Chroniton Ideas

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posted on December 28th, 2010, 3:30 pm
First-off, do not move this to the "Ideas and Feature Request" forum section.

Here's the situation for chroniton weapons.

1 - I'm assuming that the damageMode command is not multi-lined.
2 - Chroniton weapons can be blocked by certain shielding technologies.
3 - The validTargets command is multi-lined.
4 - Because of the 3 points listed above, a ship with chroniton weapons will have 2 versions of the chroniton weapon.  One version has the valid targets being the targets who's shields do not block chroniton weapons, the other version has the valid targets being the targets who's shields do block chroniton weapons.

Whether or not the chroniton weapons go through the shields will depend on the size of the attacking vessel relative to the size of the target vessel and whether or not the target vessel has special shielding technology and what type of shielding technology.

Since the smaller ships don't have very heavy chroniton weapons, it'll be harder for them to penetrate the shields of most vessels.  The bigger ships will probably be able to penetrate the shields of all vessels regardless of the specifications of the target.
posted on December 28th, 2010, 5:18 pm
What is the point of this post? You are talking about Chroniton weapons, but I can't understand why.
posted on December 28th, 2010, 5:22 pm
this is something for his mod, not for fleetops.

i believe he is just stating stuff about his mod, i dont think he wants anything in return, so best ignore it unless u are interested in his mod.
posted on December 28th, 2010, 6:35 pm
Well, I'm also wanting some of the normal ships to have chroniton weapons.  Maybe an NPC vessel or mixed-tech vessel.  A Romulan/Federation or Romulan/Borg mixed tech could wind up with chroniton weapons.  Maybe a Romulan research could put chroniton weapons on a few Romulan vessels.

I was just wondering if putting two sets of weapons, each targeting only specific vessels would work.  I got the idea from the Romulan Singularity transmitter station ODF because it seems to only recharge vessels and pulse turrets.
posted on December 28th, 2010, 6:42 pm
TCR_500 wrote:I was just wondering if putting two sets of weapons, each targeting only specific vessels would work. 


you want modding help :pinch:
posted on December 28th, 2010, 7:11 pm
Myles wrote:you want modding help :pinch:


I've asked many times before for help on my mod with no answers.  That wasn't quite the point of this thread, but yes, I want modding help.
posted on December 28th, 2010, 8:02 pm
TCR_500 wrote:I've asked many times before for help on my mod with no answers. 


if nobody offered help then accept that nobody is gonna help you. the armada 2 modding community is rather small now, and most of the clever modders are spending their time on their own mods.

out of the people i know are excellent modders on this site, they are all busy with their own mods.

zax is doing his bsg mod, tun is doing sigma, megadroid is currently waiting to be given an offence boost in 3.1.6, oh an mmm. tyler is constantly churning out single unit mods etc

TCR_500 wrote:That wasn't quite the point of this thread


what was the point then?
posted on December 28th, 2010, 8:23 pm
I was just wondering if two seperate weapons sets could be programmed in such a way to be the same weapon, but one would ignore the shields while the other didn't.
posted on December 28th, 2010, 8:37 pm
TCR_500 wrote:I was just wondering if two seperate weapons sets could be programmed in such a way to be the same weapon, but one would ignore the shields while the other didn't.


so the point really is modding help :blush:

no shame in that, everyone needs help sometimes. shoulda made it clearer in your first post. its only a yes or no thing, no effort for people to give you an answer.
posted on December 29th, 2010, 1:51 am
Okay.

Are there any modders that are available to help me on the Tereanan Empire mod?
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