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 Post subject: Anachronism Mod (Visual & gameplay mod)
PostPosted: Wed 23 May, 2012 7:57 am 
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Gopher
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Anachronism mod
v0.07 : Get here!
Visual-only version : Click here
Vanilla-stats mod : Click here (vanilla gameplay but weapon statistic bars are drawn more accurately and with extended info)

!!IMPORTANT NOTE!! Upon starting a new game, rebind your beams, cannons and missiles to Mouse buttons 1, 2 and 3 for individualized weapon control (look under Tactics>Advanced tactics)! Your ship's reactor will not be able to support firing both cannons and beams simultaneously, and you will otherwise be very, very confused.
Recommended: skip chapter 1, normal mode, smallest galaxy size

Anachronism is a mod based around two basic ideas:
☢ Semi-modular ship design
☢ Faster-paced and more strategic gameplay

With Anachronism, you can customize every ship with a number of module units (unlocked through the Hull tech path) designed to expand what your ship can handle and do.
Image

All ships can carry more weapons than their reactor can power, so switching judiciously between your beams, cannons and missiles are key to surviving the much more unforgiving new world. (But we've thrown in a few new toys to help you too :D )
ImageImageImage
List of added modules | Click to toggle: +
Shiv - short-ranged armor-piercing beam
Gravitic lance - Mass effect (comes in 3 colors!)
Corruption beam - Why would you use this?
Stardust cannon - Rapid-firing short-range ion cannon
Bio-plasma emitter - Fires energy blobs either in a straight line or 360 degrees around you
Collector turret - Deployable turret that picks up rez and adds it straight to your bank
Cargo bay - 30% increased cargo space
Atomizer - Upgraded mining beam with constant output
Focus booster - Greatly increases beam and cannon range
Cloak-buster scanner - Detects cloaked targets and does ion damage
Efficient engine - Almost zero power drain for decent mobility
Basic armor - Starter-level armor that gives you an alternate choice to light armor
Light shield - A low-powered shield that reestablishes and recharges quickly
Shimmering cloak - Ship vanishes much more quickly after every shot


Weapons, reactors and engines are balanced around three archetypes:
ImageFighter-style: agile dodgers that hound ships continuously, fast-firing weapons with high power draw
ImageAssault-style: high top speed but low maneuvereability designed to run away after delivering each salvo, per-shot damage is high but firing rate is terrible
ImageBomber-style: heavier and slower than most with the most inaccurate weapons, but highest damage potential

List of major changes:
☢ Steampunk-style visual remake for many (soon to be all) Space Pirate faction ships.
☢ Tweaked mechanics to make player skill more important in the outcome (no auto-tracking for most missiles, for instance). Most UTA-style modules are side-grades to Civ-style modules rather than direct upgrades. Most modules now have significant weight.
☢ Large arsenal of weapons per ship with the use of module units, but highly limited reactor output and capacity. You have to choose which weapons to fire.
☢ Research upgrades grant far less of a boost. This is to promote spreading your tech points around for diversifying your weapon pool.
☢ Damage type strengths and weaknesses now actually matter--no matter your tech investment, energy weapons will always be better against shields than projectiles, and so on. If you are not efficient with firing the right weapons at the right time, you will quite easily be locked into unfavorable trades.
☢ Several new weapons are available. Some old weapons are gone (like the leech beam--it screwed with the limited reactor power too much).
☢ Increased ship mobility with higher speed limit, increased thrust and no drag.
☢ Several extremely rare enemy-only hulls appear on high-level systems (see - what's new in 0.04)

What's new in 0.06 (and 0.07)? | Click to toggle: +
Image
-Small mass bombs are now available
-Medium drone launchers are now (properly) available
-Coleopt has been added to the regular spawn and is pilotable (it's a small drone launcher!). This is the last of the ships that were in the game files but never got enabled in the full release (it was supposed to be the original deployable drone launcher).
-Left hook is once again pilotable
-Raven is once again pilotable
-Mammoth is once again pilotable
-the scout and left hook now have small bomber hardpoints -these can't use mines or deployeable turrets though (except the collector turret)
Image
(now that's just ridiculous)
-Microlite and basic missiles have had their speed reduced by 15% and their damage slightly reduced
-Shiv now does about 33% more damage
-0.06a: Atomizer (mining beam upgrade) added

0.07 (balance tweaks)
-Shield/cloak statistics are now shown accurately
-Light shield and Shimmering cloak added
-Improved placement of hardpoints on Flora
-Tweaked stats of several ships to be more in line with others
-Reduced projectile research's speed boost
-Slightly reduced hitpoints of larger ships
-Increased armor resistance against explosive damage, increase hull resistance to energy damage
-Increased spawn rate of Coleopt, Drake and Stork
-Increased projectile speed of energy burst cannon by 40%
-Increased energy consumption of Shiv by 50%


What's new in 0.05? | Click to toggle: +
-All deployeable turrets are now mobile. Sorta.
-Mines have been tweaked, hopefully to be more useful (smaller minefields but faster mine deployment, different minefield patterns for each mine, different effects including mass and leech types)
-Focus booster: Improves the range of both cannons and beams (available from the start)
-Mass drivers now have very long range and high-speed bullets, but lose accuracy (larger spread) if you move while firing
-Collision polygons for all missiles (but not rockets or torps) has been drastically increased
-Grav lance now has 50% more gravy
-Cloak-buster scanner's range has been reduced
-Misc fixes


What's new in 0.04? | Click to toggle: +
-Added the Drake, Stork and Gemini as rare but powerful AI-only spawns. These guys have a small chance to appear on maxed-out security systems.
Image

-Added a new module: Cloak-buster scanner (Deals Ion damage to cloaked targets)
-Reduced the ability of AI to spam certain missiles
-0.04b: added per-shot power consumption and damage type multiplier info to weapons statistics


What's new in 0.03? | Click to toggle: +
-two new modules for the rez collector:
Image Cargo bay: Increases a ship's cargo size by 30%
Image Collector deployable turret: Picks up floating rez and delivers it directly to your bank

-Most weapon statistics are present, and are exactly quantitative (i.e. they tell you precisely how much better or worse a weapon's stat is compared to others)
-Proper icons for new stuff
-Lots of back end changes that players don't need a list of :P
-0.03c footnote: Stardust cannon, Basic armor


What's new in 0.02? | Click to toggle: +
-Mass bombs are now powerful, aimed area denial weapons
Image
-Various improvements to hull slot design...
Image
-New sprites, like this one.
Image
-Lots of balance tweaks to weapons
-Larger ships are now more mobile (and thus not fucking boring to play)



Have fun.

Mod contributors: Arch, Val & Stone

Screens | Click to toggle: +
Image
Image


Last edited by Stonechimes on Mon 20 Aug, 2012 6:11 am, edited 69 times in total.

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 Post subject: Re: Anachronism v0.01 (Visual & gameplay mod)
PostPosted: Wed 23 May, 2012 9:10 am 
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Volley
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Joined: Sat 05 May, 2012 11:24 am
Posts: 569
Can we have more explanation as to what this mod will entail?

What do those... um... interesting, looking modules do?
What is this fairy ring you speak of? I see the picture but, it doesn't convey to me what it does or is. Is it a ring of those zomby shots to circle and partially protect you?

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 Post subject: Re: Anachronism v0.01 (Visual & gameplay mod)
PostPosted: Wed 23 May, 2012 6:44 pm 
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Dart

Joined: Sat 05 May, 2012 12:22 am
Posts: 17
This looks epic.


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 Post subject: Re: Anachronism v0.01 (Visual & gameplay mod)
PostPosted: Thu 24 May, 2012 2:02 am 
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Ranger
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yes, it does look epic! any ETR?

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 Post subject: Re: Anachronism v0.01 (Visual & gameplay mod)
PostPosted: Thu 24 May, 2012 3:28 am 
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Gopher
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Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
Right about... now.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Thu 24 May, 2012 12:00 pm 
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Dart
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Joined: Fri 11 May, 2012 11:27 am
Posts: 10
I must say, first off: I am not very far into this mod, as I have yet to even unlock a Large Hull.
I however just wished to say, I quite enjoy the art-style and customization I've seen so far. Please keep up the good work.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Fri 25 May, 2012 1:19 am 
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Ranger
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got a crash; was in a lvl 16(?) system, and it randomly froze, toold me invald tractor_medium and then some random numbers.

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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Fri 25 May, 2012 1:20 am 
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Ranger
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about to replecate it to get some more data, like the random numbers and what system etc
-ok, didnt happen again. i'm geussing invalid utility weapons, or ship configurations, i had tried to spawna hound config C, and ti crashed with invalid PD emmitermedium, so im geussing invalid ship configs.

--ok, yes, definitly invalid configs. getting this more and mor eoften as more different ship types start warping in. i would change this myself, but your code is all retarded. looks like a .dso file

---ok, im getting PD_medium and tractor_Medium errors.

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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Fri 25 May, 2012 2:50 am 
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Ranger
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i also want to know what the feairy ring is.

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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Fri 25 May, 2012 4:36 am 
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Hound
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Posts: 1400
Sounds like he misspelled some things in the SizeHulls.cs or SizeDesigns.cs files.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Fri 25 May, 2012 6:43 am 
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Gopher
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Thanks Flypaste, fixed.

Edit: FairieRing is large/huge cannon (name is changed to Bio-plasma emitter ingame) that fires a cluster of large ion-damage projectiles either in a straight line or in 360 degrees. Supposed to be an area denial/anti-cloak weapon.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Fri 25 May, 2012 2:37 pm 
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Shortbus

Joined: Fri 25 May, 2012 1:58 pm
Posts: 3
Great mod, but has many bugs. i got crash 2 times. invalid engine m_economyEngine in source\T2D\t2dUtility.cc and second time something about mining laser.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Fri 25 May, 2012 6:28 pm 
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Gopher
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Thanks Xer, crushed one of those with a vengeance, still looking for the error with the mining laser.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Fri 25 May, 2012 10:17 pm 
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Ranger
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this mod. is a mod that makes tiny ships worth using.

Also, do the files look like actual .cs files now, and not .dso?

-economy engine bug isnt fixed. just got it whne either 1. a minign bore station exploded(spawned a dysonstation to destroy it troll) or 2. some reenforcements tried to warp in.

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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 26 May, 2012 1:58 am 
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Shortbus

Joined: Fri 25 May, 2012 1:58 pm
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im not so sure for 100 pr about crash with mining laser, could be something diferent:)
cant wait for fixing bug with engine. its a best mod for me:)


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 26 May, 2012 2:58 am 
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Ranger
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ok, went to a warpgate, got a crash. invalidminingtractoremmiter.

-PLEASE, fix your code so its readable!

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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 26 May, 2012 7:26 pm 
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Gopher
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Posts: 97
lol, sorry. I actually had not uploaded the fixes as I wanted to get as many of them as possible before updating (it's up now).

I just left my computer at the title screen spawning ships for an hour and got no errors, so hopefully that's all of them.

But enough about the stupid bugs, what about the gameplay and balance?

Edit: Heh. Hahahah. HAHAHAHAHAHAHAHAHAH.

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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 27 May, 2012 1:54 am 
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Shortbus

Joined: Fri 25 May, 2012 1:58 pm
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shoting beam and cannon is slower, its good, but i can shot mass bomb one by one, and its too fast in my opinion.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 27 May, 2012 4:56 am 
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Gyro
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Could you re-add the tutorial power-level bars and possibly use pro and con text to add more information about the modules? It would make it a little easier to compare modules.
This is at least needed for weight levels, which I have no clue about.

On another topic, really awesome mod! :D
I found this to be one of the more interesting mods so far, especially with the modular ship gameplay.
Every ship seems to easily get torn apart, however. Hmm.
You're doing really well with this! Are you planning to add proper module art later or are you thinking about getting help from others?

Also, I think either every ship faction should get its own time look to fit with the title of this mod or that all ships (except zombies, I'm not sure how that would work) should get the steampunk makeover.

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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Mon 28 May, 2012 5:31 pm 
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Gopher
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Fixed that :P

codyfun123 wrote:
Could you re-add the tutorial power-level bars and possibly use pro and con text to add more information about the modules? It would make it a little easier to compare modules.
This is at least needed for weight levels, which I have no clue about.

On another topic, really awesome mod! :D
I found this to be one of the more interesting mods so far, especially with the modular ship gameplay.
Every ship seems to easily get torn apart, however. Hmm.
You're doing really well with this! Are you planning to add proper module art later or are you thinking about getting help from others?

Also, I think either every ship faction should get its own time look to fit with the title of this mod or that all ships (except zombies, I'm not sure how that would work) should get the steampunk makeover.


Some very good points, those bars should be back at some point. Art assets will be coming. I'm also dying like a bitch in my test playthrough due to the fact that you're facing far more ships that you have (and you can't just overlevel them). Will have to do something about that...

Xers wrote:
shoting beam and cannon is slower, its good, but i can shot mass bomb one by one, and its too fast in my opinion.

Noted.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Mon 28 May, 2012 6:19 pm 
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Hound
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Okay, I've done a test run of the mod, and I've noticed that the benefits of leveling technology have been decreased severely. This rotates the focus of the leveling from specialization in specific sections, to hardly more than an unlock feature.

Though i do like the Idea of the Military and Civ style weapons. But as of the main download link, the standard shield is still the same color as the surplus shield.

But with what it does to the actual gameplay, it's really a big step in a completely different direction, and I look forward to seeing this be applied to the higher levels.

I also like the description for surplus cloak. And the fact that the reactor booster is available in the first system. Very useful indeed.

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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Mon 28 May, 2012 11:37 pm 
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For a previous post above. To get the Invalid errors you don't get them at the title screen. You only get them when you launch an actual game.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Tue 29 May, 2012 4:10 am 
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Gopher
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Well, if its ship design errors then you can get them at the starting screen from the randomly spawning ships too. I think that's a great way to check all your designs.

Or do you mean that the game is still crashing randomly ingame now?

EvilNinja wrote:
Okay, I've done a test run of the mod, and I've noticed that the benefits of leveling technology have been decreased severely. This rotates the focus of the leveling from specialization in specific sections, to hardly more than an unlock feature.

Yep, I think that having a great variety of toys suitable for different purposes (without penalty) is better than pulse cannons and mass drivers on every ship :P Not sure if you'd agree.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 02 Jun, 2012 8:57 pm 
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Gopher
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Well, here's an update. Check first post for details.


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 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 09 Jun, 2012 5:23 pm 
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Gopher
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Another one down the pipeline.

This time with some love for rez collectors :P
ImageImage

The new version is fully backward compatible with the old one, by the way (no need to start a new game).


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