Wintercross, you sir get a karma for noticing what potentials a z axis can offer.[/quote] Thanks! it is supposed to be 'space' after all, this isn't a WW2 naval simulator... 3 dimensional space should be used, it just makes sense.... checking weapon ranges and everything in the DEV exe shows that weapon ranges and AOE are actualy spherical... its just the range ring shown is 2d.
It just sounds to me people are upset they got outsmarted. All the 'newb training' posts tell how you should always choose a fleet for defence over static defence... Guess what, fleets can use Z-axis. It is simply a tactical manuver to outsmart your enemy. If they are relying solely on mines and static defence they deserve to get outsmarted. Until the devs actualy remove the keybind you cant say that it is cheating because it is part of the game. If you want '
it's hardly a cheat if it is a part of the game, and it means he took time to manualy plot the course. I think it's a shame we don't have Z axis control over building placement.
Well, thinking about it more, I have an improved solution.... I could make 2 levels of the Burst Cannon ability... First one being the disruption version, the second upgrade costing a little more, but altering the ability to inflict heavier direct damage and reduce the disruption effect time... I wanted it to act as a powerful anti-cap ship, but make it a little different than just raw damage. Of course nothing is realy set in stone yet, I'm just working thr
News Update: I've recieved permission from one of the Discovery Modellers to use the assets he created, (yay for Kusari liner and battlecruiser! and a couple of ships I can throw in for Rheinland) Also, I recently requested use of the assets from Shattered Worlds http://www.moddb.com/mods/shattered-worlds and they have responded giving me permission to use the models for Sins of the Sirius Sector.
I'm planning on using the luxury liners as the envoy/embasador ships. depending on my model requests there are also some good ships to use for faction specific ones leaving the Luxury Liner as the Liberty Envoy. Might give them weapons if it is possible, but make their auto-attack off by default... About population, thats a good point. Terran worlds will probably have little to no metal asteroids, with higher amounts in orbit of less habitable planets, an
[quote who="GoaFan77" reply="31" id="3321248"] Quoting Lavo_2, reply 28Passive ability with a ChanceToHitAsDamageTarget modifier; can't be made to be physical only. Quoting Wintercross, reply 30Oh well, I'll just make the % smaller than I originally intended then. Actually, ChanceToHitAsDamageTarget (AKA chance to dodge) really doesn't simulate "Dodging" as you'd expect. Rather it seems to be just a capped damage increase/reduction. A 10% chanc
[quote who="Lavo_2" reply="28" id="3321235"] Quoting Wintercross, reply 25So I'm hoping to make Liberty shields gain a % chance to avoid damage. (physical only if I can) Passive ability with a ChanceToHitAsDamageTarget modifier; can't be made to be physical only.[/quote] Oh well, I'll just make the % smaller than I originally intended then. Thanks for the info!
[quote who="Yholl" reply="26" id="3320334"]Excellent ideas, I think all of that is perfect. Bounty Hunter caps I think might be more about speed and firepower, and adaptive abilities that enable them to survive even in the edges of known space. They'd probably have weaker hull and shields, not being built to proper military standards though. Weaker hulls and shields, rapid fire high damage laser cannons, and heavier particle guns. Corsairs are geniuses when it comes
My thoughts on Shielding is something along the lines of having passive abilities and research to set each faction apart. Obviously because game mechanics are different there has to be some creative license... Liberty for example tend to use Graviton shields, I imagine this as being something like a powerful magnetic/gravitational field which slaps projectiles aside.. So I'm hoping to make Liberty shields gain a % chance to avoid damage. (physical only if I can) &n
hopefully the devs will fix this in further updates.... but they don't seem too concerned with the AI not using everything...
Well, the AI capitals will probably be frigates... I want to keep the Elites separate and like you said it would cause naming problems... I might actually have an answer for keeping the ships separate... I can use the rebellion selection screen. so on the left is Liberty, right is Liberty (AI) That way I can also not give the ai the starbase increase code so that they don't have like, 20 starbase battleships around their homeworld =P Yeah, for elites I'm going
well, each house faction only has 3 capitals ( a couple more if I get permission for the discovery stuff) so it's not too hard to work with.... Most of the fleet will be made up of 'frigate' fighters, and combat freighters/transport ships etc. I have an idea for AI compatibility.... I can give the shipyards abilities to spawn AI capital ships (wich will be unlocked by ai only research) This should help make the AI a bit more of a challenge without making the
[quote who="GoaFan77" reply="16" id="3319241"] Capital ships in this mod will not actually be traditional Sins capital ships. They will be starbases that are fully capable of phase jumping (thanks to that lovely overpowered vasari ability) Another thread just made me realize I ought to post this here, but FYI the AI will never jump starbases, even if you have the research. So unless you want to make this a multiplayer only mod you're going to have to figure out something e