Help with mod

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on June 23rd, 2012, 3:53 pm
You can use the drain hull commands of the UniTorpedo/UniBeamOrdnance classes or the Microorganism class . An in game example is the Field of Fire ability for the LuSpet :)
posted on June 25th, 2012, 4:44 am
I always have problem with the Uni- weapons code. It wont, for some reason, use the drain feature.

I'm not used to the microorganism code. Any advice on it.

I also need help calculating the cost for units and stations. I need to acount for what is in each unit, such as the power core, primary weapon, secondary weapon, shields, armor, sensor type, and special ability. Each part will have an effect on the ship itself, namely power, hull integraty, and shield strangth. The base ships will be used in my books.

I also need pictures for the different moduels, which I have set up to be researched.
posted on June 27th, 2012, 6:54 pm
Anyone think they can help?
posted on June 28th, 2012, 12:32 am
Also, I have a note for you guys, about the size of the Haze Class:

Well, for a crusier its too small for one and the design and look of the ship absolutely screams destroyer. I don't see how thats supposed to be a cruiser at all. Maybe thats the sensor dome and the bridge is actually underneath and not exposed? That or remodel the bridge.


I was looking around on the STO Wikia, and looked up the Miranda Class, and it is noted that it's small for a Light Cruiser, showing up as a frigate on the Klingon Sensors. Just a side note.

Heres the link.

http://www.stowiki.org/Light_Cruiser#Performance
posted on June 29th, 2012, 5:47 pm
Hey, I've been thinking about the ranking system in Fleet Ops.

Wouldn't it make sense that ships earn 'extra credits' for killing other ships, which they can later 'spend' on upgrades, like replacing level 1 engines with level 2? I know there's a point where they will have to stop (Rank 5-6), but it still sounds like a great idea.
posted on June 29th, 2012, 7:10 pm
Destroyer92 wrote:Hey, I've been thinking about the ranking system in Fleet Ops.

Wouldn't it make sense that ships earn 'extra credits' for killing other ships, which they can later 'spend' on upgrades, like replacing level 1 engines with level 2? I know there's a point where they will have to stop (Rank 5-6), but it still sounds like a great idea.

sounds a bit like an rpg, upgrade points and what not. i prefer the current system of one path of experience which increases main stats. too much customisation can bog the game down.
posted on July 1st, 2012, 9:54 pm
Too much customisation can bog the game down.


Good point. Any suggestions?

Also, I've been thinking of a ship that the players use as their avatars ship, like a 'hero', that can call in support every few minutes. As I already have 7 heros planned, and 2 of them 'implemented', should I use the idea for a campaign I'm thinking of instead of multiplayer/Instant Action?
posted on July 1st, 2012, 10:16 pm
If you mean hero as in a flagship like Enterprise or Defiant, that would be best kept to campaign.
posted on July 1st, 2012, 10:29 pm
If you mean hero as in a flagship like Enterprise or Defiant, that would be best kept to campaign.


Nah, not a flagship. The Destroyer flagship is the DSS Destroyer, a massive vessel that would take up more space then the usual playing field. The heros that I'm talking about are more like support units. They are more powerful then most ships, but they each have a specific weakness.

For example, the DSS Morte Navi, a modified version of the Haze Class (First Generation, not what I showed here in the forum), is weak against long range weaponry and anything that hits the hull, not the shields. It also doesn't like large ships, like a battleship, as its a cruiser. However, against smaller ships (fighters), and the ships that need to get in close, its a perfect weapon.

It's also the only hero you can have on the field, as it takes up all the slots. (You can have up to 6 heros)

The idea is that you can call in these heros, and if their ships are destroyed, they are quickly beamed away with a long range transporter, and you'd have to pay a heavy fine for losing the ship. (And I do mean heavy)
posted on July 6th, 2012, 3:16 pm
I was finally able to use the microorganism code as a torpedo, though I am having trouble with the explosions and effects.

For some reason, its not exploding, and its not producing the effect it was given. (drain hull) I'm not sure whats wrong with it.


Also, anyone know how to rig up a black hole creator?
posted on July 8th, 2012, 7:46 am
Can anyone help me with the acid torpedos? I can send what code i'm using. All I'd be changing is the damage, speed, and lifespan.
posted on July 10th, 2012, 5:04 am
Alright, I have the first set of develpoment screenshots. Does anyone know how to post multiple shots?

Sorry, Adm. Zaxxon, I havent been able to enable the newer model for the Haze MK-3

I've been trying to get it to work, but no luck.

Anyway:

The image I included is the Haze MK-3 (Model from several years ago) It has 25 thousand triangles, which I found out when I ran an FPS check.

Well, that explains why normal Armada II kept slowing down whenever 1 was on the screen.

The interface is my design. I cant remove the Tritanium and Dilithium images, and I dont have a replacement for the Supply. (Now credits)

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posted on July 11th, 2012, 2:56 am
Come on, people. Please don't ignore me. :'( At least comment on the picture, or something. Please...
posted on July 11th, 2012, 5:32 am
Heres another.

It shows the Haze MK-1 in all her glory. :rolleyes: Model is old, and needs replacing. :(

Comments?

btw, I figured out the multiple image thing.

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posted on July 11th, 2012, 9:49 am
the mk-3 is defiantly a massive step up from the mk-1


i dont know anything about modding but maybe i can help you to get your ships looking there best.

could you get a shot of it from the underside? try and give it a "beauty shot"

try and pick a nice background that compliments the ship. also pause the game just after you have ordered the ship to turn around so it banks to the side to achieve something like this

Image

or have it while its in action firing a weapon like this tavara

Image
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