The Stars Beyond
- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
At least at the moment it CAN be done w/o the cargo expansion... I'm still going through, and the wolfen III's balance (along with quite a lot of other stuff) is still subject to considerable change.
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- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
[11:24] <Azar_Wolf> Some turret related announcements:
[11:25] <Azar_Wolf> 1) Turrets are making a move back to being ships, however, will not use the auton command architecture [as for now, seeing as that has caused major bugs for me in the past]
[11:25] <Azar_Wolf> 2) Tenhove is the maker of most Energy-Weapon turrets
[11:26] <Taben> can you make a huge explosion that doesn't destroy the wreck but destroys nearly everything else in the system (other than the stargates)
[11:26] <Taben> when it dies
[11:26] <Azar_Wolf> @ Taben... I'm planning on having a fleet battle, not a single ship
[11:26] <Taben> even better
[11:27] <Azar_Wolf> anyways, the huge explosion would be deadly on any non-modern computer
[11:27] <Azar_Wolf> (as in, it would lag massivly)
[11:28] <Atarlost> Well, You can use my gem of nullification if you want. And my energy mines if I can get them working.
[11:29] <Azar_Wolf> 3) New Tenhove turret, Basic Defence Turret, which is used primarily to lower the use of the sentinels, to provide a more defensivly oriented enemy (though you can still obtain these) - seeing as sentinels are weak both offensively AND defensively
[11:29] <Azar_Wolf> (the BDT has only a regular laser, but heavier armor, and won't move around)
[11:30] <Azar_Wolf> 4) The original company that made the early Antares Line, Makayev Energia, produces a line of lower-end matter-type turrets
[11:30] <Azar_Wolf> 5) a couple higher-end Ranx turrets will exist as well, to fill the upper end of the matter-type turret spectrum
[11:32] <Azar_Wolf> 6) Ares turret gets some tweaks, and will be usable
[11:32] <Azar_Wolf> 7) Taikon sells a plasma turret as well, to provide a counterpart to the Ares one
[11:34] <Azar_Wolf> The ares/Taikon turrets, as well as the ClassIV/III tenhoves, and one of the Ranx turrets are all labled as military grade. All but the ClassIII can be used to some effect against the iocrym (preferably the Ares/Taikon however)
[11:34] <Azar_Wolf> Ares turret may undergo some balance changes to fit its new role
[11:34] <Azar_Wolf> Hostile turrets CANNOT be picked up [you need a pacification device/program or something like that]
[11:35] <Azar_Wolf> Best places to aquire turrets:
[11:35] <Azar_Wolf> 1) Hostile Miner Stations
[11:35] <Azar_Wolf> 2) Auton stores
[11:35] <Azar_Wolf> 3) Ranx stations
[11:35] <Azar_Wolf> 4) Militia stations
[11:35] <Azar_Wolf> 5) Taikon stations
[11:36] <Azar_Wolf> 6) Ares Communes and Shipyards
[11:36] <Azar_Wolf> [They won't have every turret type, ie, Ares stations will commonly carry the Ares turret, but only rarily would you see the other turret types]
[11:38] <Azar_Wolf> Ares turret may stay similar to its current form: to beat the iocrym, it would use its commonness and its high-level weapon (even if it doesn't do all that much damage due to slow fire rate, they'd be common)... Possible idea anyways
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- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
over vacation, I added in more weapon sounds, (most were already there, just never implemented). I also fine tuned the audio files to save space.
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Suggestions from IRC:
- Increase frequency of auton dealers slightly
- reduce frequency of insurange conglomerates. Insurance is buggy from vanilla. Possibly limit to one in St. Kat's
- Ammo shop, possibly also stock algorythms for quantum cpu
- possible rom/barrel shop in St. Kat's
- new Makayev-Energia turrets should be sold in Makayev arms dealers
- new Ranx Empire turrets should be sold in Ranx stations
- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Post 200 for this thread ^^
Anyways, some more content announcements...
The therrusian trade packs once implemented will be selling mostly high-end stuff, including some rare stuff from outside of the quarantine zone...
Also, Aperture Technologies, a supposedly defunct company may very well be Still Alive. Soon a trickle of various devices (and associated ship wrecks) may start popping up, so keep an eye out ^^.
Anyways, some more content announcements...
The therrusian trade packs once implemented will be selling mostly high-end stuff, including some rare stuff from outside of the quarantine zone...
Also, Aperture Technologies, a supposedly defunct company may very well be Still Alive. Soon a trickle of various devices (and associated ship wrecks) may start popping up, so keep an eye out ^^.
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- Hatsuya Kanzaki
- Militia Lieutenant
- Posts: 145
- Joined: Wed May 13, 2009 6:10 pm
- Location: leading an armada of Realians driving sword-shaped gunships and WearGears
Meaning, there might be a chance to buy my Star Light Breaker?
In Vanilla, in some shops esp. Black Market and on Military, I can buy my Hatsuya Arrow and Hatsumi Ray... I wonder if you've tried them too...
In Vanilla, in some shops esp. Black Market and on Military, I can buy my Hatsuya Arrow and Hatsumi Ray... I wonder if you've tried them too...
- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
It's a possibility: You'd have to tell me what item data tags it has included so that its compatible. The therrusians have several required modifiers on their things for sale.
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That might be a bad idea. There's some stuff it might not be a good idea to let the player get his hands on. In V/TX2 there's some of the Iocrym gear. In my enhanced Iocrym there's more Iocrym gear some of which is nastier than the existing Iocrym gear.
If you still can't install anything above level 10 for devices it's not a problem, but also doesn't accomplish anything.
If you still can't install anything above level 10 for devices it's not a problem, but also doesn't accomplish anything.
- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
No, it's for inter-mod compatibility. I'm not saying its a default TX2 thing: what I'm trying to do is make TX2 compatible with other things...Atarlost wrote:That might be a bad idea. There's some stuff it might not be a good idea to let the player get his hands on. In V/TX2 there's some of the Iocrym gear. In my enhanced Iocrym there's more Iocrym gear some of which is nastier than the existing Iocrym gear.
If you still can't install anything above level 10 for devices it's not a problem, but also doesn't accomplish anything.
I think I'll just post a full documentation later...
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- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
TX2 is on hold for the time being.
The reason is that a close friend of mine has died.
[edit] - don't turn this into a thread for condolences please. I'd appreciate it if we could keep them to PM's. The taint of death should not be spread around in here.
The reason is that a close friend of mine has died.
[edit] - don't turn this into a thread for condolences please. I'd appreciate it if we could keep them to PM's. The taint of death should not be spread around in here.
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- Hatsuya Kanzaki
- Militia Lieutenant
- Posts: 145
- Joined: Wed May 13, 2009 6:10 pm
- Location: leading an armada of Realians driving sword-shaped gunships and WearGears
So... one of the people of the dead organization might be owning the Star Light Breaker and/or the Steph-thing weapons?
BTW, are there alternatives for me to make the Star Light Breaker? The original plan there is that it's supposed to be a long laser beam that as wide as a playership. But what I've made is that I've lined up a series of lines/lasers...
BTW, are there alternatives for me to make the Star Light Breaker? The original plan there is that it's supposed to be a long laser beam that as wide as a playership. But what I've made is that I've lined up a series of lines/lasers...
- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
No, the dead organization has its own stuff. You can mod it in as a subsidiary mod that would link into TX2, so if you wanted to, it would be compatible.Hatsuya Kanzaki wrote:So... one of the people of the dead organization might be owning the Star Light Breaker and/or the Steph-thing weapons?
BTW, are there alternatives for me to make the Star Light Breaker? The original plan there is that it's supposed to be a long laser beam that as wide as a playership. But what I've made is that I've lined up a series of lines/lasers...
Actually, unless someone has a unique type of idea or weapon (ie, its scripted to do something special or uses a truly novel idea), I generally avoid including it, first off since there can be direct mod conflicts, and its simply not good to see too much repeated content.
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- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Not that I know of.Atarlost wrote:Have you included anyone else's content besides Aonic's ships?
I accidentally included on of dalva's phaser sounds, however, I corrected that error while I was on vacation.
I can't wait till mods can have fully independant directories

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