Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Poll

Would you like to see...

more frigates
- 6 (4.7%)
more destroyers
- 10 (7.8%)
more cruisers
- 40 (31%)
more weapons
- 43 (33.3%)
more lore/ information
- 17 (13.2%)
more portraits
- 7 (5.4%)
more little stuff, custom names etc.
- 6 (4.7%)

Total Members Voted: 128


Pages: 1 ... 28 29 [30] 31 32 ... 37

Author Topic: Antediluvians - Under Development - (Dev15)  (Read 235262 times)

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #435 on: December 16, 2012, 03:51:40 PM »

Is that what the Antedilvian's station is going to look like?

If it were possible to have unique station graphics for each faction, yes. Unfortunately this is not yet possible. The trade station will be a flyable ship. Immensely slow, but no visible engines to disable. Very slow turn rate. 1x large energy, 1x large missile, 4x medium ballistic, 12x small ballistic and 4x small missile weapons. Several hangars and docks. Large cargo space. Basically it can be used as a powerful freighter or extremely slow carrier.

Here's an image of what the station would roughly look like when viewed from a different perspective. Fairly flat with a great open dock on one end.
Spoiler
[close]
« Last Edit: December 16, 2012, 03:55:56 PM by Erick Doe »
Logged

Thule

  • Admiral
  • *****
  • Posts: 580
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #436 on: December 16, 2012, 03:59:38 PM »

If it were possible to have unique station graphics for each faction, yes.

Very much this.
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1100
  • White
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #437 on: December 18, 2012, 04:37:39 PM »

Well Eric, you need to add in proper shield arcs for the Antediluvian ships, currently they cannot properly use the Frontal Shield Generator mod.
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #438 on: December 18, 2012, 05:05:48 PM »

I made them incompatible on purpose. Frontal Shield generators are not compatible with Antediluvian technology. However, I may create a shield like ship system.
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1100
  • White
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #439 on: December 18, 2012, 07:15:01 PM »

Why?  I don't see why you'd purposely make a mod incompatible.  It still costs buckets of OP to equip.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #440 on: December 18, 2012, 07:42:46 PM »

The only problem with using the 0 shield radius method is that it'll bug your ships, making it basically free phasecloak,
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #441 on: December 18, 2012, 10:10:21 PM »

The only problem with using the 0 shield radius method is that it'll bug your ships, making it basically free phasecloak,

Bug it how? I have not experienced any issues.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #442 on: December 18, 2012, 10:16:01 PM »

http://fractalsoftworks.com/forum/index.php?topic=4054.0

Missiles tend to pass through the ships, but bullets/energy projectiles tend to hit it like normal. but you basically gain immunity from any missiles and can go through ships.
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #443 on: December 19, 2012, 06:26:00 AM »

http://fractalsoftworks.com/forum/index.php?topic=4054.0

Missiles tend to pass through the ships, but bullets/energy projectiles tend to hit it like normal. but you basically gain immunity from any missiles and can go through ships.

Ah, I see. You are saying that the problem doesn't start till you actually try and put a frontal shield generator on ships with shields = 0.

Okay. I may just have to add a shield radius then. There is no issue with 0 shield radius itself. But it can be exploited when you try to put a frontal shield mod on a ship that's not supposed to have it.
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1100
  • White
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #444 on: December 19, 2012, 10:01:17 AM »

http://fractalsoftworks.com/forum/index.php?topic=4054.0

Missiles tend to pass through the ships, but bullets/energy projectiles tend to hit it like normal. but you basically gain immunity from any missiles and can go through ships.

Ah, I see. You are saying that the problem doesn't start till you actually try and put a frontal shield generator on ships with shields = 0.

Okay. I may just have to add a shield radius then. There is no issue with 0 shield radius itself. But it can be exploited when you try to put a frontal shield mod on a ship that's not supposed to have it.



So what?  The ships don't have tons of OP so putting a shield on them already like halves their firepower.
Logged

arcibalde

  • Admiral
  • *****
  • Posts: 1730
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #445 on: December 22, 2012, 08:49:58 AM »

This thing [Escort Turret] is just... It's... 750 dps for 50 flux... C'MON! I know it's "only" fragmentation dmg but still it's way to op. If it sniff out exposed hull its bye-bye in blink of an eye. One of yours ghost fleet attacked me (simple Lasher) (one wit 3x ghost fighters frigates armed with those things :P) and i lose 3 or 4 times and then i did auto combat and i win. Again and again and again until i weaken them so much that finally the lose 2 fighter squadrons (before that they always retreated).
« Last Edit: December 22, 2012, 08:52:16 AM by arcibalde »
Logged
Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #446 on: December 22, 2012, 09:28:08 AM »

You were hoping to win against a ghost fleet in a simple lasher?  :P

Of course that's not going to happen.

These weapons are also not available to the player, though they may rarely be obtained through combat. Consider it a big bonus.

I'm also having a hard time understanding what you're saying. You say that they do retreat when they have fighter squadrons, but do not retreat after they loose their fighter squadrons?
« Last Edit: December 22, 2012, 09:30:04 AM by Erick Doe »
Logged

arcibalde

  • Admiral
  • *****
  • Posts: 1730
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #447 on: December 22, 2012, 09:39:38 AM »

I'm also having a hard time understanding what you're saying. You say that they do retreat when they have fighter squadrons, but do not retreat after they loose their fighter squadrons?
Yes, lot's of people telling me that  ;D So after i load lose, load lose, load lose i decide to give auto resolve a try. It was win but all green ones retreated (in after battle screen below all 3 was RETREATED). Some was damaged. I auto resolve  again because they still wanna fight me. I win again, green ones retreated again but this time they where damage more (damage from first fight and damage from second fight) and they still wanted to fight so i auto resolve for tird time and they end up with 2 destroyed squadrons and third didn't want to fight me any more.  ;D

And then, in spoils of war, i see that little green thingy big as and and strong as WHALE!  ;D  I sold it, it was way to much firepower in such small thing... You know... I think... I ... want it back... my precious...
Logged
Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #448 on: December 29, 2012, 03:16:22 AM »

http://fractalsoftworks.com/forum/index.php?topic=4054.0

Missiles tend to pass through the ships, but bullets/energy projectiles tend to hit it like normal. but you basically gain immunity from any missiles and can go through ships.

Ah, I see. You are saying that the problem doesn't start till you actually try and put a frontal shield generator on ships with shields = 0.

Okay. I may just have to add a shield radius then. There is no issue with 0 shield radius itself. But it can be exploited when you try to put a frontal shield mod on a ship that's not supposed to have it.



So what?  The ships don't have tons of OP so putting a shield on them already like halves their firepower.

Adding shield radii manually. Daunting task since my custom engines make using the ship editor impossible.  ::)
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Antediluvians - Under Development - (Dev13.2)
« Reply #449 on: December 29, 2012, 05:19:07 AM »

Complete list of ships in the mod:

Spoiler
[close]
Logged
Pages: 1 ... 28 29 [30] 31 32 ... 37