Well the beam cannons produce enough force to knock a bomber 20k away if it survives which does occasionally happen.
Oh and we will get some Shivan grunts up there to swap that out for you. Will a BFRED be suitable?
[/quote
20K? That's quite impressive. I've been trying to get the highest clocked speed ever on FS and have been trying to use collisions with the Sath, but I think I may reconsider my strategy.
A GTVA ship with good weaponry? You can't possibly be serious.
Ya know that big pimple right on the Collie's forehead that looks like it should spew out BF beams of green-greatness? Except it's a dinky little laser turret? Double-you tee eff. (Sorry 'bout that last bit. Bad habit.) What's up?
Well the beam cannons produce enough force to knock a bomber 20k away if it survives which does occasionally happen.
Oh and we will get some Shivan grunts up there to swap that out for you. Will a BFRED be suitable?
20K? That's quite impressive. I've been trying to get the highest clocked speed ever on FS and have been trying to use collisions with the Sath, but I think I may reconsider my strategy.
A GTVA ship with good weaponry? You can't possibly be serious.
Nope. Simply a BFGreen with double range or 600 m more range then a BFGreen.
Well the beam cannons produce enough force to knock a bomber 20k away if it survives which does occasionally happen.
Oh and we will get some Shivan grunts up there to swap that out for you. Will a BFRED be suitable?
20K? That's quite impressive. I've been trying to get the highest clocked speed ever on FS and have been trying to use collisions with the Sath, but I think I may reconsider my strategy.
A GTVA ship with good weaponry? You can't possibly be serious.
$Name: LRBGreen
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100.0
$Velocity: 2600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 35.0 ;; in seconds
$Damage: 1900 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 30.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 8000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam" "supercap")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
+Warmup: 5000 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius: 199.0 ;; muzzle glow radius in meters
+PCount: 25 ;; particles spewed every interval
+PRadius: 1.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0.4 0.5 0.9 1.2 1.7 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow3 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 90 ;; width of the section
+Texture: beam-red ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 110 ;; width of the section
+Texture: beam-green2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 130.0 ;; width of the section
+Texture: beam-green ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 180.0 ;; width of the section
+Texture: beam-green3 ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.5 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
; Bright light green R 137 G 252 B 96
; High Energy Green R 102 G 255 B 0
; Puke pale green R 192 G 255 B 200
; Forest Green R 2 G 142 B 18
; White Streek Green Tint R 215 G 249 B 219
*snip*
$Damage: 1900 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
I have tested it and it does destroyer a Ravana in one shot.:wtf: Are you sure that your tables are still correct?
That's better already. Get it down to 58% in 1 shot and it'll be okay.:wtf:
No really Hades, something must be wrong. Check out the tables on the Wiki if you don't believe us. An LRBGreen should take out 42% of a Ravana, no more, no less. 100% - 42% = 58%That's better already. Get it down to 58% in 1 shot and it'll be okay.:wtf:
And on the Phonecia, on salvo from the Sathanas's four BFReds is more than enough to take out the Hecate three times over. I think it is left at 1% because of ship-guardian or something.
There's an event that throws a ship-guardian on the Phoenicia after the Sathanas opens fire. Problem is, the event is set to trigger when the Phoenicia's hull reaches a very specific value (the mission's author used an equal-to operator instead of a less-than operator) which is occasionally skipped right over because of the rate that three to four of the Sathanas' beams can pump out damage. As a result, sometimes the Phoencia lives, and sometimes it dies.
I don't think so. There has to be some sort of delay before the Phoenicia jumps out. When it gets hit head-on by the Sathanas, it's hull drops like crazy, doesn't it? It probably dropped so fast that, in that moment between the point where the event-true delay is called and the ship-depart order is given, the Phoenicia took a bit more damage.There's an event that throws a ship-guardian on the Phoenicia after the Sathanas opens fire. Problem is, the event is set to trigger when the Phoenicia's hull reaches a very specific value (the mission's author used an equal-to operator instead of a less-than operator) which is occasionally skipped right over because of the rate that three to four of the Sathanas' beams can pump out damage. As a result, sometimes the Phoencia lives, and sometimes it dies.
I don't think it has anything to do with the framerate. However, if the Sathanas fires its beams such that the Phoenicia takes so much damage that it actually skips the 4% hull integrity mark...you get a toast Hecate. I've experienced this before when I was making a remake of Slaying Ravana. In my mission, I set the events such that a Demon-class destroyer would jump in when the hull integrity of the Ravana is exactly 42%. However, if the Ravana gets hit by a Cyclops at the right time, such that the Ravana's hull drops from, say, 43% to 39% in a single hit, the arrival cue event will always remain false and the Demon will not jump in at all.
A Demon in slaying Ravana? I want that mission!Click here (http://www.hard-light.net/forums/index.php?action=dlattach;topic=50848.0;attach=4338). It's not complete though.
Actually, I was thinking that the Ravana really should have twice the hull strength than it has now. In my remake of the Slaying Ravana mission, I pitted a GTVA fleet against a Shivan one.
The Shivan fleet consisted of about 24 fighters, the Ravana, a Moloch, a Rakshasa and a Lilith, with an additional Demon as backup.
The GTVA fleet consisted of the Psamtik, Aquitaine, two Sobeks, a Mentu, 8 bombers and 8 fighters.
Without protecting or making the Ravana invulnerable, it goes down in less than five minutes, along with the rest of the Shivan fleet.
I've got the mission attached to this post. I'm not too sure that this is the right place to put it, but I think it really does show that, against a GTVA fleet, a Shivan fleet of equal size is no match.
By the way, make sure that you check through the mission in FRED. I think my Protect events (as well as Invulnerability SEXP triggers) are still there.
Sweet, thankees. I'd love to play it when it is complete.That's the problem, see. The mission is pretty much done up, except for the debriefing and some redundant dialog which I haven't thought of. However, I'm quite busy these few days and cannot spare the time to do up the debriefs.
Sweet, thankees. I'd love to play it when it is complete.That's the problem, see. The mission is pretty much done up, except for the debriefing and some redundant dialog which I haven't thought of. However, I'm quite busy these few days and cannot spare the time to do up the debriefs.
There's an event that throws a ship-guardian on the Phoenicia after the Sathanas opens fire. Problem is, the event is set to trigger when the Phoenicia's hull reaches a very specific value (the mission's author used an equal-to operator instead of a less-than operator) which is occasionally skipped right over because of the rate that three to four of the Sathanas' beams can pump out damage. As a result, sometimes the Phoencia lives, and sometimes it dies.
Sorry for keep on derailing the topic but . . .There's an event that throws a ship-guardian on the Phoenicia after the Sathanas opens fire. Problem is, the event is set to trigger when the Phoenicia's hull reaches a very specific value (the mission's author used an equal-to operator instead of a less-than operator) which is occasionally skipped right over because of the rate that three to four of the Sathanas' beams can pump out damage. As a result, sometimes the Phoencia lives, and sometimes it dies.
Anyway, I FREDed a situation exactly like in the mission that features the Phoenicia, without any events . . . and well, my conclusion is that when a destroyer class ship or higher starts to jump out, when it speeds up and then the blue portal appears ( excuse me for my poor description ) it is impossible to take any more damage. :)