Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: asyikarea51 on April 27, 2009, 08:22:36 am

Title: anyone got a missile ship to spare?
Post by: asyikarea51 on April 27, 2009, 08:22:36 am
One of the things bothering me with capships... I didn't like an idea I had for a primary weapon so I replaced it with a missile. The problem is trying to fit said secondary weapon onto existing capships i.e. 90% of the time armed with primary weapons, but without going into table editing (defeats plot purpose) or ship templates (unnecessarily increases entries).

Manually editing the mission in any text editor doesn't seem to solve it; the turret doesn't fire. Nor does a fake weapon in the primary slot and the actual missile in the secondary slot (I didn't set any range attributes on the fake primary though, will that affect the secondary weapon's targeting?).

So... anyone have a dedicated Terran missile cruiser/corvette to spare? (is not mentioning his criteria on purpose e.g. HTL/not HTL, is/is not so-and-so, this or that, etc.)

FreeSpace universe obviously.

Or should I just delete the missile and find some other creative uses for a primary?

Or does a coder have alternatives...?
Title: Re: anyone got a missile ship to spare?
Post by: TrashMan on April 27, 2009, 09:03:47 am
GVCv Wepwavet :pimp:


There was a missile frigate in Ghost Revenants methinks..the Neptune
Title: Re: anyone got a missile ship to spare?
Post by: 0rph3u5 on April 27, 2009, 09:55:59 am
GTCv Ajax
the missile corvette of Stratcomm design-line
low poly though

GTC Tyr (INFA)
its 3 large would make good missile batteries
Title: Re: anyone got a missile ship to spare?
Post by: Dragon on April 27, 2009, 10:14:53 am
GTC Njord ,Lo-poly ,but looks good.
You can reskin GTCV Wepwawet ,it looks quite decent with terran texturing.
What style you want this ship to be?
Because I can make you a reskin.
Title: Re: anyone got a missile ship to spare?
Post by: asyikarea51 on April 27, 2009, 12:37:09 pm
Wepawet reskin sounds interesting, but frankly I don't want to cause trouble by asking for something which may end up never getting used (i.e. another dead mod idea with wasted assets).

:nervous:

all 3 ships... the names sound familiar. probably check my archive/look through the net tomorrow. too tired to think atm, i'm calling it a day.


Thanks regardless.
Title: Re: anyone got a missile ship to spare?
Post by: Dragon on April 27, 2009, 01:57:43 pm
Wepawet reskin sounds interesting, but frankly I don't want to cause trouble by asking for something which may end up never getting used (i.e. another dead mod idea with wasted assets).

No problem ,I'm even making reskins just for fun from time to time.
Maybe you can use the one made for me some time ago without specific purpose.
Here you go ,I named it Phobos (we have Deimos so why not Phobos ) and replaced Trashman's missiles with Cyclops. You will most likely change armament ,it's a bit weak right now.
I had no idea what to do with it ,so maybe you will have.
I didn't bothered with tech description because most likely you will change it anyway.

[attachment deleted by evil Tolwyn]
Title: Re: anyone got a missile ship to spare?
Post by: Krelus on May 08, 2009, 12:32:24 am
The Wepwawet is pretty cool. I'm working on a version where each non-mobile missile bank has SIX fire points, so I can make it shoot swarm torpedoes for uber-roboteching. I'll keep you updated.

I was also thinking of turning the frontal BVas cannon into a launcher that fires a big-arse Meson torpedo that's almost the length of the hull. I need SOMETHING to get rid of those pesky Juggernauts (without going the BIGGER SHIPZ LUL route, that is).

EDIT: Sorry, I was absent-mindedly poking around the mods forum and didn't notice I bumped something off of page 2 XD
Title: Re: anyone got a missile ship to spare?
Post by: Getter Robo G on May 08, 2009, 03:56:52 am
Bob's Neptune makes a damn good missile/torpedo ship.

It was designed as a space sub after all. :)
Title: Re: anyone got a missile ship to spare?
Post by: Scooby_Doo on May 08, 2009, 04:15:28 am
How about my Formidable?   ;)

(with repaint)
Title: Re: anyone got a missile ship to spare?
Post by: asyikarea51 on May 09, 2009, 01:16:07 am
Didn't notice this get updated, I kinda scrapped the missile idea by going for alternate gun types but once again I'm fed up with game balance so I might go back to missiles on a separate ship XD

Gatling guns make bombing downright impossible (and to make it possible the FOF has to go up to a point where the guns can't hit a thing).
Shotguns look... odd... coming from a tiny turret.
And burst-firing weapons ala TBP (for some reason as I see it) only aim at one point instead of tracking the enemy fighter...

(not to mention the huge blob turrets which I have to slow down to something like X3 XTM guns because they're actually KILLING fighters in one hit XDDDDDDD)

Wepawet re-texture... looks cool, but those rear wing-fins-whatever still scream "VASUDA!!!" so it's just sitting on my hard drive atm. :doubt:

Btw picture an Orion in the scene of the battle. How do I fairly counter its AF weakness without stressing out the fighters...

:nervous:
Title: Re: anyone got a missile ship to spare?
Post by: Aardwolf on May 10, 2009, 12:02:11 pm
Orion isn't that weak against fighters... if necessary give it better AAA (if necessary Ultra-AAA)

And maybe stick an Aeolus with Heavy Flak in for kicks.
Title: Re: anyone got a missile ship to spare?
Post by: Droid803 on May 10, 2009, 01:29:09 pm
It's not that weak against AI fighters which wander into its locations where it can return fire, but it is horribly weak against player-flown fighters and bombers.
Even if you change its AAA to Ultras, it'll still have both broadsides entirely undefended unless you remove some of its cap beams.

Best way to solve that is to tuck an Aeolus somewhere near the Orion. You don't even need to switch the turrets for either. The Aeolus' AAA have coverage to the sides, which makes up for the Orion's lack thereof.
Title: Re: anyone got a missile ship to spare?
Post by: asyikarea51 on May 11, 2009, 11:15:39 am
*has read the responses but is unsure as to how he should reply*

I didn't think of putting an Aeolus next to the Orion in escort though.

If you can't rain the sky with missiles you might as well pepper it with flak :drevil:

Side note: I did take a look at the Neptune... is it the one in INFR1? Is there like a 1-minute hackfix solution (or something) for getting shine maps on that ship? With ambient factor 30 and no emissive light, that ship is barely visible...
Title: Re: anyone got a missile ship to spare?
Post by: Aardwolf on May 11, 2009, 10:20:49 pm
Recall that the Bastion in "Clash of the Titans II" was already badly damaged and (iirc) wasn't using its weapons. Still, considering that that mission was as challenging as it was even with 3 Aeolus cruisers escorting her, I'm suddenly not so sure about my suggestion.
Title: Re: anyone got a missile ship to spare?
Post by: Droid803 on May 11, 2009, 10:47:11 pm
The three Aeolus cruisers were like...below 25% HP. That hardly counts.
Title: Re: anyone got a missile ship to spare?
Post by: Aardwolf on May 12, 2009, 10:28:01 pm
Oh right. I only remembered the Bastion being damaged. I haven't played that mission in a while.
Title: Re: anyone got a missile ship to spare?
Post by: Krelus on May 12, 2009, 11:28:20 pm
Also, for some reason Aeolus Cruisers in the campaign regular were dumbed down a bit (a lot). The speed at which those things mow down anything smaller than an Elysium is just obscene. They're not good bomb catchers, though, since they have a lot of flak (which is almost useless at killing bombs) and Terran Huge Turrets (which are basically useless in every scenario ever.)