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 Post subject: ArcaTech Armoury & Munitions [R3 Out!]
PostPosted: Tue 08 May, 2012 10:14 am 
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Boomerang
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Just somewhere I can show off experimental weaponry... I hope that, once the module addition process is better documented, I can add these in full rather than just tweaking existing stuff.

First off...

The Gravitic Pulse Emitter! (TL7 Science)
Image

A heavily modified Leech Beam, the Gravitic Pulse Emitter subjects its victims to weak but rapidly shifting gravitational fields that - whilst harmless - wreak havoc upon navigation and propulsion systems, slowing targets or forcing them to a standstill.

Judging by the code, this was intended as the original damage type for leech beams!

Energy Stream Injector!
No image available.
This quick tweak modifies both of the basic emitters and all mining emitters to be constant-beam type, rather than their temporary cycle effect you get now.

Omni-Turrets
Image
Fixed missile mounts or 'inflexible' turret-based ships getting you down? Want to beef up that Star Cruiser with a couple of small Drone Hives or extra Torpedoes, or convert your Hammerhead into an all-aspect missile platform? Upgrade your turrets to new Omni-Turrets, and pack on some versatile firepower! Bomb launchers, mine layers, turret deployers, missile/torpedo tubes, SRM racks, or just good old beams and cannons... our Omni-Turrets do it all. Buy one triple omni-turret, get one free!

Modified Launch Tubes
No image available.
Tired of missiles flying away madly when you try to launch them, and acting unreliably at short range? Install our modified launch tubes! We use a simpler rail launching system similar to that used by standard torpedoes. Highly recommended if you're using our Omni-Turrets!

Goliath Beam Cannons (TL10 Science)
No image available.
They said it couldn't be done, but we didn't listen! A 'miniaturized' version of the Titan Beam used on the Clockwork and UTA Mothership, Goliath Beams can do mind-boggling amounts of damage in a short amount of time. Maintaining the beam for even a few seconds requires a vast supply of energy, so use them sparingly. They also require Tech Level 10 in Beams. Don't worry, they'll be worth it!

Modulated Burst Cannons
No image available.
Tired of your Energy Burst Cannons spreading out too much, and not going far enough? Bolt on some of these new modulator units for a tighter, longer-lasting spread. So simple even a zombie could install them!

Reflective & Reactive Armour
Tired of energy weapons or missiles raining on your parade? Get our specialized new armour variants!
Our new TL6 Reflective Armour found at Science-oriented systems is very effective against beams and other energy weapons, but takes more damage from standard cannons and explosive weapons;
Image

On the other hand, TL7 Reactive Armour found at Security-oriented systems takes vastly reduced damage from standard cannons and explosives, but takes more damage from energy weapons and has less total health than other armour types;
Image

Electromagnetic Pulse Missiles (TL4 Security)
Image
If you're a missile-slingin' monseigneur, a cannon connoisseur, or you just hate usin' them fancy "lay-zer beams", then you're probably used to Fortress Shields ruining your day. Well, you don't have to take it any more! Hit 'em with our new Electromagnetic Pulse Warhead Missiles to dish out a shocking surprise that'll have their shields down faster than you can demand they stand down and prepare to be boarded!
EM Pulse effect created using the Gimpusers.com 'Shocking Sphere' tutorial.

Plasma Cannons (TL9 Security)
Image
Sometimes, 'high-tech' weaponry isn't all it's cracked up to be. So we decided to take a look back at the history of weapons development, and found these beauties - the old tried and true Hasslex Corporation Plasma Cannon. By upgrading the underlying technologies with more recent developments we've ensured that the new models of Plasma Cannon easily match the performance of modern cannon-type weapons, and are highly effective against all targets. They might be expensive and power-hungry, but they pack a serious punch. They also have a very low chance of deflecting off shields!

Deflector Shield (TL9 Science)
Image
Some people claim that our Deflector Shields are 'too thin', but that's their fault for not peeking under the hood and getting a good look at the numbers involved. These top-rate barriers massively reduce the firepower of incoming attacks instead of soaking it all up the hard way. That means you don't need to install lots of heavy shield capacitors, which means faster recharge and recovery times, and less power drain compared to conventional shielding!

Phased Shield (TL7 Science)
Image
Tired of energy-based weapons like beams tearing up your shields? Deploy our new Phased Energy Barriers! The Phased Energy Barrier has significantly increased durability in the face of energy weapons, but takes more damage from cannons and explosives. Installing Phased Shields and Reflective Armour on the same ship is not recommended.

Hypercharge Reactor (TL9 Science)
Image
Customers came to us and said, "hey, dude, we can't get enough power output to run our Goliath Beams!" so we took one look at them and said... you know what we said? "Okay, I'll let R&D know that". Six months later and here we are, the brand new Hypercharge reactor. Unfortunately, the extra shielding required to stop your crew from spontaneously turning into super-powered lizard mutants adds a lot of weight! Best use Inertial Engines.
Added bonus: We managed to reduce the complexity of the Overcharge Reactor in the process!

Nova Torpedoes - Coming Eventually! (TL10 Security)
Image
Top-secret, ultra-destructive munitions, possibly fitted with nuclear-grade explosives! We stole the plans from an ultra-classified UTA scientific installation! Large and Huge slots only, and requires Missiles Tech Level 10...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DOWNLOAD;

Attachment:
File comment: Moved by popular request
ArcXera_R3.zip [1.28 MiB]
Downloaded 4415 times


Certain elements are still untested! Crashes may occur, save regularly, don't blame me if rabid weasels erupt from your speakers and feast on your keyboard/fingers. Though do tell me if something goes terribly wrong.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To-Do/Wishlist | Click to toggle: +
* Better icons
* Custom armour quadrant for Reactive Armour
* Custom mount for Plasma Cannons/Goliath Beams/etc.
* Custom missile for EMPs?


Future Plans | Click to toggle: +
* Nova Torps, obv.
* Kinetic-Kill Missiles - Anti-Armour missiles, 'nuff said.
* Missile Racks - Launch devastating missile barrages, Battletech style! Larger launchers mean more missiles. SRM, MRM, and LRM variants.
* Scatterbeam? - Short lived, fires several beams at once in a scattered pattern
* Beam Cannon - Short lived, high-power, accurate.
* Autocannon - Battletech style, again. Small = rapid fire, long range, high accuracy, low damage. Large = slow fire, short range, good accuracy, high damage.

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Last edited by Arcalane on Sat 23 Jun, 2012 11:10 pm, edited 32 times in total.

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Tue 08 May, 2012 1:58 pm 
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Ranger
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AWESOME

but i love my dear leech emmiters too much for this, i'll wait for you to add in a new weapon that does the effect.

*EDIT*

i just went into my files and changed it to constant myself for the basic beams :D

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Tue 08 May, 2012 5:50 pm 
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Hound
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Well once I get access to damagetypes, I'll proly merge the Ion and Leech emitter together... good idea with the gravity well effect though... ingenious actually.


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Tue 08 May, 2012 6:02 pm 
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Developer
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Damage types (you can use these for any weapon an they will work as intended)

"Explosive" Hits all 4 armor pieces
"Projectile"
"Energy"
"Universal" Equal damage to all shields, armor, hull
"Mass"
"Corrosive" Also hits all 4 armor pieces, weak vs shields
"Ion" disables shields and ships
"Leech"
"Heat" pops asteroids quickly, mining beams use this
"Corruption" converts pods and crew in space to zombies
"CoreMiner" for mining the big asteroids next to stations
"ArmorPierce" what mass driver uses, passes thru armor
"Zombify" when shields down, converts crew on ship to zombies
"AntiZombie" ultra zombie kill beam (clockwork 2 beam)


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Tue 08 May, 2012 10:05 pm 
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Ranger
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can you put "Leech, Mass" for a slowing and leeching effect on your beam?

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 8:00 am 
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Boomerang
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Joined: Mon 23 May, 2011 6:27 pm
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No, only one damageType can be specified at the moment.

Still, I have good news!

Gravpulse Emitter on Research Screen | Click to toggle: +
Image

Gravpulse Emitter in Module List | Click to toggle: +
Image

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 1:25 pm 
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Ranger
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AWESOME :D

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 1:34 pm 
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Volley
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Arcalane wrote:
Still, I have good news!

Gravpulse Emitter in Module List


Did you use your own tutImage or recycled an existing one?

*Also. I need to remember calling it Module list too, instead of "main research page" :P

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Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 4:40 pm 
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Boomerang
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I don't have the skill or patience to make a tutImage for myself - plus that image is already shared by the Leech and Ion beams.

Ed: Please note I periodically update the OP with new materials! I have more things in store and coming along.

Also, Leech Beams will be changing colour now the Gravitic Pulse Beam is 'finalized'. They'll retain their general beam style, but have a blue-ish hue closer to the Ion Beam style now, with a brighter cyan-ish center.

This is because the gravity well effect is purple, you see.

Now that I have the Goliath Beam as a TL10 Beam Weapon I'm thinking about adding TL10 Reactors and Shields, and maybe other top-tier stuff as well. What do you guys think?

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 8:33 pm 
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Volley
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Arcalane wrote:
Ed: Please note I periodically update the OP with new materials! I have more things in store and coming along.


I've read through your list of potential goodies.
Damn. It's like reading Cave Johnsons ramblings! (play Portal 2 and you know who he is)
(Oh. And that's a compliment on the funny department. :P )

I believe we can cram in a total of 150 unlockable weapons and boosters? (3 columns * 5 rows = 15 research area's)
Not to forget the HUGE amount of unlock@start stuff we could add.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 9:15 pm 
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Boomerang
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The inspiration is more from a set of supplements from a very old tabletop RPG. It involved cars and a guy named Al, that's all the hints you're getting.

In the meantime, have some more module list screenshots;
Reflective Armour | Click to toggle: +
Image

Reactive Armour | Click to toggle: +
Image

Goliath Beam | Click to toggle: +
Image

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 9:22 pm 
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Volley
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Arcalane wrote:
Goliath Beam | Click to toggle: +
Image

Why did you gave your Goliath Beam the Booster color?
I know you want to make it look even better then advanced, but the booster color shouldn't be used for it.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 9:45 pm 
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The Fusion Beam is already Red. Assigning the Goliath Beam to Yellow or changing them so that the Fusion is Yellow and the Goliath is Red would be counterintuitive. We can't, at present, assign our own item grades, or else I'd probably make it orange.

I might try rigging up a custom icon later.

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 10:01 pm 
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Joined: Sat 05 May, 2012 6:50 pm
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hang on... the beam had NEW! over it so it means you have unlocked it, but it still said you needed 3 more blueprints??


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 10:19 pm 
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Boomerang
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In my initial tests, it was a starting unlock, to save time. Since then, I changed the unlock requirements to Level 10 and set the BP part reqs as well.

Obviously, loading older saves when testing things can cause some... irregularities. :lol:

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 10:24 pm 
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DL link is REQUIRED for your mods you made. or i will kill you. specificly the Goliath beam, i NEED it on my punder with slowing cloak detecting mines...

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 10:29 pm 
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Nice looking mod... Sure wish I knew how to make new weapons.


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 10:42 pm 
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Palandus wrote:
Nice looking mod... Sure wish I knew how to make new weapons.


Have you checked my Weapon making Tutorial?
If you have further questions, just ask in that thread. :)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Wed 09 May, 2012 10:57 pm 
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Boomerang
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Flypaste wrote:
DL link is REQUIRED for your mods you made. or i will kill you. specificly the Goliath beam, i NEED it on my punder with slowing cloak detecting mines...


You realise if you do that, you won't get the files either, right? :P

I've made the Goliath only usable on Large and Huge mounts. As it is, it would be pointless to fit it on anything less due to the vastly lower reactor/capacitor potentials of smaller ships. You'd get maybe a second of firing time at best - not enough to do any significant damage with it.

Adding new weapons isn't as daunting as it sounds, although I've not touched projectile weapons or any missiles yet.

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Thu 10 May, 2012 2:56 pm 
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No comments yet? :(

Still, here's some more toys for you to salivate over;
Surprises! | Click to toggle: +
Image

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Thu 10 May, 2012 6:44 pm 
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Well, this is a mod to try out!! :D so much shiny new things!!!!
Just add some new ships to the file and i can try both out at the same time :)


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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Thu 10 May, 2012 9:57 pm 
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Boomerang
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Xeranes has been kind enough to furnish me with some of the data from his shipyard mod, which I've used to build a combined ATech Armoury/Xeranes Shipyards mod! So that'll be out soon, I hope.

EMP Missiles have replaced Gravity Missiles at Missiles TL4, whilst Gravity Missiles have been bumped up to Missiles TL6. I wanted to make EMPs more accessible to those who focus on missiles so they'd be able to be competitive, and also for cannon users who prefer not to use beams but don't want to sink tons of tech into missiles either.

Ed:

Here's how the recoloured Leech beams look;
| Click to toggle: +
Image


Wubwub. Yes, I changed the crystal colour too. I realise it's similar to mining beams, but very few enemy ships actually -use- mining beams (compared to the number that use leech beams) so you should be fine. I'd remove the core, but then I fear the beam would be so subtle it'd just... well, disappear really.

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THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!


Last edited by Arcalane on Thu 10 May, 2012 10:20 pm, edited 1 time in total.

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Thu 10 May, 2012 10:00 pm 
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Arcalane wrote:
No comments yet? :(

Still, here's some more toys for you to salivate over;
Surprises! | Click to toggle: +
Image

awesome, once again. will go good with a pelican that also has your goliath beam equiped, and some reg huge missles(3 small electromag, 2 huge missles, goliath beam will be awesome, im thinking...)

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 Post subject: Re: ArcaTech Armoury & Munitions (Early WIP/Preview!)
PostPosted: Fri 11 May, 2012 11:32 am 
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Boomerang
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And here we go!

This includes the Citadel, Vespa, and all of my components in the OP so far.

It also increases the capacitor multiplier for the High Capacity Reactor to 3x rather than 2x, though it drops the recharge rate by 5%. I did a little polish work on the Citadel/Vespa shield and HUD icons, so they should look a little better too.

Ed: Updated! Fixed EMP missiles having inconsistent sounds/impact effects.

Attachment:
File comment: Fix'd!
ArcXera_R2.zip [1.18 MiB]
Downloaded 338 times


Experimenting with Plasma Cannon shot colours;
Image
Image

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THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!


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 Post subject: Re: ArcaTech Armoury & Munitions
PostPosted: Fri 11 May, 2012 7:41 pm 
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Location: Manitoba, Canada
i like the purple color for the cannons

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