Alright, ship graphics are done, together with a special ship + unique weapon and armor designed only for the Boa UC
So, in short: I got my very first mod ready, but I'm unsure if it's balanced.
So, I posted it on pastebin: Link
Looks fully functional (as an XML; without the graphics files Transcendence would throw an error and not load)
Good work for your first mod; I don't see any errors that would prevent the game from loading (Which tends to happen on people's first tries)
Regarding balance and playability: (Not that I expect anyone to get it right the first time around, but might as well start learning now XD)
(on the ship)
UNID= "&scBoaUltimateCarrier;"
manufacturer= "Imperial Shipyards"
class= "Boa"
type= "Ultimate Carrier"
score= "100"
techOrder= "mech"
mass= "182" ;; For a ship this large, you would probably have a larger mass
reactorPower= "1000" ;; needlessly high for a starting ship, and seriously, you don't want to be using a 100MW reactor that refuels with hydrogen fuel rods
fuelCapacity= "200000" ;; that is a LOT of hydrogen fuel rods you'd need to refuel
cargoSpace= "330" ;; for something this size its reasonable I suppose, even larger would still work, but you have to remember the impact it has with maneuverability
thrust= "182" ;; The thrust should probably be a bit higher than the mass for a ship of this size; the largest capships can get away with thrust=mass, and superfreighters can be even worse, but anything else is going to have severe negative impacts from this
rotationCount= "40"
maneuver= "10" ;; This ship is going to turn abysmally slow. A value of 6 would probably be better, for even a large ship like this. (Maneuver is ticks shown per frame; so lower = faster turning)
maxSpeed= "30" ;; This thing would be impossible to fly with such a high max speed and low turn rate. For a large ship like this 20 would really be the very most I'd use.
maxArmor= "20000";; On something this big... you'd probably want to bump it up to 25; might as well granted that
maxCargoSpace= "600" ;; Big ships can generally get away with larger starting cargo holds and little to no expansion. Just as well given that no cargo hold in the game can expand past 100 tons.
maxDevices= "12"
maxWeapons= "6" ;; a bit unnecessarily high; at that point you could very well just remove this parameter. 4 or 5 is a more reasonable value.
CyberDefenseLevel= "10" ;; this only has one effect - on the sung, and I think its modified by the level of your ship or something... Not sure exactly.
leavesWreck= "85" ;; I just put this at 100 for any capship or playership. Its very unsatisfactory to have a large ship explode and leave no wreck. Its also extremely unsatisfactory to see yourself blow up and leave no wreck.
(On your weapon)
level= "8" ;; this should really be at about 4 - 8 would cause this weapon to show up late in the game at which point its kinda weak - you would also need to drop the corresponding value. Firerate would be fine at about 45 or 30 for a plasma weapon, which would speed it up.
(on your armor)
the level should be a bit higher, and its really better to go with more segments as opposed to fewer heavy segments, as it only works as a solution for early game
Also given this is starting armor, you could drop the ion resistance as nothing with ion shows up for a significant amount of time, by which you would have upgraded this anyways.
Looks like you are on the other side of the coin from me. I can use xml to make a ship well enough, but I have difficulty with making 3D graphics. You may want to start out in your niche, then work up to producing full mods as you gain skill.
I'm the same way. I can do well using xml, but I fully rely on in game graphics for almost everything.
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?
I have mastered two of 3. Guess which ones? (Actually I'm becoming decent at scripting, but I don't even fully comprehend how lambdas work yet, mostly since I've been too busy learning other aspects of T-lisp. But I'd hardly call myself a master of it)
But we still end up with many more programmers & dreamers than artists
Wolfy wrote:I have mastered two of 3. Guess which ones? (Actually I'm becoming decent at scripting, but I don't even fully comprehend how lambdas work yet, mostly since I've been too busy learning other aspects of T-lisp. But I'd hardly call myself a master of it)
But we still end up with many more programmers & dreamers than artists
i dont know /how/ they work... but i know how to use them
"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
Wow, that's some high dosage stuff ya got there, Xolarix! The ships are really awesome! I wish you would interested in making graphics of mobile suits...
Edit: Oops! I got you mixed up with Xtasis, another new member of the T-Community (hence the reference to high dosage stuff ).
I'm back, for a bit.
I noticed that the Transcendence code was upgraded. Anything I need to change with my current mods which were made for 1.04?
also got some new ships I wanna try out in Transc, I'll share them as soon as I got them in a sprite and fully coded... as long as the code didn't change (much) for ships and equipment I should be fine