MinMax Spaz

MinMax-Games.com

The water cooler of outer space
  
It is currently Thu 21 Sep, 2017 1:27 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 111 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
Author Message
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 09 Jun, 2012 5:41 pm 
Offline
Dart

Joined: Sat 05 May, 2012 6:50 pm
Posts: 15
the icons look...better now :lol:


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 09 Jun, 2012 5:43 pm 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
Icons aren't high on the priority list :D


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 09 Jun, 2012 5:59 pm 
Offline
Dart

Joined: Wed 06 Jun, 2012 10:55 pm
Posts: 13
one part of this mod confuses me. Where it tells you to assign your cannons, beams and missiles to the mouse 1, 2, and 3 button. I am confused on how to do that. Whenever I go into options and go to fire group 1 and double click it to reassign it and then left click it just says to map a keyboard key, same with the other two firegroups, some help on this would be appreciated because thats the only thing keeping me from really enjoying this mod.


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sat 09 Jun, 2012 6:07 pm 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
Ah, you actually want to go into the tactics screen under advanced options for that. Thanks though, I'll make it more clear in the first post.


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 10 Jun, 2012 11:51 am 
Offline
Dart

Joined: Sat 05 May, 2012 6:50 pm
Posts: 15
torpedoes (did i spell that right?) are kinda broken, when you fire them they kinda just float around and do nothing.


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 10 Jun, 2012 6:08 pm 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
Well, they were changed to be that way as the standard missile already has the slow-but-powerful missile role.

The idea was that you'll find them fairly effective against larger ships by doing suicide point blank drops using a cloaked tiny though, as they do ridiculous damage and consume very little power for their cost. You can also toss them using your ship's momentum.

Though, right now I'm kinda wondering if that's a good idea as they're a real pain in the ass to use.


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 10 Jun, 2012 6:23 pm 
Offline
Dart

Joined: Sat 05 May, 2012 6:50 pm
Posts: 15
they are basicaly useless in my eyes right now (although its impossible to get hit when the AI use them :lol: )

it also seems that regular missiles dont auto-target anymore, they just fly in a straight line.


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 10 Jun, 2012 6:31 pm 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
Come on, surely you've run into one and cursed because they one-shotted your tiny :D
There's also this emergent behavior where a wall of torpedoes would come flying at you because they fly at the same speed as the approaching ship that is dropping them, I really like that too. Though... given what you've said I should probably change them in the future.

Also yeah, no auto-tracking for pretty much anything. I don't want fire-and-forget as it lowers the skill ceiling.


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 10 Jun, 2012 9:21 pm 
Offline
Dart

Joined: Sat 05 May, 2012 6:50 pm
Posts: 15
well, without the auto-target on the smaller missiles, some of the ships missile mounts become useless.

also, i do hate it when my other ships just fly into the torps :(

oh, and when i started a new game i started with half the huge ships already unlocked


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 10 Jun, 2012 10:13 pm 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
I think you'll find that missiles really pay off when you start going against medium and large hulls, or when you assault stations and such. It adds some strategy to the game this way.

Quote:
oh, and when i started a new game i started with half the huge ships already unlocked

Thanks, fixed :D


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Sun 10 Jun, 2012 11:53 pm 
Offline
Gyro
User avatar

Joined: Fri 27 Apr, 2012 12:25 am
Posts: 100
Location: The Clockwork
Adding cargo bays introduce decimals to the maximum amount of cargo.
I don't know if that's a problem of the game's optimization or a mistake on your part, though.

_________________


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Mon 11 Jun, 2012 2:47 am 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
Can't do anything about that right now. Shouldn't affect gameplay.


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Tue 12 Jun, 2012 4:09 am 
Offline
Gyro

Joined: Thu 19 May, 2011 4:30 pm
Posts: 101
Right hooks are F***ing retarded to fight against. They spend all their time circling your ships. This is even more annoying when they're cloaked and have (what I think is) thruster engines. For the love of all that is holy, either make gravity missiles fly more than half the length of a StarCruiser or make Right Hooks less retarded. Especially cloaked ones. I mean... DAMN. Balls to that crap.


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Tue 12 Jun, 2012 9:13 am 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
lol... nerfed AI Right Hooks in this small update (0.03b). I also slightly improved missiles' launch speeds and changed the behavior of torpedoes (they now pop out at a decent speed and slow down over distance).


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Wed 27 Jun, 2012 12:14 am 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
It's been a while, but here's v0.04. This is probably going to be one of the last versions.

What's new?
-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


Top
 Profile  
 
 Post subject: Re: Anachronism (Visual & gameplay mod)
PostPosted: Wed 27 Jun, 2012 7:56 am 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Stonechimes wrote:
-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.


Stork and Gemini! :o
I've seen there art in the image folders and the stork's code hidden in the Large hulls cs file.
Nice to see them actually being available within the game.

btw. What did you all do to make them available?
And what is the weapon load out on the gemini?

_________________
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


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Wed 27 Jun, 2012 8:51 am 
Offline
Hound
User avatar

Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
I'm seeing two beams on the gemini, might be similar to the dart or boomerang.

_________________
What makes me a good Specialist?
Well, if i was a bad Specialist, I wouldn't be sitting here, discussing it with you, now would I?

Professional Vanquisher of bots
+100% Banpower


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Wed 27 Jun, 2012 9:58 pm 
Offline
Ranger
User avatar

Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
gemini is supposed to be having 2 turrets.

_________________
*Stars mean Edits*


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Wed 27 Jun, 2012 10:20 pm 
Offline
Ranger
User avatar

Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
invalid weapon! SurplusScannerEmitter_S 145873

_________________
*Stars mean Edits*


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Wed 27 Jun, 2012 11:01 pm 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
Whoops, fixed.

EvilNinja wrote:
I'm seeing two beams on the gemini, might be similar to the dart or boomerang.

Not a bad guess, but I changed it after taking that screenshot.
Code:
datablock ShipDesignDatablock(GeminiShip : DefaultShip)
{
designDescriptionBits = $SST_DESIGN_BASIC;
shipHull = HullGemini;
hostHull   = HullColt;
shipEngine = M_BasicEngine;
shipReactor = H_BasicReactor;
shipShield = L_FortressShield;
shipArmor_Front = "CivArmor_L";
shipArmor_Starboard = "CivArmor_L";
shipArmor_Aft = "CivArmor_S";
shipArmor_Port = "CivArmor_S";
externalLink1 = "MediumCannon_pepper_ex";
externalLink6 = "MediumCannon_pepper";
externalLink7 = "MediumCannon_pepper";
externalLink8 = "RainbowDefenseBeamEmitter";
};


GTX2GvO wrote:
btw. What did you all do to make them available?

Well the stork's hull and design was already in the files (but were commented out), so that was as easy as uncommenting them. Gemini only had an image, so I had to make both the hull datablock and the design. It does look like it was meant to have two turrets but I went with something totally different.


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Wed 27 Jun, 2012 11:03 pm 
Offline
Ranger
User avatar

Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
could you post a savegame at the start of ch. 3 please? i think i would be very grateful, as you cant load any pre ones, as it crashes :P

_________________
*Stars mean Edits*


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Thu 28 Jun, 2012 1:24 am 
Offline
Ranger
User avatar

Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
ok, i havent found anymore errors, and may i suggest; i am half way done ch. 2.
i would report a few things: 1. i have only yet seen the gemini, and, one, t is set as UTA, and it has a green paintjob. i would like that to be changed please. 1 cont'd. i still would like the gemini put up a size lvl or two, and have the two weird spots be turrets.
(i havent found aymore of your custom ships)
2. make the shiv much more common. i cant find a single print of blue and i have set the tech to very high.
3. i have noted that all but tinies are more or less useless now, based on how its impossible for them to avoid missles.
4. it really pisses me off that i cant use bounty and the 3 new ships.
5. a small turreted mining lazer on the mining platforms. i would love that so much.
another thing or two i cant remember.

-- just unlocked the crossfire mod, ad it wont let me select it. i have all the reqs, its all greyed out.

_________________
*Stars mean Edits*


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Fri 29 Jun, 2012 8:18 am 
Offline
Gopher
User avatar

Joined: Sat 07 Apr, 2012 10:50 pm
Posts: 97
Well, thanks for the feedback. That crossfire mod bug is truly bizarre as I don't see anything wrong in the research datablocks. The good news is that it seems to unlock properly if you restart the game after buying all the blueprints, which makes me think that there's some kind of memory overwrite somewhere...

I'll change the shiv to unlock in low level systems, as currently you can only find it in level 30+ stars.

As for why bounty hunter ships and the 3 new ship designs are not available, it's because I can't find unique roles for them, especially with the other ships being more customizable now.

Simply making them the best ships in their class is, I think, pretty terrible design as you'd never need to use anything else after unlocking them (goodbye diversity). And the 3 new ones are just unfairly overpowered as they were meant to be minibosses of sorts.

Edit: Sorry, I don't have a high level savefile to post.


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Fri 29 Jun, 2012 3:33 pm 
Offline
Ranger
User avatar

Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
ya, im lvl 30, and i have a fleet with a turtlehead, a gyro(its extremely dangerous. destroyed my whole fleet multiple times) and a grasshopper as the missleboat.
btw, turtle is unarmored with thruster engies. Thats how bad i need my ships to be fast, my fleet was just so weak without a small. i will upgrade to either the colt or ranger when i get them, depending on how you outfitted them.

*edit just did some testig, and the first blueprint for the shivis in sol system -.- the 2nd is nowhere to be seen. as it is unlocked at beams lvl 1... i was expecting it to be about blue rarity at mining civ stations. not yellow lol

**edit
idea! replace teh ming beams on poutpost with shivs!
would you like me to put a save up?

***-
ii just got the shiv, and it is awesome, but its like a melee weapon lol. disregard me previous statement. lol

_________________
*Stars mean Edits*


Top
 Profile  
 
 Post subject: Re: Anachronism Mod (Visual & gameplay mod)
PostPosted: Fri 29 Jun, 2012 10:48 pm 
Offline
Ranger
User avatar

Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
dododooodo.... going to enable spawn ships and change hangars and give mothership and beacon cloaks, dododooo....
AAARRRGGG
why is your code so fucked up? it looks like a .dso! you do know, your code isnt allowed to be in this format. it has to be readble, so people can know whats in it!
*- sorry for being a dick in teh post, i was kinda pissed about certain stuff at the time.

**- found an error. SmallEmitter_GRAV 546634
i just got the grav emmiter, and, it never fires.

_________________
*Stars mean Edits*


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 111 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group