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Re: Ascendancy Mod Idea (need some help)
Heh wow I guess it did sound incredibly stupid.....
Oh and an example of the Terrenesi ship construction thing: Name ;= Terrenesi Ship Construction Group ;= Terrenesi Tech Description ;= The Construction of Terrenesi ships and their components Maximum Level ;= 8 Level Cost ;= 15000 Start Level ;= 0 Raise Level ;= 0 Racial Area ;= 1 Unique Area ;= 0 Can Be Removed ;= False Number of Tech Req ;= 0 Tell me if this would work please http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Ascendancy Mod Idea (need some help)
Will work as long as racial area 1 is the racial trait given by choosing "Terrenesi Race" racial trait during the game setup.
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Re: Ascendancy Mod Idea (need some help)
To be a bit more specific, you'll need to create a racial trait in racialtraits.txt called "Terrenesi" or whatever that gives technology area 1, to go with your entry below.
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Re: Ascendancy Mod Idea (need some help)
Yup did that http://forum.shrapnelgames.com/images/smilies/happy.gif so I'll just need to work on some stuff to get myself a "pre alpha" going http://forum.shrapnelgames.com/images/smilies/happy.gif
Okay all here is a list of some of the stuff you can find per race (at least at the moment) The only four races in the Alpha are going to be Terrenesi, Swarmer, Icaran Imperial and Rebel. Terrenesi Weapons Light Pulse Cannon: The standard Terrenesi ship mounted weapon on ships Light Cruiser and below, this weapon is especially accurate do to it's rapid rate of fire (I'll give combat bonuses to the ship carrying it to simulate this) Restricted to: Light Cruiser and Below Special: Breaches normal shields Pulse cannon: Standard Terrenesi ship mounted weapon for ships Cruiser size and better, less accurate then a Light Pulse Cannon but also more damaging. Restricted: Cruiser up Special: Breaches normal shields Heavy Pulse Cannons: The most damaging Terrenesi pulse cannon, this powerful weapon is only mounted on Dreadnoughts and Super Dreadnoughts as the power consumption is enormous. Restriced: Dreadnought, Super Dreadnought Special: Breachse ALL shields fires once every 3 turns Quantum Discharge Cannon: The most powerful singlular weapon in the game the QDC is an expensive and huge weapon that can only be mounted on Super Dreadnoughts, though very short ranged it can easily kill an enemy capital ship in a single shot. Restircted: Super Dreadnought Special: Skips all Shields does 2000 damage, fires once every 30 turns. Icaran Weapons (the only difference between Rebel and Imperial is color Pulse Laser: The Pulse laser is a small weapon mounted on various Icaran Warships it is a rather low power weapon but it is highly accurate and rather long range for a weapon of it's size. Restricted: None Special: Lightweight, Very Accurate Laser Cannon: The Icaran Laser cannon is the general run of the mill ship to ship energy weapon deployed by Icaran Capital ships, they are long ranged weapons with moderate hitting power and medium accuracy. Restricted: none Particle Laser Cannon: The PLC is the longest ranged non-seeker weapon in game but loses 60% power at maximum range. This weapon is heavy and only mounted by the largest ships in the Icaran fleets. Restricted: Battleship-Flagship Special: Longest ranged non-seeker in game, moderately accurate for a weapon of it's size and heavier hitting power then the Laser. Fires once every 2 turns More to come: I'm hoping to get these weapons into my pre-alpha Version of the game and play test them. The Icarans have plasma guns but I still havn't figured out the exact specs of those yet. |
Re: Ascendancy Mod Idea (need some help)
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Re: Ascendancy Mod Idea (need some help)
Oooh your right thanks http://forum.shrapnelgames.com/images/smilies/happy.gif that saved my butt there eh hehe.
Well though that wouldn't have been much of a big deal since the only ships that can mount Light Pulse Cannons can't mount heavier Versions. But again your right about the accuracy problem though, thanks http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Ascendancy Mod Idea (need some help)
Make certain to add a dummy ability (such as Star - Unstable) to _all_ weapons with a combat modifier, with a description mentioning the bonus/penalty to hit. The combat modifier does not appear in descriptions of the component in-game, unfortunately. http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Ascendancy Mod Idea (need some help)
Could you write a sample of what you mean, like I said my though processes are a little slow because of this damn cold. http://forum.shrapnelgames.com/images/smilies/smirk.gif
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Re: Ascendancy Mod Idea (need some help)
Sure. http://forum.shrapnelgames.com/images/smilies/wink.gif Take a look in the Data files of Adamant Mod, and search for the Wave - Motion Gun. Note that it has a new ability.
Adamant Mod Data Files - (562 KB) Note that I figure it would be easier to refer you to Adamant for many of these things, as some 90% of your modding questions so far have examples in Adamant... |
Re: Ascendancy Mod Idea (need some help)
Thanks http://forum.shrapnelgames.com/images/smilies/happy.gif that'll help me with a few of my new weapons.
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