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#131
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btw I have two questions to all of you: 1. Which motherships do you want for your pilots? 2. Escort works like mercenaries and will be called by perk. The pilots, ships and their armament will be fixed so I think about 3-4 quality levels (perks) of escort. The question is: What type of ships, armament and pilots the escort group should contain? There are some different roles for pilots I have to choose from too (ATTACK, DEFEND, MISSLEDEFENCE, REPAIR, CLOACKING, LEADER). I'm slightly confused so let me know what you think about whole idea. |
#132
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![]() Concerning the mercenary escort, I think it should be a classic late-game (but not too late) setting of ships and equipment. Probably 4th generation fighters and one from the 5th generation. Pilot roles classic too: Leader, missile defense (and missile attack) guy, repairman, two attackers, one being able to do team stealth (maybe) and he/she should be in defense or attack. Defense if the team belongs to a corporation or empire, and attack if they're pirates or rebels or whatever. Motherships: I would like to see the Admiral in an Lion Mk1 (Invincible) and Greyhair in a Rhino, or something similar (MSS and the other abreviated ship name followed by some random numbers.) For the rest of the squad I don't care, yet. ![]() Last edited by Terry_Lentz; 06-08-2010 at 11:57 AM. |
#133
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Personally I think space is getting a little bit crowded
![]() @Goblin Wizard: - If I understand correctly, you mean pilots will fly these big ships and they will have a summon perk to call for escorts? - Suppose we have Main mothership plus two pilots (Hero and Ternie). If I buy a big ship and put Hero on it but I put Ternie in a regular fighter, Ternie will still only be able to dock at Main mothership, not Hero's ship, correct? - If I'm wrong and the new buyable big ships actually function like the real Main mothership, I think there are some big disadvantages: active skills don't work on mothership and you can't install missiles. To answer your questions, 1: I really have no particular preference for other pilots' big ships. If you really need input I say just recycle the existing motherships. If you only want a limited selection I say use the ones which look like the Star Wolf (size considerations); after all, it would look odd if a bunch of Alien Battleships and Star Hammers were flying around... 2: I feel escorts should be defensive: leader + 1 other fighter, the other ships should be missile boats. Leader = leader, the rest = defend. If you can make the summon perks coexist instead of replacing older one, then you could have an offensive style summon as well. Leader and the rest attack. Some of my own questions, 1: Summon perks have a limit, we cannot just create new summon perks right? If you create summon perk levels, the higher level summon perk will "override" the lower level one? 2: What about regular perks, can we simply add new perks or is there a limit? I've looked briefly at the perk scripts but I don't see any mention of limits. The names appear to be hardcoded (are they?) so maybe that is the limitation? |
#134
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Another idea... maybe you want to keep all your previous motherships and change them later for free? Quote:
- pilots (which are called like mercenaries) have their roles set once when they appear. These roles cannot be changed later. - when pilot role is set to e.g. DEFEND, MISSILEDEFENCE, REPAIR (and probably CLOAKING) he doesn't do anything else. He doesn't use his guns at all. Only LEADER and ATTACK role let pilot fight. Quote:
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I haven't tested normal perks too much but names of these perks are not hardcoded. You can create your own perk, add necessary ifs to existing functions (perkDispatcher.script, CalculatePilotSkills.script, etc.) and to two big tables in the PilotProperties.script. I don't know if any limit exists. Last edited by Goblin Wizard; 06-08-2010 at 01:03 PM. |
#135
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I have an another idea. What if the main mothership needs to be piloted by 2 pilots all the time (the firmware and a pilot), and when in grave situation you can launch the human pilot in a fighter (or in an another capital ship) but the main mothership won't be able to move. The mothership will though have 2 firmware pilots, one standard copilot (pretty useless in this situation) and a tactical operation firmware (giving better performance to shields, turrets and large caliber guns). This, though, uses one pilot slot (or two when a human is copiloting), so the maximum number of pilots is decreased making the game more realistic (You don't see a fleet of 5 to 6 capital ships wandering around in SW universe alot, do you?). Last edited by Terry_Lentz; 06-08-2010 at 04:35 PM. |
#136
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this one ↑
There can be only one pilot (firmware or normal). It's hardcoded. |
#137
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When we've stabilized our mods I'll try to put together a pack including Nanaki's Fleet mod and Goblin Wizard's Mothership mod. Toss in my modded missiles and space will look like the war zone it's supposed to be, rofl.
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#138
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Big like. (Ah, stupid Facebook terminology) |
#139
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Just some screenshots of my Angorian Light Cruiser (I really like this model).
Loadout: 6 big guns, 3 turrets, 1 missile luncher, 5 systems. Slightly slower and less maneuverable than Silver Arrow. angor2.jpg angor1.jpg angor3.jpg |
#140
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So, I just installed the mod today, and went to purchase a new mothership...
Well, all the upgrade spots are gone and there is a big red sign in Russian that I would assume says there is an error. I tried almost all the motherships, and this message only appears for the "Other Models" section, but all but three of them give me this problem... ![]() I've included a screen for details. I tried searching in this thread for an answer, but maybe I'm the only one experiencing the problem... ![]() Ships That Have Error: Alien dreadnought Alien frigate Chimera Super chimera Phoenix Portal transport Stone Arrow Angorian Frigate Ships That Work Fine: Silver Arrow Ramadanta Star Hammer Last edited by Sentencer; 06-13-2010 at 02:03 AM. |
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