Misc Extended Mod (in development)

Freeform discussion about anything related to modding Transcendence.
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OddBob
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So this is the first half of a mod that I've been playing with.

Mostly it adds defenses to pirate, anarchist and Sung stations, motly in the form of turrets. I know, you're all "defenses? weren't they already defended?" Not like this they weren't. >;)

The most common one, the pirate repeater, fires quickly and has powerful shots but they SHOULD be easy to dodge. That's what I aim to find out, I'm asking you all to help me test this. What do you think? It should be somewhat harder (encouraging you to engage from a distance) but not insane-hard.

Anarchists get a faster-moving turret identical to the recoilless but it does blast - it will KILL you in a stock non-Wolfen ship if you just blunder right in there, this is the point, they are pretty easy to snipe from out of range though.

Sung get a tracking version of the repeater - sounds impossibly deadly but the shots slow down with time and eventually stop in place, becoming easy to avoid. You should probably take them out first though.

Anarchists and Pirates now have their own weapons (just modified versions of the standard weapons) and occasionally variant ships spawn with different weapons.

EDIT: removed out some of the randomness. It will come back later.

I am planning on fleshing out the rest of the factions as well but I want ot get a feel for these ones first and I'd like your opinion - what do you think of the new defenses (other changes as well? - I realize it's an eclectic combination)? So far they are only on all pirate stations greater than a cache, anarchist gatherings, and slave camps. but I plan on adding them for Ares, all sung, the rest of the anarchists, some mines, some heliotropes, and maybe luminous. Also there will be an anarchist side branch for sure (before rigel) and maybe some other late game one (but don't count on it).
Last edited by OddBob on Mon Jan 21, 2008 4:20 am, edited 3 times in total.
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Betelgeuse
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hmm my only comment is why encourage standoff fighting? That is the kind of fighting that the AI is worst at. Most of attacking station defenders is stand off.
Hiding in the station seems to be the only encouragement for getting up close.

Maybe if you made it so some types of stations would work better fighting up close and some you should fight stand off. That way you would need to experiment to see what would work better and would reward experience.
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OddBob
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Originally it was to keep you from sitting on the station - and also to make stations more interesting to fight - I plan on reducing their hitpoints quite a bit, with a main point being the challenge is fighting your way to the station but once you're there you don't have to pound on it for a long time. I'm going to experiment with different ways of this - some stations might have mines or even large garrisons that patrol farther out.The anarchist station encourages standoff by design but I think the pirate ones are still they same - I've so far fought them close up and it's more fun I think because you can't just sit still and pound the station on autopilot (or you have to destroy the turrets first).

I can think of a few way to require you to get up close. The best is a set of barricades a few lightsseconds distant around the station, with turrets on the outside. You have to run past the turrets to get inside the barricades, where the turets may or may not be able to shoot you - however you can still standoff with WMD weapons and destroy the barricades - you'll always basically be able to do that.
Last edited by OddBob on Sun Jan 20, 2008 9:32 pm, edited 1 time in total.
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bimbel
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hmmm what do you mean by "This is while I get Xelerus to work"? Any problems?
OddBob
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hmmm what do you mean by "This is while I get Xelerus to work"? Any problems?
Nope - I couldn't access Xelerus at the time due to a problem with my connection. The mod is up there now (had to use IE though to get around that "must be a zip file" thing though - it doesn't like firefox?)

http://xelerus.de/index.php?s=mod&id=63
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Charon Mass of Goo
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OddBob wrote:
hmmm what do you mean by "This is while I get Xelerus to work"? Any problems?
Nope - I couldn't access Xelerus at the time due to a problem with my connection. The mod is up there now (had to use IE though to get around that "must be a zip file" thing though - it doesn't like firefox?)

http://xelerus.de/index.php?s=mod&id=63
I use FireFox, and it works fine.
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OddBob
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I'm happy for you. Unfortunately that has nothing to do with anything as you don't have the "must be a zip file" problem either.
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bimbel
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OddBob wrote:
hmmm what do you mean by "This is while I get Xelerus to work"? Any problems?
Nope - I couldn't access Xelerus at the time due to a problem with my connection. The mod is up there now (had to use IE though to get around that "must be a zip file" thing though - it doesn't like firefox?)

http://xelerus.de/index.php?s=mod&id=63
It's pretty weird as it depends on what programm you are using to create the zip. But then again also the browser does add something to it...

http://xelerus.de/debug_mod_upload.php

"upload" it there once and post what it is replying

I'm well aware of the problem
OddBob
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It's pretty weird as it depends on what programm you are using to create the zip. But then again also the browser does add something to it...
I read about that on the site - but I used four different programs and it never took them with FF but it worked the first time in IE.

I am sending you the output via PM.
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Periculi
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So.... I can't find this mod on Xelerus! How can explore the new ways to get blowed up?
OddBob
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I took it down pending a revision and forgot to repost it. I'll put up the current progress soon.

Can someone in the know tell me whether this is functional or not? It should create a ring of barricades around a station but they always end up facing the wrong direction. stBarricadeStation is a custom stations for this mod but they are just a pirate owned version of the regular barricade .

Code: Select all

		<OnCreate>
		
		
			(for variant 1 12 
				(block Nil	
				
					(setq barricadePos 
						(multiply 30 variant)
					)
					
					(setq barricade 
						(sysCreateStation &stBarricadeStation; 
							(sysVectorPolarOffset gSource (multiply 30 variant) 10)
						)
					)	
					
					(switch
						(and (ls barricadePos 45) (gr barricadePos 315))
							(staSetImageVariant barricade 1)
										
						(and (ls barricadePos 135) (gr barricadePos 45))
							(staSetImageVariant barricade 0)
											
						(and (ls barricadePos 225) (gr barricadePos 135))
							(staSetImageVariant barricade 3)
									
						(and (ls barricadePos 315) (gr barricadePos 225))
							(staSetImageVariant barricade 2)
					)
				
				
				)
			)
			
		</OnCreate>
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Charon Mass of Goo
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Periculi wrote:So.... I can't find this mod on Xelerus! How can explore the new ways to get blowed up?
Check out my mod, it's got that Death-wave cannon. Really all it will do is Disintegrate you though. So forget it.



@OddBob: Have you tried changing the angles?
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I like my repulser and desigerater better
bTW debug upload 0.o
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