Outlaw ships

General discussion about anything related to Transcendence.
george moromisato
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Sun Aug 11, 2013 3:45 pm

Here's a post on changes to UAS outlaw ships: http://neurohack.com/kronosaur/UASShips.html

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Androgeos
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Sun Aug 11, 2013 4:26 pm

They look brilliant! Then again, my standards aren't that high...

Will their in-game top-down sprites will be replaced in 1.2?
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george moromisato
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Sun Aug 11, 2013 5:13 pm

Androgeos wrote:They look brilliant! Then again, my standards aren't that high...

Will their in-game top-down sprites will be replaced in 1.2?
Thank you. And yes, the in-game sprites will be replaced (that was my goal in the first place).

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Mon Aug 12, 2013 7:46 am

Yes I totally agree on a low damage, high HP enemy being uninteresting, and have always expected better loot from the Hammerhead II for some reason.
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Mon Aug 12, 2013 3:40 pm

High DEF, low ATK enemies stink as an offensive unit, but have their uses.
* Non-combat. Main use is anything but combat (e.g., freighter), but have weapons to take out low-level threats.
* Offense test. If you cannot scratch it, you probably cannot scratch whatever killer boss or elite bruisers that lie ahead.
* Deliberate annoyance not meant to be killed easily. Find a way to deal with it if you cannot eliminate with conventional means.
* Escorts for a leader prone to collateral damage. Leader uses attacks that hurt everyone, and minions have defenses to soak it.
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Mon Aug 12, 2013 4:51 pm

In the same vein high DEF low ATK enemies could be healers and meatshields.
The problem is that the very personal combat in Transcendence doesn't translate very well to making healers and meatshields (which are more important to macro warfare) very fun, just annoying.
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Mon Aug 12, 2013 6:41 pm

RPC wrote:In the same vein high DEF low ATK enemies could be healers and meatshields.
The problem is that the very personal combat in Transcendence doesn't translate very well to making healers and meatshields (which are more important to macro warfare) very fun, just annoying.
Speaking of healers... would it be possible to make a weapon with negative damage?
Think of all the possibilities: healer autons, recharging dumb NPCs...
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Deltax
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Mon Aug 12, 2013 8:37 pm

I believe there was a mod on xelerus that added a nano weapon capable of healing ships, but I cant seem to find it anymore... I think weapons extended adds some kind of "healing" weapon as well.

On topic, the graphics look great! Will the zulu-II also have its size increased? Its current graphic isn't much larger then the zulu-I.
I am glad that the flying sword(oromo) is getting new looks, it reminds me slightly of that firefly vessel from BSG, and sotho also looks great.
Have you ever destroyed a phobos badass style? I.E flying towards it?

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Tue Aug 13, 2013 9:58 pm

Possibly good for suicide ships as well. They would want to make sure they could get close enough to do some real damage.
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Thu Aug 15, 2013 4:10 pm

Those ships look gorgeous ! :D
I believe there was a mod on xelerus that added a nano weapon capable of healing ships, but I cant seem to find it anymore... I think weapons extended adds some kind of "healing" weapon as well.
Piece of cake with weapon events. And no, there is nothing like that in WE.
Also, let's not derail from the thread, we are talking about a wonderful graphics upgrade :D

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Sat Aug 17, 2013 11:05 am

Sotho-Class Heavy Gunship looks really awesome!

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Androgeos
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Sat Aug 31, 2013 6:50 pm

I'll miss the old Mikeno destroyer.
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Wed Sep 04, 2013 2:12 pm

Cool, nice to see the new graphics!

Androgeos, the mikeno destroyer, along with other old graphics usually remain in the sources. The only exceptions I can think of off-hand are the 'hole in asteroid' base, the pre-0.7 EI100, and the original EI500 'silver'

And yes, the hammerhead defense was annoying, but not so much because High Def low Offense is inherently boring (As the uses given above were quite valid), but because in addition to having high def they were also highly maneuverable, and especially for new players, that made them hard to hit, letting them regenerate their shields and take even longer to kill.
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Wed Sep 04, 2013 3:58 pm

In the 1.2 beta, many of the old and obsolete ships have been purpled out, and the mods that used them will show purple silhouettes instead in the beta.
Download and Play in 1.9 alpha...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Star Castle Arcade: Relive classic arcade gaming in a new Transcendence adventure!
Playership Drones (WIP): Acquire more wingmen from Ship Broker. Unfinished, but updated to 1.8 beta.
Drake Technologies (Alpha) for 1.8: If you do not have 1.9 alpha 1...

george moromisato
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Wed Sep 04, 2013 6:14 pm

PM wrote:In the 1.2 beta, many of the old and obsolete ships have been purpled out, and the mods that used them will show purple silhouettes instead in the beta.
I did that to save space (and because I wasn't sure if anyone else was using them). I can solve this by adding them back in a compatibility library. Or, of course, you are free to copy the original images to your own mods.

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