You should be able to borrow most of the code for simulated fragmentation from the Mines Plus concept demonstrator. If you can't it means it hasn't lived up to its design goal and I want to know so I can fix that.
You'll be pretty much on your own for making the virtual weapons, but that's mostly copy and paste work.
Minefield reworking.
Indeed. Doing a test with it is the next step after the one I'm currently on (balanced mines that shoot at targets, and the directed plasma mine).Atarlost wrote:You should be able to borrow most of the code for simulated fragmentation from the Mines Plus concept demonstrator. If you can't it means it hasn't lived up to its design goal and I want to know so I can fix that.
You'll be pretty much on your own for making the virtual weapons, but that's mostly copy and paste work.
Mischievous local moderator. She/Her pronouns.
Patriot is now working as designed, and I'll be moving on to simulated fragmentation in the next few days.
The To-Do list:
1. Simulated fragmentation to make the Satyr missile work.
2. Get the OnFireWeapon firing sounds to work.
3. Decide whether to keep the Aegis mine, and redo it if I decide to keep it.
4. Replace the Cluster mine with something that works.
5. Work out why proximity hates working, possibly use simulated frag to see if that improves it.
6. Rebalance the EMP Mine, and tweak the area of effect.
7. Work on a suitable weapon effect for a heavy missile.
8. Make a guided blast torpedo with the sweet hit effect created in No.7
9. Make a non-guided cluster-bomb torpedo that costs a vast amount of money. Probably a variant on the present Satyr missile.
10. Get everything named, and find some people to look over it all to check and comment on balance
11. Fix balance once the inevitable problems have been found.
12. Spit into 2 xmls
13. ?????
14. PROFIT
The To-Do list:
1. Simulated fragmentation to make the Satyr missile work.
2. Get the OnFireWeapon firing sounds to work.
3. Decide whether to keep the Aegis mine, and redo it if I decide to keep it.
4. Replace the Cluster mine with something that works.
5. Work out why proximity hates working, possibly use simulated frag to see if that improves it.
6. Rebalance the EMP Mine, and tweak the area of effect.
7. Work on a suitable weapon effect for a heavy missile.
8. Make a guided blast torpedo with the sweet hit effect created in No.7
9. Make a non-guided cluster-bomb torpedo that costs a vast amount of money. Probably a variant on the present Satyr missile.
10. Get everything named, and find some people to look over it all to check and comment on balance
11. Fix balance once the inevitable problems have been found.
12. Spit into 2 xmls
13. ?????
14. PROFIT
Mischievous local moderator. She/Her pronouns.
As it happens, I just managed to do 7 and 8 BEFORE the rest. So much for listing things and doing them in order. 
The new M1 Scorpion missile is an amazingly beautiful thing. Next I'll do the cluster-bomb, and simulated fragmentation.

The new M1 Scorpion missile is an amazingly beautiful thing. Next I'll do the cluster-bomb, and simulated fragmentation.
Mischievous local moderator. She/Her pronouns.
It's on my computer. 
But I'll upload a new test version in the next few days. It's mostly been on hold while I learn more about balancing.
EDIT: On that note: I'm looking for someone/several someones to check balancing on this lot.

But I'll upload a new test version in the next few days. It's mostly been on hold while I learn more about balancing.
EDIT: On that note: I'm looking for someone/several someones to check balancing on this lot.
Mischievous local moderator. She/Her pronouns.
Final testing is underway. Full mod is due for release on or before christmas.
You can expect:
-A far wider range of mines and missiles than even I had planned for when beginning the project
-All munitions balanced to the best of my ability.
-The NAMI Heavy and NAMI Mine Launcher will be easier to get.
-You'll be able to find ammo for them as well.
-Mines have had their level lowered, so they turn up sooner, as well as the other changes to make them easier to get.
-Sick of those mines timing out? Lifetimes have been increased across the board. Note: This can be a problem, be careful where you place them, as always.
-Tactical choices of munition will be entirely possible, with different munitions suited for different roles, as mixed minefields are an extremely effective system with the right combination, but without the right tactics, you're just throwing them away.
-7 new NAMI Mines, ranging from the CRM100/i EMP weapon, through to the CRM400 "Stingray" missile-firing smart-muntiion, and the CRM600 "Patriot", a directed plasma weapon that burns through the hulls of unshielded ships.
-8 new munitions for the NAMI Heavy, 6 missiles, 2 mines (and these are not just your average mines either. Things DIE when they hit these*). Tactical use of the NAMI is far easier, with the less powerful M1 tracking missile allowing for long-range combat, while the short range M4 and the new S1 and S2 allow the user to take on swarms of light gunships and fighters with ease.*
As soon as my exams are over, I'll complete the final testing and release the mod. And then I'll be FREE. FREEE!!!!!.....to start another one.
And remember guys, if it's leaving scorch marks, you need a bigger gun.
*Not a guarantee
You can expect:
-A far wider range of mines and missiles than even I had planned for when beginning the project
-All munitions balanced to the best of my ability.
-The NAMI Heavy and NAMI Mine Launcher will be easier to get.
-You'll be able to find ammo for them as well.
-Mines have had their level lowered, so they turn up sooner, as well as the other changes to make them easier to get.
-Sick of those mines timing out? Lifetimes have been increased across the board. Note: This can be a problem, be careful where you place them, as always.
-Tactical choices of munition will be entirely possible, with different munitions suited for different roles, as mixed minefields are an extremely effective system with the right combination, but without the right tactics, you're just throwing them away.
-7 new NAMI Mines, ranging from the CRM100/i EMP weapon, through to the CRM400 "Stingray" missile-firing smart-muntiion, and the CRM600 "Patriot", a directed plasma weapon that burns through the hulls of unshielded ships.
-8 new munitions for the NAMI Heavy, 6 missiles, 2 mines (and these are not just your average mines either. Things DIE when they hit these*). Tactical use of the NAMI is far easier, with the less powerful M1 tracking missile allowing for long-range combat, while the short range M4 and the new S1 and S2 allow the user to take on swarms of light gunships and fighters with ease.*
As soon as my exams are over, I'll complete the final testing and release the mod. And then I'll be FREE. FREEE!!!!!.....to start another one.
And remember guys, if it's leaving scorch marks, you need a bigger gun.
*Not a guarantee
Mischievous local moderator. She/Her pronouns.