Shrike's Ultimate Overhaul (DEV)

A place to discuss mods in development and concepts for new mods.
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shanejfilomena
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I may have to give them a secondary armament of TeV9s or katanas, just so they aren't hopelessly out-ranged.
armed Aquilas .....mm just a sec I think i still have the codes.
this was my first Aquila Carrier: it acted as a Pirate/ hostile hunter-killer for Constructive chaos I did not include the carrier code in it because it was flawed, I was to have them in Rogue command but pulled them out and never used them.
Notice no launchers: Aquila launchers/ heavy ammo... are a pain in my CPU.
but to watch these ships fire weapons is cool :)

Code: Select all

<ShipClass UNID="&scAquilaECarrier;"
			manufacturer=		"Pacific Defense Corporation"
			class=				"Aquila E"
			type=				"cruiser"
			score=				"2837"

			mass=				"10000"
			cargoSpace=			"1000"
			thrust=				"5000"
			maneuver=			"12"
			maxSpeed=			"16"

			cyberDefenseLevel=	"8"
			explosionType=		"&vtThermoExplosion2;"
			leavesWreck=		"100"

			attributes=			"RogueCommand,Military,genericClass"
			>

		<Armor>
			<ArmorSection start="345" span="15" armorID="&itOrthoSteel;" />
			<ArmorSection start="330" span="15" armorID="&itOrthoSteel;" />
			<ArmorSection start="315" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="300" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="285" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="270" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="255" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="240" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="225" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="210" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="195" span="15" armorID="&itOrthoSteel;" />
			<ArmorSection start="180" span="15" armorID="&itOrthoSteel;" />

			<ArmorSection start="165" span="15" armorID="&itOrthoSteel;" />
			<ArmorSection start="150" span="15" armorID="&itOrthoSteel;" />
			<ArmorSection start="135" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="120" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="105" span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="90"  span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="75"  span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="60"  span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="45"  span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="30"  span="15" armorID="&itOrthoSteel;" nonCritical="general"/>
			<ArmorSection start="15"  span="15" armorID="&itOrthoSteel;" />
			<ArmorSection start="0"   span="15" armorID="&itOrthoSteel;" />
		</Armor>

		<Devices>
<Device deviceID="&itStarCannon;" secondaryWeapon="true" minFireArc="270" maxFireArc="90"  posAngle="0" posRadius="64"/>
<Device deviceID="&itStarCannon;" secondaryWeapon="true" minFireArc="90"  maxFireArc="270" posAngle="180" posRadius="64"/>
		<Device deviceID="&itStarCannon;" secondaryWeapon="true" omnidirectional="true" posAngle="90" posRadius="44"/>
	<Device deviceID="&itStarCannon;" secondaryWeapon="true" omnidirectional="true" posAngle="270" posRadius="44"/>
			
			<Device deviceID="&itR9Deflector;"/>
		</Devices>

<Image imageID="&rsLargeShips1;" imageX="1728" imageY="0" imageWidth="192" imageHeight="192" imageFrameCount="0" imageTicksPerFrame="0"/>

		<Items>
			<Item count="2d6" item="&itHelium3FuelRod;"/>
		</Items>

		<AISettings
			fireRateAdj=		"20"
			fireAccuracy=		"95"
			perception=			"4"
			
			/></ShipClass>
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Song
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I'm cutting back on S.U.O 1.0 features, so I can get it out on time...thus it's going to have a few placeholder graphics, several new weapons that aren't used by NPC's (YET). I'm still confident I can make it a pretty damned good mod all the same.

Feature list for revised Shrike's Ultimate Overhaul 1.0:
Definite:
- SZ/RZ gunpods (Coded, awaiting balance/graphics/sound tweaking)
-New Azriel/Messenger missile weapons system (Awaiting final balance checks, 99% complete)
-Australis (MOD.5) laser & computer (get them both, and a laser collimator/some other boosters....and it's a fearsome weapon indeed) (completed in August)
-Deployable Turrets (Awaiting shift to station-based turrets from ship-based systems. Module will be temporary and replaced in SUO 2.0 with an enhanced one. May feature placeholder graphics)
-Lamprey (MOD.9) weapons system (may be tweaked in future versions, will feature placeholder graphics)
-Tweaked Gaians
-Basic SM&M+ package integrated into the main mod (Note: This will cause a conflict with older copies of SM&M)....enhanced graphics are postponed at present due to technical problems, but *may* make it in. Major balance/availability tweaks to NAMI Heavy missiles WILL be included (since issues were identified after release). The SUO 2.0 mod will feature "SM&M++" if all features cannot be put into SM&M+
-New gun sounds ( I found a neat tool for making them, so I think I can get a fair lot of sounds out, and maybe eventually over-write all/most weapons)
- Support for Aurochs Assault Craft (will not be visible, yet)

Possible:

-New explosion for ICS detonation.
-New explosion for Xeno Ark detonation
-New explosions for NAMI Heavy missiles
-Rebalanced and tweaked Kytryn launcher
-About 6 other weapons I've stopped working on for now.
-Stationside code adding turrets to certain stations
-Tweaks to the Aquila to make it turn up/have a semi-random loadout.
-Antares V super-heavy trader (WARNING: Antares V Super-heavy is currently overpowered. If this is the case on release there will be a warning. If this is the case: PLEASE DO NOT GET KILLED BY IT AND COME COMPLAINING TO ME. Given the strength of the average player, I do not think this will be an issue to many, though.)


Definitely Not Included:

-SUO as an adventure extension (set for SUO 3)
-New missions (set for SUO 3)
- Mining tweaks (set for SUO 2)
-Awesome Cannon (You'll see it. Believe me. Just not in SUO.)
-New Fleet/Rogue Fleet content (SUO 3)
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Song
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Installed obsidian plinth & alter made from congealed blood of the innocent in a dark, dark cave somewhere in Michigan. AS3FX-made WAV soundeffects now working on custom weapons.
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Song
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Anyone know where the code for Titanium barricades are in the XML? I need to grab some code off them, but I can't find them in usefulitems, standardarmor or miscitems.
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alterecco
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grep? i would find them for you, but i am on my ipad atm... grep is your friend
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@Shrike: Look for itReinforcedTitanium1, and the invoke code is intBarricadeUse, reproduced here:

Code: Select all

(setq intBarricadeUse (lambda (barricadeClass)
				(block (barricade newOrientation lastPos)

					; Figure out the new position for the barricade
					(setq newOrientation (typGetGlobalData &stBarricade1; "lastOrientation"))

					(setq lastPos (sysVectorPolarOffset gPlayerShip 0 0))
					(if (gr (sysVectorDistance lastPos (typGetGlobalData &stBarricade1; "lastPos")) 0)
						(block Nil
							(setq newOrientation Nil)
							(typSetGlobalData &stBarricade1; "lastPos" lastPos)
							)
						)

					(switch
						(not newOrientation)
							(setq newOrientation 1)

						(setq newOrientation (modulo (add newOrientation 3) 4))
						)
					(typSetGlobalData &stBarricade1; "lastOrientation" newOrientation)

					; Create a barricade
					(setq barricade (sysCreateStation barricadeClass (sysVectorPolarOffset gPlayerShip (multiply newOrientation 90) 2)))

					; Set the image
					(switch
						(eq newOrientation 0)
							(staSetImageVariant barricade 1)

						(eq newOrientation 1)
							(staSetImageVariant barricade 0)

						(eq newOrientation 2)
							(staSetImageVariant barricade 3)

						(eq newOrientation 3)
							(staSetImageVariant barricade 2)
						)

					; If the item is damaged, then the barricade is damaged
					(if (itmIsDamaged gItem)
						(staSetStructuralHP barricade (divide (staGetStructuralHP barricade) 2))
						)

					; Use up the item
					(objRemoveItem gSource gItem 1)
					)
				))
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shanejfilomena
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I can not even begin to imagine the use for that code by a creator of weapons.........im affraid, very affraid........:)
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Song
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Lamprey. Is. Awesome.

That is all.

Not as awesome as it will be, but that's even better.
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Song
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Today, I made the Gaian Demolition Cannon overpowered. Then I nerfed it. Now it's STILL overpowered, but not the point where it can nearly take out an entire Taikon 200 in one hit. And my new gaian defense guns are working rather nicely....in fact, gaians in general are rather fun, although you won't be able to use them for free thermo-cannon ammo any more. I might tweak the availability of those shells as a result.
EI500 under GDC/Gaian Gun fire.
EI500 under GDC/Gaian Gun fire.
Gaians.png (189.79 KiB) Viewed 7770 times

In fact, the ENTIRE THING has balancing issues (hence why I'm testing it with a +150% Luminous thermo shield). But hey, at least it's not "boring" anymore. :P
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shanejfilomena
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shells: I always disliked running out of bullets. I like to increase the value of smart cannon shells so they are useful ; and lean heavy on auto guns that generate their own weapon fire:

my latest: the Advanced MAG Launcher . you'd like it so long as it's not shooting at you :)
and if you think that might be fun I got a ammo-less dragonfly launcher too :)


as for the processor: if they were running non ammo weapons, yes, I would have them react to attacks : but without over-writing their weapons I rather just leave them be unless im desperate for goodies and decide to farm them..
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Song
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shanejfilomena wrote:shells: I always disliked running out of bullets. I like to increase the value of smart cannon shells so they are useful ; and lean heavy on auto guns that generate their own weapon fire:
In terms of SUO Gaians, they're using charges on the main gun (admittedly, with that recharging thing they have, unless my tweaking has broken it)....and capacitors on the 4 smaller guns. Exactly what that means when fighting them....I'll let people find out when I release SUO 1.0 later this year. There's a definite trick to fighting them. Without the VERY low ROF and limited charges, their gun would be insanely overpowered.

Currently about half to 2-3rrds of SUO is ammo-using weapons, although some of them use tricks to get around it (SZ/RZ guns).



To do for SUO 1.0, not in order:

-Balancing!
-Finish Lamprey
-Balancing!
-Tweak graphics
-Decide if MX3 goes in, and give it a new name if it does.
-Tweak Messenger, possibly remove one of the 4 missile types to make it simpler to use. Balance against NAMI launcher
-Possibly add a new Gotha missile.Probably not though.
-Fix availability and level of Lamprey Ammunition
-Rebalance Australis and make it fun to use. Currently it's BORING. Fortunately, I have a plan for how to fix it.
- Decide if the late-game traders are going in, put them in if they are, shunt them over to the SUO 1.5 or 2.0 pile otherwise.
-Build the Deployable Defense Turrets
-Make the Tenhove Autosentinal make sense, deployable, and give it a unique ability. Deployability/ability may be shunted to SUO 2.0 to save time...I don't even know if the unique ability is currently POSSIBLE, and if it isn't, there's no point adding them if they're not gonna use it. Tenhoves have a very specific purpose in SUO.
-Make turrets/autosentinals buyable at Auton dealers.
- Make Auton dealers turn up a little sooner in the game.
-Add new ICX device based on PK25
-Add new ICX device based on something else.
-Make new ICX devices work
-Tweak NAMI Heavy code from SM&M, remove a bunch of missiles (I can use them elsewhere later) that aren't that useful, tweak the ones that are left, possibly add a few more in.
-Polish ALL graphics
-Balancing!
-Final playthrough and balance/feel check.
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Song
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Gaians are pretty much done....they just need HP rebalancing and a little bit of extra "recharge the gun" code. Their defense guns now spray 5 shells at you at once...this isn't as bad as it sounds. Well....it is....but not because of the shells themselves. They're radius frags with a relatively high momentum value. So they're basically disrupting your controls. Which is rather nice and fun, given they have that HUGE Demo cannon that's fully capable of nuking you if you stay too still. :D

....nerfing long-range sniping is on the to-do-list for SUO2. Currently it's too hard, and you'll probably be able to kill *anything* I create by out-ranging it and blasting away.

All development is over for now...I have my NCEA/Scholarship exams in a WEEK, and thanks to the wonderful way the terms have been set up to make the Rugby World Cup easy to watch....I haven't had as much in-class time as I'd like to get ready. I wanna get some scholarship money! :P
....although more probably, I'll just be aiming for a nice safe "yay, you've got enough for uni next year!".
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shanejfilomena
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at the time I first replies to your post I had finished making an ammo-less MAG + Dragonfly : I ( oops ) left them on the ships : so they ended up in the adventure on the Molotoks but that was not exactly what I was thinking of doing at that time.

Anyway : I kind of was inspired by the great weapon designer :) and from what I swore was a yellow missile fly past me one night :
I recently added a new missile to the newest incarnation of Corporate Contracts ( it is actually not new, just "made to order" )
Last edited by shanejfilomena on Sat Apr 09, 2016 10:49 am, edited 1 time in total.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Song
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Oi. MY mod development thread. :P

That said, I've thought of a Himal interceptor-missile before too. It's certainly a better idea than the actual ship (which sucks even for an early game vessel)...I never built it because of the amount of handwaving you'd need: A ship that size filled with a decent warhead would be DEVASTATING....yet it's an early game ship and not particularly common....so why would it be a missile body with any kind of late-game availability? Nice job anyway. What are you putting for a hiteffect?


Incidentally....if there's anyone out there who can work out what colour palette code I need to put into the Explosion-editing Luminous configuration in order to make an explosion like the one fired by Kytryn weapons (blaster/launcher)....I could really use it after my exams. I want to replace the rather feeble-looking plasma explosions with 3 nice interesting ones....
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Song
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Big thanks to George for provising the luminous configuration for the ingame plasma explosion.....I've done a little test work, and once these exams are over, it should nice and quick work to get new ones up and running. :)
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