New missile idea

Freeform discussion about anything related to modding Transcendence.
Post Reply
mistere
Miner
Miner
Posts: 42
Joined: Tue Sep 13, 2011 9:26 pm

I noticed the latest mod on zelerus had a long range missile, and I was thinking that it would be cool to have an "Interstellar Homing Anti-matter Missile"- or "IHAM"(working title) that could specifically target stations on the other side of a solar system as long as you have them mapped.- and possibly obliterate them.

Maybe it would require a modified targeting scheme that would exclude ships, and anything within too short a distance, and stations you haven't mapped.

OR, it might be better to have it be like a bomb that takes up a device slot, then when you use it, much like a barrel of armor paste etc., you can pick what station to send bomb.

I'm not sure how to do that, but I thought somebody might like to try something like that.

OR maybe have a super rare doomsday weapon, capable of being deployed, that will seek out a sun, and make it go nova- destroying everything in the system. You could even make a mission that requires it.

I dare somebody to make that. :lol:
shanejfilomena
Fleet Officer
Fleet Officer
Posts: 1533
Joined: Tue Mar 22, 2011 8:43 pm
Location: Alaska
Contact:

mistere wrote:I noticed the latest mod on zelerus had a long range missile, and I was thinking that it would be cool to have an "Interstellar Homing Anti-matter Missile"- or "IHAM"(working title) that could specifically target stations on the other side of a solar system as long as you have them mapped.- and possibly obliterate them.

Maybe it would require a modified targeting scheme that would exclude ships, and anything within too short a distance, and stations you haven't mapped.

OR, it might be better to have it be like a bomb that takes up a device slot, then when you use it, much like a barrel of armor paste etc., you can pick what station to send bomb.

I'm not sure how to do that, but I thought somebody might like to try something like that.

OR maybe have a super rare doomsday weapon, capable of being deployed, that will seek out a sun, and make it go nova- destroying everything in the system. You could even make a mission that requires it.

I dare somebody to make that. :lol:
I often target a Ferian Colony then go far away : find a nice spot where my back is covered and send the AutoSentinels to take out the station ( Amazingly they tend to get back alive, but not always ) .
Now what you suggest is cool if it is a " Guided Missile " kind of thing :
However: it is not a ship : ships do not hit stuff In the Transcendence Universe.
So making a Missile fly like a ship but hit something is going to be interesting.

Soooooo : you can experiment a few ways :
it will have to be an auton equipt with this missile to carry it to target then fire.
Make the Missile but make it a "Smart Missile " that you can order to self destruct, that will not fire if no targets are selected.
to get a missile to fly a distance is the " lifetime " of the item. I do not know what the limit is, or if there is one.

Do you watch Star trek: Intelligent Missiles sent to bomb a planet far away : one gets disabled and is rescued : the main " problem " is that the Homeworld can not stop the attack : the intelligent Missile self destructs to destroy all the others.

Moral of the story : self destruct features are good things.

I do not know of or think a Missile can inherit an Auton Base or be communicated with : this is your experiment :)

But I am sure you can make it work : or close enough.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
User avatar
christian
Militia Lieutenant
Militia Lieutenant
Posts: 203
Joined: Sat Jul 09, 2011 11:16 pm
Location: Brazil - RS

8-) I could get it done...but how fun would it be.... :mrgreen:

*You can use shpOrder ship 'escort to make the "Auton"\missile go to the target (I'm using something like that on my new Daedalus [comming soon on Xelerus] to make the F302 approach it and when they are right on top of it they dock).... and them put "sysAddEncounterEventAtDist" to activate the self destruct...

well...this is the easy part...
sdw195
Militia Captain
Militia Captain
Posts: 779
Joined: Wed Nov 18, 2009 1:01 am
Location: Still looking for the csc Antarctica
Contact:

check out my Kamikaze-class auton http://xelerus.de/index.php?s=mod&id=735

it probably already does what you want
Image
Image
Image
Image
"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"
mistere
Miner
Miner
Posts: 42
Joined: Tue Sep 13, 2011 9:26 pm

sdw195 wrote:check out my Kamikaze-class auton http://xelerus.de/index.php?s=mod&id=735

it probably already does what you want
Wow- thanks guys!

It's almost exactly what I was thinking. That is, I was thinking of more of a homing missile, but if I just change the graphic to a modified "Baumbton" (maybe make it look a bit like the capital ships- fat cigar with thrusters), and make it explode on arrival, that would still work nicely.

But it has to not target close stations that you haven't mapped- and be able to target ones on the other side of the system, basically ignoring any normal targeting range limit and only allowing those outside a normal radius. I'm not sure if yours has those limitations. I really like the kamikaze auton idea though!

The idea being that it would be too dangerous to deploy without being far away, and so powerful that it could(only?) be used in a mission where an enemy fortress/compound is otherwise unbeatable. Like super pteravores, that are like wasps crossed with sharks...with frickin' lasers attached to their freakin' heads. :lol:

If I could get that to work, I'd make a few different variants of it. Maybe some that will have just enough power to take out ships docked, but leave the station.

The best would be a zombie plague "Bombton". It would release a radioactive cloud- and nearby ships start attacking each other with actinide waste cannons that make other ships go nuts too. That might be a bit too complex for me to make, but I think it's about frickin' time for zombies...with frickin' lasers attached to their frickin' heads. :lol:
Amariithynar
Militia Commander
Militia Commander
Posts: 255
Joined: Sat Apr 30, 2011 9:58 pm

get in range, target, fly away, drop bombton, aim at target. Voila. makes sure you got the right target.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

(To mistere) I am working on this, and it is not too difficult to do. I call the weapon Ragepocalyse (launcher) for now. It will be a godmod, and I may finish it in a few hours.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Actually, I have a zombie gun (as well as one contributed to me by alterecco).
Mine:
-removes all weapons and installs a zombiefier gun, makes ships attack the nearest enemy.
Alterecco's:
-zombiefies a ship and makes it wait for a target. I remember it was REALLY bad because apparently WE4 installed it on a corsair, and things... happened. Let's just say that I'm glad I play the Network, because I never visited that system again.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

Uploaded Ragepocalypse to Xelerus. Try it out, mistere.

I gave the afflicted ships standard waste cannons instead of a custom rage gun because the latter kept crashing the game. Despite this, the explosion's vast area of effect will cause a whole screen full of ships to fight each other then die from radiation.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

ahah, the Regepocalypse is very good ! :D

Btw, did you know that Weapons Extended mod has a Doomsday cannon ? it's a single use giant missile with a 200ls diameter explosion and that you can't fire if you are closer than 100ls to the target. (it makes a beep noise and won't fire if you do)
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

(To digdug) I tried the WE4 Doomsday weapon, but did not like it much because it will not fire when I want it to (i.e., target on the screen) -- I want to use it when I have my god defenses up (either from Domina powers or godmod items) and can view the fireworks safely! Also, one shot is not enough when fragmentation is not guaranteed due to a game engine quirk.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
shanejfilomena
Fleet Officer
Fleet Officer
Posts: 1533
Joined: Tue Mar 22, 2011 8:43 pm
Location: Alaska
Contact:

PM wrote:(To digdug) I tried the WE4 Doomsday weapon, but did not like it much because it will not fire when I want it to (i.e., target on the screen) -- I want to use it when I have my god defenses up (either from Domina powers or godmod items) and can view the fireworks safely! Also, one shot is not enough when fragmentation is not guaranteed due to a game engine quirk.
obviously a " old " quirk'; last night I should have been killed by the Shrine :
My Corporate Shields are tough : but not Godly Tough : three Molotok, too much Ion or a shrine can get me: but last night the shrine failed to destroy my ship as expected.....

Must be a safety someplace like with the MAG Ammo.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
mistere
Miner
Miner
Posts: 42
Joined: Tue Sep 13, 2011 9:26 pm

PM wrote:Uploaded Ragepocalypse to Xelerus. Try it out, mistere.

I gave the afflicted ships standard waste cannons instead of a custom rage gun because the latter kept crashing the game. Despite this, the explosion's vast area of effect will cause a whole screen full of ships to fight each other then die from radiation.
Ahahaha!! Oh, man! That is outstanding!!!
Sorry it took me so long to respond...I've been busy...giggling like a little girl because of how awesome this mod is.


Superb work, man! :mrgreen:
Thanks PM- you do some of the best work. I knew it could be done, and I'm glad to see you hit it out of the park. With my godmod ship I'm immune to it, and have inertial-less drives, so I can ride the missile all the way(Yee Haw! 8-) ). I like how it seems to jerk back and fourth too. Makes it look like it's malfunctioned and has trouble steering, and misfires, resulting in this. Hmm... could be cool to make a toned down version of something similar, as a defective missile launcher. The green explosion effects look so spectacular- I love it.



Radioactive- check... targeted- check... desired limits of targeting... check... zombification- check, super-cool effects...big check.

I give it an A++++++++


Also, after looking at the code, I see the process of zombification. It's simpler than I thought it would be! Still, I'm not all that proficient at this, but it looks very doable to put that part of the code into a weapon, that would make zombie wingmen. The cool part is that it seems like you could "poach" the enemy's fighters/army, and you could have an enemy like the salvager nomads that wanders around building a fleet in a system until it's destroyed.

I'm gonna have to play with this a lot, because I've been wanting to see space-zombie enemies and missions and weapons in Transcendence for like, eight years.[/i}

Edit: :roll: I'm still not proficient at this :P
I now have made a weapon that turns the enemy into a wingman, and equips them with super equipment. Yay!!

I should use this to make a weapon that turns the enemies weapon into a gun that fires silly putty or something. I'll call it the "Flacidator"





I love George Moromisato for making this so flexibly moddable. Thanks George!
Last edited by mistere on Sun May 06, 2012 9:45 pm, edited 4 times in total.
mistere
Miner
Miner
Posts: 42
Joined: Tue Sep 13, 2011 9:26 pm

digdug wrote:ahah, the Regepocalypse is very good ! :D

Btw, did you know that Weapons Extended mod has a Doomsday cannon ? it's a single use giant missile with a 200ls diameter explosion and that you can't fire if you are closer than 100ls to the target. (it makes a beep noise and won't fire if you do)
I did not know that.

I'll have to check that out.

All I carry is doomsday weapons...that's just how I roll 8-) :roll:
Ok, so I may pack a few "crippler" weapons, but that's just in case they get in too much of a hurry to get vaporized.
Post Reply