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 Post subject: Re: Uber List of Requested Features
PostPosted: Sun 13 May, 2012 11:02 pm 
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Hound
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Believe you can do the Invasion size of ships already found in the seperate hull files (InvasionScale). Though yes, having larger invasion groups would be nice... also in the list already XD


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 Post subject: Re: Uber List of Requested Features
PostPosted: Mon 14 May, 2012 7:56 pm 
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Boomerang
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Research;
Allow for properly displaying multiple module unlocks at a given tech level in the research screen - it only displays the name of the first module that would be unlocked. Also allow for multiple unlocks at a given level with differing availabilities, blueprint piece counts (including free), and such.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Mon 14 May, 2012 9:28 pm 
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Dart
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Two what i would call advanced features would be.

1. Making a new picture for huge ships for the hangar (or make the hangar "scrollable" so we can select all the mount ports if the ship is extreamly large)

2. The ability to name ships ingame (Would be cool if when you named the ship in the hangar view the text would also be added to the ship hull ingame)

Might come up with more later.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 16 May, 2012 9:54 pm 
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Boomerang
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Missiles/Beams: Make clusterCount/burstSize work with them! :(

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 Post subject: Re: Uber List of Requested Features
PostPosted: Thu 17 May, 2012 2:33 am 
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for the cluster count and burst size at least for missiles I believe you have to change it in the MissileLauncherDatablock.cs and not the MissileDataBlock.cs (as the RocketlauncherDataBlock.cs controls SRMs and has those variables in there)


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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 18 May, 2012 2:22 am 
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Boomerang
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Weapons/Armour: Make it possible to set it so shots (and maybe beams!) can deflect off armour much like they can deflect off shields. Armour size should probably factor into this somehow; ex Huge Heavy Armour vs Small Particle Cannon.

Weapons/Armour: Make it possible to set degree of armour piercing for ArmorPierce-type weapons so that they don't completely ignore armour, ex; 50/50 Hull/Armour, or 25/75 Hull/Armour, and so on.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Mon 04 Jun, 2012 5:48 am 
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Shortbus

Joined: Mon 22 Aug, 2011 8:20 pm
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I would love to have access to the ship piloting AI scripts. Not knowing the implementation, I have no idea as to how much work would be involved into making that accessible as has been done for the ship, hull, weapon and similar data blocks. I wouldn't want to ask if making the AI mod-accessible would require refactoring it, it's just the one thing in the game I would personally enjoy tinkering with.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Mon 04 Jun, 2012 7:25 am 
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I agree. Give us AI.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 05 Jun, 2012 8:58 am 
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Volley
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Posts: 611
Palandus wrote:
-> Increase maximum number of link points up from 30.


I'll be going to need about 62 (or even more) within the Master Dredge Base mod. :o

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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 05 Jun, 2012 5:50 pm 
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I wonder if there is a problem to increasing the linkpoints truthfully. Though, having multiple weapon turrets still brings up the problem of the ROF cap and the fact that a weapon won't refire, until all the other weapons have fired at least once.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Mon 11 Jun, 2012 5:47 am 
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Dart

Joined: Wed 06 Jun, 2012 10:55 pm
Posts: 13
:?: I dont know if this would be possible, but could you make it where you take the current design for one ship and basically copy paste it onto other ships so you dont gotta place all the modules manually and do it real quick, because it does get a real pain sometimes.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 10 Jul, 2012 7:39 am 
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Gyro
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I got one, the ability to make spawned stations permanent and to overwrite other factions stations.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 31 Oct, 2012 6:05 pm 
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Ranger
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Posts: 333
Palandus, add in to ships:
Full release of scripts called "shipClass.cs"
To make damage from ship's explosion dependable from modules (in my case it's Reactor).
To make time after ship's destruction and before explosion (explosionCascadeMult) dependable from modules (in my case it's Reactor).
To make distance on which other ships affected from ship's explosion (explosionScale) dependable from modules (in my case it's Reactor).
To make range & size of the shockwave after ship's explosion dependable from modules (in my case it's Reactor).
To make appearance of shockwave (hasShockwave) & of white flash (hasWhiteFlash) dependable from modules (in my case it's Reactor).
Basically to make all static ship-related variables dynamic and dependent from modules & stuff.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 20 Nov, 2012 7:14 pm 
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Developer
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Here is an _Added file for shipClass.cs. I have not tested this, but it "should" work for you and anyone else who wants to twiddle with explosions. _Added files overwrite functionality in the base file. In this case, you can alter the explosion scripts. To use it, put it in the correct path in your mod dir where the base file exists in the normal build.

If you look at this:
%explosionDatablock = %this.getHullDatablock().explosionDatablock;
%explosionScale = %this.getHullDatablock().explosionScale;
%explosionSound = %this.getHullDatablock().explosionSound;

You can embed info on the reactor datablocks and retrieve it with %this.getReactorDatablock().myData

Have fun,

Blorfy.


Attachments:
shipClass_Added.zip [1.9 KiB]
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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 20 Nov, 2012 7:52 pm 
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Ranger
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Thanks Blorfy! I will start working on reactor related explosions ASAP :)

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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 18 Dec, 2012 12:57 am 
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Shortbus

Joined: Mon 10 Dec, 2012 8:28 am
Posts: 3
Any word yet on increasing the max number of link points? I remember reading a post somewhere that it may be able to be changed from 30 in the future :D I await the day my enemies shall witness the firepower of my fully armed and operational battlestation! (over 52 link points)


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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 18 Dec, 2012 12:58 pm 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Well, test how much mounts you can put on a turret, when you reach the maximal number that works, make them omni-turrets, then use the FFU/BFFB mods to take the all-turret ships/or if you have an all-turret ship already, use that, mount all turrets with those special omni-turrets, and ta-da, you have the current/max maximal possible weapons on a ship, also use a minimal amount of engine linkpoints, if possible just 1(maybe you need 1 for reverse, idk, since i have never actually modded a ship).


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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 08 May, 2013 8:03 am 
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Shortbus
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Joined: Wed 08 May, 2013 5:12 am
Posts: 9
Location: The Clockwork Mothership
This is my first post, so I'm sorry if I'm doing something wrong :|

A mod suggestion that has been on my mind for a bit was:
Allowing the user to Ally ONE Civilian base and ONE UTA Base. These bases displaying traits that are only shown when the zombie apocalypse happens, they provide resources, ships at your disposal, and most things the bases show.
You may only ally once you have had the Friend status for.... say 60 or 80 jumps. The reason for the large number has two reasons: to discourage cheaters to just spam jump, and the second, to show "friendship" for an extended period of time.

Maybe as a trade off for two stations allied, maybe one Bounty Hunter station?

*EDIT*
I know it was only a few days since I posted a request, but I can't keep it to myself. ;)

-More hanger sizes, as in: Tiny, small, medium, large, huge, and Massive, or a different name that suits the size.

-Ability to pilot the Mothership during attacks. (inb4 Titan Beam)

-Bounty Hunter station Tiers, and the current one being T2 :D

-A beam similar to the Leech emitter, except it does the exact opposite, sending charged (whatevers the reactor uses xD) to the ship.
This beam should only be able to be put on the mothership, as it would be rather...errr... odd if it was put on another ship. If this is
taken into consideration, it should go with the "being able to customize mothership".

-Unique customizations to UTA/CIV stations, like the Bounty Hunters. (I don't mean just random parts on it, I means things that would either give it an advantage or would just scare off the ships.)

-Higher level systems that correspond to your difficulty
as in, system levels are beefed up per difficulty, or lowered.

Highest Normal = 80
Highest Veteran = 90
Highest Expert = 110
Highest Insane = 130 or 150.

-System faction intervention system.
What this is, is:
If you are friends with a certain faction in a system, must be Friend status (<--not a facebook quote) for intervention, but how it works is if you are under attack by bounty hunters or the opposing faction that dislikes you, the one that you are FRIENDS with will basically attack them but in a fashion that is more defending you. As in: other ships attempting to block missile trajectories, move infront of beams, etc. If neither of the factions enjoy your company (hah), then you don't get any rescue team.
Also can we have where bounty hunters don't just attack YOU? Because it'd be cool if they also assaulted CIVS and UTAs. Would seem cool to try and intervene and save THEM. :D


Again, these are suggestions, which are not crucial to have a good time, just some ideas :D

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Last edited by h_twenty on Thu 16 May, 2013 6:05 am, edited 6 times in total.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 08 May, 2013 8:13 am 
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No, you're not doing anything wrong. Maybe we'll see something like this in SPAZ 2. Gotta remind our devs to look over this thread if they ever run short of ideas.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 08 May, 2013 3:27 pm 
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Indeed ;)


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 Post subject: Re: Uber List of Requested Features
PostPosted: Thu 09 May, 2013 3:34 am 
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Richard wrote:
Indeed ;)

*REMIND*

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 Post subject: Re: Uber List of Requested Features
PostPosted: Thu 27 Jun, 2013 10:43 pm 
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Dart
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Posts: 22
I like the idea of "skipping to chapters 2, 3, or 4"
All the debugging tools actually.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 28 Jun, 2013 3:09 am 
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vinster7 wrote:
I like the idea of "skipping to chapters 2, 3, or 4"
All the debugging tools actually.
The first you can do with savegames... skipping the tutorial just starts you in the next system over with a few unlocks, a little rez, and some ships. You could do the same thing with any chapter, but most people would be specialized by then.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Sat 28 May, 2016 9:28 pm 
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Dart

Joined: Thu 26 May, 2016 4:25 pm
Posts: 14
Some of these appear to already be possible. Just an example of one:
-> Make the last mod used to remain selected.

There are several more.


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