Author Topic: renegade "vae victis" project: need help.  (Read 105945 times)

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Offline Backslash

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Re: renegade "vae victis" project: need help.
It is not fully operational, I'm still testing it. ;)  It's taking a bit of tweaking to make sure the math is right.

I'll ignore the cone laser concept for now.  If/when we get armor implemented, we could make it a weapon that perhaps does damage to armor and not hull.  Or maybe vice versa, I dunno.

 
Re: renegade "vae victis" project: need help.
It is not fully operational, I'm still testing it. ;)  It's taking a bit of tweaking to make sure the math is right.

I'll ignore the cone laser concept for now.  If/when we get armor implemented, we could make it a weapon that perhaps does damage to armor and not hull.  Or maybe vice versa, I dunno.

     Can you tell me how exactly the armour code is going to work? Is it just extra hitpoints or is it something else entirely?

  
Re: renegade "vae victis" project: need help.
Use the shield as the armor and just turn off regenerate
isn't there a way to do that?

 
Re: renegade "vae victis" project: need help.
Use the shield as the armor and just turn off regenerate
isn't there a way to do that?

    Yeah but Renegade Legion fighters have shields too. Thbugh they work on different principle, I believe Starlord intends to emulate the game Jacob's Star which seemed to make them shields in the traditional fashion of space games.

 

Offline Backslash

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Re: renegade "vae victis" project: need help.
Currently, armor exists as something else entirely.  I'm hoping to expand this to behave as you'd expect -- in theory, armor could be made to behave just like a second set of non-regenerating shields.  However it's a lot of work and I'm in the middle of a few things, so I haven't got anywhere past the looking through the code to see what would need to be changed.  Perhaps someone else might take it up... but if not, I may tackle it in a couple months.

One little problem I just noticed... ideally we'd like weapons to have an $Armor Factor that behaves similar to $Shield Factor.  Problem is, there's already something named $Armor Factor which is the hull!  If we're lucky we can work around this with some clever tweaking by adding an optional $Hull Factor setting, or something else.  Dunno yet.

We'd also have to have a setting for WCSaga's sake where certain subsystems like turrets are not protected by the armor.

 
Re: renegade "vae victis" project: need help.
Currently, armor exists as something else entirely.  I'm hoping to expand this to behave as you'd expect -- in theory, armor could be made to behave just like a second set of non-regenerating shields.  However it's a lot of work and I'm in the middle of a few things, so I haven't got anywhere past the looking through the code to see what would need to be changed.  Perhaps someone else might take it up... but if not, I may tackle it in a couple months.

      Hmmn, sounds like it would cater well to Battletech, if . . . Battletech actually used any of those fancy armour types in anything beyond Solaris VII. Certainly not a useless option and would work fairly well for armour-only ships (or, rather shieldless ships).

 

Offline starlord

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Re: renegade "vae victis" project: need help.
Hmm, so ships are 3 layered protected now? not a bad idea. shields/armour/hull (like in prophecy or Xcom interceptor).

 

Offline starlord

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Re: renegade "vae victis" project: need help.
I'm starting to wounder if it might not be possible (provided some people are interested) to do a sort of test bed mission (not using any special features such as uneven armour or autopilot). I've made the dialogs for campaign 1 mission 1: To test it out, we would need a cheeta, a launcea, a verutum, a spiculum and a cingulum.

Could we start with this or is it too soon? I've notified our friends at the starshatter community of the idea.

 
Re: renegade "vae victis" project: need help.
I'm starting to wounder if it might not be possible (provided some people are interested) to do a sort of test bed mission (not using any special features such as uneven armour or autopilot). I've made the dialogs for campaign 1 mission 1: To test it out, we would need a cheeta, a launcea, a verutum, a spiculum and a cingulum.

Could we start with this or is it too soon? I've notified our friends at the starshatter community of the idea.

     Uh, well it's too soon in the way that, there are no models made.
     Also if you want a quick test mission, you should use one fighter, not five different ones. Especially when there are no ships available right now. Or maybe two fighters. One fighter will give you a training op for either side. Two will give you opposition potentially (assuming you have a fighter from each side)

 

Offline starlord

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Re: renegade "vae victis" project: need help.
All right then. :D

 
Re: renegade "vae victis" project: need help.
All right then. :D

      Getting any ships into the game might be a touch harder than we realise.
      Look at the TVWP demo, only three fighters and what . . . 5 new ships of various classes? Took a loooong time for TVWP to release anything. Though of course what they did is pretty darn cool. Of course it helps if people have the motivation and the free time to work on such things.

 

Offline starlord

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Re: renegade "vae victis" project: need help.
I simply hope starshatter will give us support. It'll be much needed.

 

Offline starlord

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Re: renegade "vae victis" project: need help.
At last, a first leviathan model:

braddw25 has done an amazing job on the fulgur destroyer.


check it out: http://www.starshattermods.com/forum/viewthread.php?forum_id=8&thread_id=391&pid=2999#post_2999

 

Offline gevatter Lars

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Re: renegade "vae victis" project: need help.
I get an error.
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

 

Offline starlord

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Re: renegade "vae victis" project: need help.
Yes: it seems starshattermods is having a few problems at the moment.

The model is quite good, the only thing I can see is the fulgur normally has a double top fin (not single as in the model). I'll have to notify this.

 

Offline starlord

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Re: renegade "vae victis" project: need help.
It's back online: go feast your eyes.

 

Offline Backslash

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Re: renegade "vae victis" project: need help.
Good news everyone!

Wanderer has been working on some turret code and has made it so beams will fire out of multiple firepoints at once.  It's not committed yet, but it works in his posted test build.  Lots of interesting options to try!

 
Re: renegade "vae victis" project: need help.
Good news everyone!

Wanderer has been working on some turret code and has made it so beams will fire out of multiple firepoints at once.  It's not committed yet, but it works in his posted test build.  Lots of interesting options to try!

      Good stuff
 
   
« Last Edit: May 29, 2008, 07:41:28 pm by Akalabeth Angel »

 

Offline starlord

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Re: renegade "vae victis" project: need help.
VERY interesting! kudos :yes:

 
Re: renegade "vae victis" project: need help.
Yes: it seems starshattermods is having a few problems at the moment.

The model is quite good, the only thing I can see is the fulgur normally has a double top fin (not single as in the model). I'll have to notify this.

       It's hard to tell how much detail he's got on it with that weird texture he's using.