New Player Ship Released: Animated UFO

Freeform discussion about anything related to modding Transcendence.
Post Reply
User avatar
FAD
Militia Captain
Militia Captain
Posts: 732
Joined: Thu Aug 10, 2006 5:33 am
Location: Area 51

A UFO with revolving lights. Ship comes with new weapon, shield and armor. Enjoy!

http://www.xelerus.playmenow.org/index.php?s=mod&id=66

Let me know if it needs anything...
Yugi
Fleet Officer
Fleet Officer
Posts: 1027
Joined: Sun Mar 05, 2006 8:21 am

Woohoo! I gotta try this out...

EDIT:
Hey, that's neat...a bit sore on the eyes, though.
An Asgard deflector? Seems rather low HP for an Asgard device.
Is the weapon a Turbolaser array?
It's very difficult pilot. That's the problem with round ships. The ornage dot helps slightly...
User avatar
Giulio Cesare Augusto
Anarchist
Anarchist
Posts: 17
Joined: Sun Sep 24, 2006 4:26 pm

Wow,
I'll try, too.
User avatar
FAD
Militia Captain
Militia Captain
Posts: 732
Joined: Thu Aug 10, 2006 5:33 am
Location: Area 51

Yugimotomanager wrote:EDIT:
Hey, that's neat...a bit sore on the eyes, though.
An Asgard deflector? Seems rather low HP for an Asgard device.
Is the weapon a Turbolaser array?
It's very difficult pilot. That's the problem with round ships. The ornage dot helps slightly...
:lol: Sore on the eyes? Stop staring at it! :lol: Yep, it can be a little distracting but you'll get used to it if you play it long enough.

The Asgard deflector was named after the SG-1 Asgards (Originally named A** Guards) I couldn't think of any name for the shield and after just watching SG-1, I said "Why not call it an Asgard?" :lol: Since there's only two level IV shields currently in the game, I figured I'd add another.

The weapon is a Turbolaser array with multi-targeting ability. Kinda neat watching it as it pounds a base while also hitting a nearby enemy vessel.

I discovered in game that the UFO was kinda hard to maneuver so I added the red direction indicator beacon in post pro. It helps and again, you'll get used to it if you play it long enough.

My next animated project will probably have simple blinking lights or animated thruster illumination effects.
Yugi
Fleet Officer
Fleet Officer
Posts: 1027
Joined: Sun Mar 05, 2006 8:21 am

FAD wrote:The Asgard deflector was named after the SG-1 Asgards
Yeah, I know :P
User avatar
goat not sheep
Militia Captain
Militia Captain
Posts: 669
Joined: Fri May 19, 2006 8:36 pm
Location: ...
Contact:

I hope I know which is front.
>.<
Yugi
Fleet Officer
Fleet Officer
Posts: 1027
Joined: Sun Mar 05, 2006 8:21 am

goat not sheep wrote:I hope I know which is front.
The front is marked by the just-about-visible orange dot.

F50, you should have a warning on the mod for eppileptic people :P
User avatar
goat not sheep
Militia Captain
Militia Captain
Posts: 669
Joined: Fri May 19, 2006 8:36 pm
Location: ...
Contact:

After some practice, i got the hang of it.
>.<
Dosgamer3
Closed Account
Closed Account
Posts: 95
Joined: Thu May 25, 2006 11:11 pm

I think this ship should be built into the game itself as a starting ship, as it is very well balanced. Except for one thing: the weapon is just slightly overpowered in the early game. How about getting rid of the omnidirectional thing, and make it just a powerful turbolaser array?

(I'd mod the mod myself, but I'm still learning how.)
The universe is illogical. Get over it.

-----------------------------------------

I cannot be held accountable for anything I say that offends you. I never intentionally offend anyone.
If I offended you, it was an accident and I am sorry.
User avatar
FAD
Militia Captain
Militia Captain
Posts: 732
Joined: Thu Aug 10, 2006 5:33 am
Location: Area 51

I had originally intended to make that mod a friendly non-player (wandering) ship but in order to easily test the animation, I made it a playership.

You can edit the UFO.xml in Word Pad and in the section "Tri-Turbolaser Cannon" delete the line: omnidirectional= "true"
Then save. That'll remove the omni.

May also want to delete the line: multiTarget= "true"
as well, if you only want a Turbolaser array.

Another option, if you want to keep the weapon as is but make it weaker, edit the line:
damage= "laser:2d4+1"
to: damage= "laser:1d3"
which would still add up to 3-9 combined. Same damage rate as a standard Turbolaser.
Dosgamer3
Closed Account
Closed Account
Posts: 95
Joined: Thu May 25, 2006 11:11 pm

Thanks...I decided to keep it standerd though. Thanks for helping the develpment of my modding career though! :lol:
The universe is illogical. Get over it.

-----------------------------------------

I cannot be held accountable for anything I say that offends you. I never intentionally offend anyone.
If I offended you, it was an accident and I am sorry.
Post Reply