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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986216 times)

Tartiflette

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #840 on: April 21, 2015, 12:14:02 AM »

 :o Nice visual effects there!
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #841 on: April 21, 2015, 12:48:47 AM »

:o Nice visual effects there!

The photon things are actually base on your Laser Head Torpedo AI but... well, now I can't recognize them too :)
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Tartiflette

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #842 on: April 21, 2015, 12:53:52 AM »

I know I checked the script ^^
Btw I had a different take on the ECCM effect, you can check it in the latest "Simple Missile AI" in the code dump thread.
« Last Edit: April 21, 2015, 01:01:24 AM by Tartiflette »
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #843 on: April 21, 2015, 01:09:53 AM »

I had tried something like that before and found it is not good for MIRV... the aiming stage will gose wrong form my try :)
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Nanao-kun

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #844 on: April 21, 2015, 12:07:49 PM »

Man, those are amazing. You and Deathfly make a great team.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #845 on: April 21, 2015, 08:54:44 PM »

OK, I got the RC5.1 out.

Now we got a new Unstable Photon Cannon which looks great. A new Disruptor effect which will really disrupt missiles. An enhanced VFX for Graviton Inversion Device. And some script clean up so thay may go faster on cpu.

EDIT: For some reason, the file I uploaded have something wrong within(don't know why but...seen like the JAR file are broken).
I had re-uploaded a new file. If anyone found the effect I mentioned did not apply properly, please re-donwload this new file.
Sorry for the inconvenient.(I should check it double, my fault.)

http://www.mediafire.com/download/c2oj956st1rifji/Neutrino_corp_Missile_Boost_TEST_RC5.1.zip

Code
RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.

Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.

Javelin Torpedo Launcher
-Simplified some script.

Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.

Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.

RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)

Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).

Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.

Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.

Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).

Graviton Inversion Device
-An enhanced VFX.

Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstable?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.

Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead a missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.
« Last Edit: April 22, 2015, 09:48:08 AM by Deathfly »
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Code and decode almost everythings with a genomics approach.
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NightfallGemini

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #846 on: May 07, 2015, 08:04:54 PM »

Silly question, and I probably know the answer, but I'll ask anyway; is it possible to acquire the Falken or Unsung in Nexerelin, console commands aside?
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #847 on: May 07, 2015, 11:01:25 PM »

Silly question, and I probably know the answer, but I'll ask anyway; is it possible to acquire the Falken or Unsung in Nexerelin, console commands aside?

No. But you can make it possible by your self. Just check the OP and follow the TIPS For Adding ships to Exerelin.
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A not-so-noob functional geneticist
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Code and decode almost everythings with a genomics approach.
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NightfallGemini

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #848 on: May 08, 2015, 05:47:02 AM »

I'm not seeing any Neutrino .faction files in Nexerelin's directories, just a config file that has no mention of fleets. Does Nexerelin do things differently from how old Exerelin did them?
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Histidine

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #849 on: May 08, 2015, 06:46:50 AM »

There's a Neutrino config file in a certain place, but the files there don't control fleet composition (it's currently all up to how the faction mods themselves handle it with the vanilla functions, and SS+'s fleet injector where applicable).

What to do in 0.65.2a:
To get Unsung to appear in fleets/markets: open Neutrino corp/data/world/factions/neutrinocorp.faction and add one or more Unsung variants to the combatCapital table

(well that should work anyway, didn't try myself)

EDIT: clarification: look in the Neutrino mod folder
« Last Edit: May 08, 2015, 07:06:29 AM by Histidine »
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NightfallGemini

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #850 on: May 12, 2015, 06:55:51 PM »

Ah, thank you. :3 Now I can finally get those two.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #851 on: May 12, 2015, 10:37:09 PM »

Seens like everyone love Unsung. Why?
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MesoTroniK

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #852 on: May 12, 2015, 10:54:40 PM »

Because it is obscenely overpowered and has a cool visual design.

Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #853 on: May 12, 2015, 11:05:17 PM »

But it cost too many supplies too deploy. But...well, seens like our consumers will never mind that...
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MesoTroniK

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #854 on: May 12, 2015, 11:46:14 PM »

It can be done but just stresses the supply chain quite a bit, but there are several Let's Play series on Youtube where someone swings a Unsung around in an extended campaign with an entire supporting fleet.
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