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ralle030583

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Posts posted by ralle030583

  1. yeah some randomness seems like a good idea

     

    think will make that you could then just make a faction "Pirates" and add all ships to it.. think will make the definition of waves like

    wave A: 3 frigs

    wave B: 2 frigs 1 cruiser

    etc...

     

    and at the blueprint definition blueprints you defince the classes of the blueprints and he picks random frigs, cruise from that faction for the spawns

     

    i'm currently working on the config and changing the mod to Dirtyredz mod template and directory structure

     

    think will release the next version next weekend cause im a bit busy IRL atm

  2. currently the ships spawned are different waves with fix composition of ships

     

    im currently tiding up the code and trying to make config like this:

     

    factions

    [customFactionID][name][descr]

     

    blueprints

    [customBlueprintID][blueprint][faction]

     

    waves

    [faction][wavesize][shipcomposition][sektorFrom][sektorTo][probability]

     

    would suggest that you wait until i done with a config file so its easier to add own blueprints, factions

  3. first alpha version, see install instructions in 2nd post

     

    Version 0.0.2 First Features:

    - Spawns Khillmarr Faction attack waves (5 different ship blueprints)

    - material and weapons are balanced depending on the sector distance to center, avorion only inside center ring

     

    Version 0.0.3

    - small Bugfix and added forgotten khillmarrattack.lua tothe zip

     

    Downloadlink v0.0.3:

    *downloadlink removed, dont use this version*

     

  4. I'm currently currently searching Ship Builders who have a collection of similar looking ships for this different ship tiers

    Tier 1 Frigate

    Tier 2 Cruiser

    Tier 3 Destroyer

    Tier 4 Dreadnaught

    Tier 5 Battleship

    X a Shipyard (for own systems, optional)

     

    Please consider that big ship with to many blocks & details cause a small lag when spawned or destroyed.

  5. i currently working on a mod witch use workshop ships for a faction,

    its planned to be serverside only, so no dialog options etc are planned for new factions, cause i want it to work without havent clients to download anything

     

    Already Working:

    - spawning attack waves like xsotans using saved workshop ships

    - ships got turrets generated according to sector difficulty

    - big waves only in center

    - altering material of ships according to the sector difficuty for balancing

     

    Currently working on:

    Priority 1 list

     

    Comeing Features Priority 1:

    - adding bounty payout at pirates death

    - generating own sectors as home for the faction

     

     

    Comeing Features Priority 2:

    - mod settings to created different factions and assign blueprint files to that faction

     

    Comeing Features Priority 3:

    - changing it that factions can be configuired to be pirates or a regular faction

      - own systems, etc.

     

    Credits:

        Currently i'm using 4 workshop ships from Khillmarr (with permission) for a Test Faction (Khillmarr Pirates) -

        http://steamcommunity.com/id/Khillmarr/myworkshopfiles/?appid=445220

  6. Stats without Upgrades

    Hull: 664K

    Shield 342K

    Weight: 895K Tons

    Upgrade Slots: 10

    Cargo: 27K

    Jumprange ~13

    Rader ~13:

    Energy Output:  0.29TW

    Battery:  2,3 TJ

     

    Crew needed:

    215 Engenieers

    375 Mechanics

     

    Materials:

    Trinium 669K

    Xanion 34K (only main reactor + platform for long range guided Rocket launchers on top)

    Credit Cost: ~6,3m credits

     

    Crew Cost: ~150k/h with partwise skilled crew

     

    Intended Role: Long Range Fleet support and repairs, enough space for additonal systems or cargopods on the sides

     

    FcECY5f.jpg

    nPADOSq.jpg

    p4q35Ci.jpg

     

    TODO:

    building this in mp.. still a bit trinium missing :D

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