-Added S3 and S3/i Autosentinel robots. Like the other sentinels, they're NOT deployable just yet. In the end, I think there'll be 5 turret and 5 sentinel models used by stations/the player. In SUO2, Sentinels will be deployable and can be transfered over to permanently defend/patrol/escort a target.
-Did some basic concept work on tweaking Korolov and a few other missions.
-Decided to go revise instead of doing any more this week ( )
Dude just open the tdb with notepad++ thats how teh real modders do it
"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"
Shrike wrote:Once again, trying desperately to find titanium barricades in the XML. Have thus far failed in every XML that looked even remotely relevant.
Shrike wrote:Once again, trying desperately to find titanium barricades in the XML. Have thus far failed in every XML that looked even remotely relevant.
As an aside, does anyone have a 40-facings version of the Centauri Raider? I want to make a playership version. See how far people can get with such a majestic and mighty piece of military hardware.
Shrike wrote:As an aside, does anyone have a 40-facings version of the Centauri Raider? I want to make a playership version. See how far people can get with such a majestic and mighty piece of military hardware.
I think PM has 40 facing versions of all the Centauri ships in his Playership Drones v3 mod.
"A good ship should not look like a plumber's nightmare."
- Atarlost
RPC wrote:I recall somewhere in the forums that someone finished a hornet playthrough a long time ago
I've done one before. It's not THAT hard. You just need to minmax the HELL out it and learn to fly with 20-facings.
The difficulty of the Hornet comes from its speed, agility and light weight (which can also make an insane killing machine if you're careful in it). The difficulty of the Raider comes from being a bath with rockets and guns strapped to the sides.
Exams are over, now I'm working on S.U.O for a late december release. I've started working on tweaking station guards. Outlaw P. Mines will now sometimes have 1-2 manticore fighters as guards (as well as those oh-so-crunchy hammerheads and borers), or a tweaked set of autosentinels patrolling the area. And a few other surprises.
To do:
-Balance everything
-Tweak what graphics are getting tweaked for V.1.0 (or do a 0.5 release instead...), put markers into the code so I can find placeholder stuff when it's time to do SUO 2.
-Remove the stuff that's not up to scratch
-Outlaw Miners
-Outlaw traders (They're "hostile" tradeships doing supply runs to and from outlaw mines n' stuff)
-Not-so-outlaw traders, MAYBE.
-Outlaws (not a big tweak there, they're possibly getting one extra ship.)
-Korolov Station(?)
-Ice Farms
-Finish the Gaians
-Finish reworking SM&M into a component.
-Militia fortresses. Possibly.
-Maybe redo the kytryn launcher OR the iocrym explosion.
-Put up a "teaser" mod in the next few days of some of the more interesting stuff so I can try to get feedback on it and learn what needs extra work.
Outlaw Miners segment at 55% completion. Testing postponed until after 1.07a comes out. Certain illegal mines have a chance to have 1-2missile barges, which have a varying missile payload. Thus for outlaw P. mines, there is a 0.0125 probability of the worst possible scenario for the player (2 missileships, both with the most powerful missiles possible). This may change slightly, I'm working on separating the missile-barge from the ore-transport.
Edit:
Korolov now under construction.....there's about 6 or so possible setups in terms of sentinels and turrets. They will be overpowered as a result, but that's intentional.....Korolov WANT their stations nice and safe, and having good defense is a good part of that. The Charon korolov base is also going to get something of a revamp....getting one of the standard defense setups of the other stations that will give it a sporting chance, but not *enough* of a sporting chance.
This ship causes the game to fail to start, with an extremely helpful (cough) "Crash loading: dc43blahblahblah" error message in the debug.log. Can anyone see what's wrong with it, or is this something not to do with this specific mod?
Knowing me, it will either be something unbelievably simple, like a messed up tag, conflicting UNID or using something in completely the wrong way....OR I'll have found something that breaks the engine again.
1. The <Lookup> elements in the <Items> table should be <Item ...> otherwise, they are missing the table="..." attribute.
2. There is a bug in the engine that fails to report the above error and crashes instead (I've fixed that--thanks!)
george moromisato wrote:1. The <Lookup> elements in the <Items> table should be <Item ...> otherwise, they are missing the table="..." attribute.
2. There is a bug in the engine that fails to report the above error and crashes instead (I've fixed that--thanks!)
So it turns out to be BOTH me missing the obvious *and* a bug. Cheers George.
I am rolling back SUO1 release to 'When it's ready", rather than trying to rush it for December. If it's up to par, sweet, I'll release it. If not....bring on 2012!
SUO1 is NOT going to be a finished mod. It has placeholders, incomplete balancing, and only a small percentage of the ultimate SUO content...and is more an Alpha version. That said, it does have a reasonable amount of content. ^_^