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Kamo

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Everything posted by Kamo

  1. Yup, right now the meaningful weapons are principally: Torpedoes: Torpedoes are grossly unbalanced weapons that serve the duty of exploding any ship they are fired upon, regardless of size difference and agility (theoretically they would even hit fighters with their AoE damage), making them a far more practical weapon than they have any right to be. Front and rear torpedo shafts are borderline useless as torpedo shafts eject torpedoes laterally, causing the torpedo to then go where it's headed. Railguns: Kills enemies dead as the damage is multiplied by the amount of blocks penetrated: just fire where there's a lot of blocks and the 6k damage xanion railgun inflicts 54k at the level where enemies have 30k to 70k hull ::). Railguns absolutely have to be nerfed, especially compared to the Pulse Cannon (who does piddly damage while passing shields, which'd count as double damage), as in addition to their damage multiplier, they benefit from extraordinary base damage (a Railgun makes roughly five times as much damage as same rarity Cannons). Lightning Guns: A rare or late-game weapon, but since Lightning is a shield drain. But Plasma makes a much cooler noise. Plasma is divided between the pew pew green bolts and the yellow balls that home in a bit and explode. Point Defense: Divided in three categories. Point Defense Chainguns are best against torpedoes: a single round often kills a torpedo especially at higher rarity and material levels (I have a 25 damage PDC and 9 HP torpedoes). Point Defense Lasers struggles against torpedoes (my best PDL does around 4 damage per second, so kills a torpedo in 2,25 sec) but massacres fighters because percentile dodge do not work well with continuous damage. Flak Cannons are the most satisfying to use and kills both fighters and torpedoes easily (though the fire rate may cause torpedoes to pass in-between shots), but to use them you must not use fighters or be extremely careful with positioning, because the flak will indiscriminately kill them :'(: if you hate fighters, Flak are the best-all-end-all point defense.. Missiles: Where non-Seekers are borderline useless (unless, again, used on fighters), Seeker Missiles are the ideal long range weapon against anything: nothing beats a ceaseless onslaught of slow and unavoidable projectiles, especially from an explosion fan standpoint, and especially when converted into a swarm of fighters ;D. Also does wonders as a Defensive Mode Point Defense weapon as the missiles ceaselessly pursue fighters until they run out of dodges and die to the n-th loop. Chainguns: Non-independant chainguns tend to do more damage (I saw 110 damage rof 10 common rarity titanium chainguns at xanion level) than their size would indicate, especially as they usually need neither reloading nor energy. Independant chainguns make great anti-torpedo point defense while actually damaging ships for a little damage. All and all they are balanced weapons though the weapons mentioned above outshine 'em. Lasers are also useful for the same reasons. The rest are litterally useless or grossly outclassed. Bolters: Does the same damage a chaingun does if factory-made so that they barely need to reload. Most looted models fire faster, causing downtime, which mean the global damage per battle is reduced as the downtime seems actually a bit too big for the DPS calculation. Factory-made independant targeting max-range bolters are a great weapon for stations :). Fighters: Fighters are either an awesome power multiplier (3 fighters equalling a weapon slot, so 120 fighters equals 40 weapon slots' worth of damage :D), or a huge waste of resources and especially time as they get wrecked by Point Defense, so you have to race to kill the Point Defense while the fighters attack the other enemy ships because they'd take time to return if you asked: so fighters are all things considered pretty bad in drawn-out fleet battles where the enemy point defense fires for a long time. Fighters need a way to tell them to fire from a distance, especially those fitted with long-range weapons which meaninglessly charge the enemy :P. Cannons: Does medium-rare amounts of damage but way too infrequently. If the total damage of Cannons and Railguns (with both damage multipliers' equivalents) were interverted both would have a purpose, but right now a cannon does less damage, DPS-wise, than a chaingun, unless range is involved, but at that moment an independant targeting cannon would be preferable, further reducing the "meh" damage :-[. Size-1 cannons are nice to put on stations but those are limited to the Iron Wastes and Titanium Belt, where they all become size-3. Also, Cannons have become really rare in the Titanium Belt. Tesla Cannons: Unlimited POWERRR !!! Except Lightning Guns are better in all aspects. Even the Mobile Energy Lab changed from teslas to lightning, poor teslas :( ! Maybe those need to have a damage multipliable by energy generation, so they do more damage than Railguns, but drain huge amounts of energy, to nail the unlimited power feel. Pulse Cannons: Yay, a weapon that passes through shields to destroy shield-heavy opponents !... Except it does so little damage you would rather use an independant targeting Cannon ::), or worse, other weapons with random shield bypass chance. Any and all Coaxial Weapons: Coax right now is way too stupidly core-distance-dependant >:(, and weapon size needs to be put in the hands of players for Coax to be a thing out of the Inner Sphere. (Cue Skaven-like "Inner Sphere Stravags !" cries.) Also, someone forgot to recode the AI so they would try heading the ship to aim the weapon at the target (that's what coax is all about after all), so those are only ceremonial weapons right now at the hands of the AI, and I didn't manage to find and test even one of them :-\. Force Guns: A cool way to make Force Guns useful in combat would be to tether the beam to the first thing it hits while following the relative heading of the firing craft's camera, and add a strong lateral push to all of them, so one would make a flinging motion to fling asteroids at big ships and stations :D. They are also pretty good at relocating stations to make pseudocomplexes :). Salvaging Beam: Salvaging beams' effectiveness after getting to the Naonite Belt has been nerfed to nothing, as those do nothing against shields :'(... They may need to do 50% to 90% (random modifier increased by rarity, like Pulse Cannons chance to bypass shields) damage to shields. P.S.: Whoa Zankastia has wonderful ideas for missions :)
  2. Random coaxials in research ??? ? Must research BWAARF Cannons and giant seeker rocket launcher for my destroyers :D !!! I didn't know that was a thing ! Edit: D'oh. Seems it's the case only for you, you're lucky. There seems to be tiny fluctuations in size (cannons get made in size 1.5 and size 2), but not enough to make them coaxial :(. The sizes of turrets seems to get made on the "inside" "part" of the game by "GenerateTurretTemplate".
  3. Just a tiny bug I encountered while painting the Chiwa's smile ♡. If you put two blocks at the same place (possible with opposing edge/corner blocks) and try to paint one, both will be painted. The bug can be avoided by copypasting the block somewhere else then putting it back, or preparing the block's color when placing it. (Also, the forum does not like the new Unicode 10 emojis. Error is "The message body was left empty." :-X)
  4. Ouch, modifying rescaled ships and especially pasted block groups sure is a bad idea. When rescaling a block group, the group's size will be rounded by the Scale Size: so if you have seven 1x1x1 blocks in a X-row, and scale the group to 10x1x1, the seven blocks will have individual sizes of 10/7 x1x1, so 1,428571...x1x1. Multiply that issue with three dimensions and you'll soon get "stranded" on "Match Block" dependency and forced to make imprecise fixes and endure misalignments. There's also the floating point errors, and I also hate them with a passion... I don't understand how floating point errors even happen with numbers with no decimals, and even powers of two at that ! It seems the contents of the "block info" dialog are loaded into the block size pointer, then reloaded back to the block info, causing the floating point error to appear. Of course using numbers who aren't made of additions of powers of two (or fractions thereof) will cause bigger rounding errors due to how floating point variables are stocked (so, for the computer which counts in binary, 0.2 = 0.125 (1/8) + 0.0625 (1/16) + 0.0078125 (1/128) + 0.00390625 (1/256) + 0.00048828125 (1/2048), so happens to be a "real" number with infinite decimals in binary). There should be a 3-decimal rounding rule to avoid the floating point errors, as 0.999999x1x1 blocks cannot house size-1 turrets and aaagh >:( Right now, with hardpoints, I try rounding to the desired value when putting the block when there's only one erroneous value, and when both hardpoint sizes are erroneous values, I add .01 to those values to overcompensate from the error.
  5. Turret Factories really need turret size change (by the same way as usual turret stat changes, by just increasing the primary good it's made of (usually Steel). Being restricted to non-coax for most of the game and having constant problems with weapon size for fitting hardpoints is painful (my latest scavengers are huge to accomodate size-2 salvage beams). The size change would however cause a size multiplier on all other components though. Bonus: by increasing the secondary good it's made of (like wires or platinum), it would multiply shot size and recoil ;D.
  6. Negative. I got a Xsotan Upgrade telling me +10 unarmed turrets when installed, so it's working for older saves ! Though the Ancient Gate Haati thing seem cool too (but not enough to warrant resetting Season 2 yet again) :). Nice upgrade, though the Hyperspace Cooldown becoming perma-install-only is kinda redhibitory, though uninstalling them is pretty easy (an gives a tiny little more incentive to build delicious Equipment Docks ::)). The TCS giving only +50% more turrets when perma-installed is situational unless exceptional+ upgrades are used (those Destroyers I'll be making will be so time-consuming to find the TCS for), though they may help for plopping down Point Defense on ships who used all their slots. Weeee-boxes got nerfed hard, though :(. The TCS thing is kind of cool. I'd suggest using seeds so that: One in two gives +50% turrets when perma-installed with no more energy required Two in five gives +100% turrets when perma-installed, with triple energy consumption The rest, one in ten, gives no turrets when not perma-installed, but gives more or less ten times the usual amount when perma-installed, but then it consumes like 40 to 100 times the energy (depending on rarity, so the requirement gets exponential). Those would be for huge ships who treat "mere" size-3 cannons as point defense :). Sigh, that button reduces painting time by half for me :D ! Cue when entering the Inner Sphere :o Ogonite and Avorion CII designs will probably have more turret base hardpoints in return, colored shots should be neat :) A nice little update all around, though notification bar priority UI bugs are still roaming around though sometimes the UI takes priority back from the bars :). Also, middle-clicking near the edges of the screen to select a target, especially towards below the ship, tends to almost always fail :-X. I don't remember it well, but it's probably in the galaxies' folder. I usually mod the... is it startsectorgenerator.lua or player.lua... to start with "all" the resources I "lost" by resetting (and by that I mean ~20% cause it would be ridiculous), to then explore a new galaxy (to change scenery a bit). Getting back the modules is difficult though, though there may be a data file with the inventory inside, which may be more recognizable than the sector ones ?
  7. Maybe displayed chat messages do not appear in the server log ? Console messages, made with "print" may appear. Check out the client log too for the messages~. But it's really weird, since the turret buying message (Paid %1% credits to build a turret.) didn't appear like the crew one.
  8. Try making several makeTurret/addInventory procedures, with fixed variables, maybe one of the vars is invalid and the turret creation bugs out. You may also try to print the variables.
  9. Wow (Note: Turrets above size 10 cannot be installed: the custom turret interface has a max turret size of 10. Also, slots is usually size mutliplied by 2.) Maybe the information didn't transfer out and another, normal-sized turret spawned in its place. Right now (or maybe it has been fixed), turrets often get wrong stats. Once I even got 0 damage launchers by trying to make "ideal-very-slow-overheating" 900 damage ones :(.
  10. Buyable blueprints might be cool because of torpedo size differences... I just made my Naddition War Scavenger able to load size-9 torpedoes (which is already huge) to murder enemies that interrupts her salvaging, but there are size-10 and size-10,5 torpedoes for sale in my Xanion Yard :P ! So a lot of the time I load size-2,5 on my size-3,5 launchers on my Naru, and so on~. I think torpedo shafts needs to be at least a cube of the size, so size-4+ torpedo launchers tend to be enormous, and size-9+ is both almost insane to look at, even mounted in stations or destroyers, and ridiculously space-eating. I'm at the point where 120-size-8-fighter-hangars (12x12x16) are almost smaller than the torpedo shafts (I'm aiming for size-16 :o on my future Xaniongrade Heavy Station, though it'll be unique). Fortunately it seems the only difference torpedo size does is... range, which is a non-issue as base range goes already further than almost all gun ranges :). Another cool thing might be torpedo blueprinting on ships themselves, like it's done for fighters. We also lack torpedo transfer: my Hotaru heavy cargo has torpedo storage at this effect to resupply the odd Irongrade bomber ::).
  11. The relations system has a big scaling problem. Since relations decrease is due to absolute damage and not relative damage, as one gets closer and closer to the core and as ships become bigger and bigger, it gets easier and easier to lose relation points to friendly fire while relation point gain somehow seems to diminish, because weapons do more and more damage. Right now in my creative mode galaxy I have to kill dozens of faction war encounter to make up for a random civil ship which somehow got destroyed by my fighters as it was on the way of an enemy :(. It's becoming more and more tempting to become friendly with the local pirates than civilians, even in times of faction war. Edit: Modified the script to make friends with factions with the "Anything around here?" response. Replace the StoryHints.interactionPossible (in steamapps\common\Avorion\data\scripts\entity\dialogs) by these lines to make the faction admire you if below -15000. Warning, aggro does not break, jumping advised. It made me work for hours and hours and rage quite a bit :P. function StoryHints.interactionPossible(playerIndex, option) if Player(playerIndex).craftIndex == Entity().index then return false end local ok, msg = CheckFactionInteraction(playerIndex, -15000) if not ok then local responses = { "You're talking to me ? Poor adorable cuddle, let's be friends yet again."%_t, "I have nothing to say to you. Aw, you're hurt... How to make up for this... ?"%_t, "I don't know why I should *not* talk to you."%_t, "Wait, so you *aren't* an enemy ?"%_t, "Don't fire into meee ! Let's be friends, ok ?"%_t, "Leave me alone, I need some time to process the friendship."%_t, "I might know something, but I won't tell you. But we'll be friends instead."%_t, "There is nothing that I want to tell you, but let's stop being total narbs~."%_t, } msg = randomEntry(random(), responses) -- So "Entity" est the interaction target. So this should work... local interactingFaction = Faction(Entity(Player().craftIndex).factionIndex).index -- print("Player Entity FactionIndex: ", interactingFaction) -- print("Faction Entity FactionIndex: ", Faction(Entity().factionIndex).index) -- print("Is OnClient (normally TRUE): ", onClient()) invokeServerFunction("doTheDamnThingAlready", interactingFaction, Faction(Entity().factionIndex).index) end return ok, msg end function StoryHints.doTheDamnThingAlready(interactingFactionIndex, entityFactionIndex) local interactingFaction = Faction(interactingFactionIndex) local entityFaction = Faction(entityFactionIndex) -- Can SOMEONE tell me WHY I have to DO all that whirligig with those factions and indices !!! Galaxy():changeFactionRelations(interactingFaction, entityFaction, 200000) end
  12. Uh oh. Now there will be problems in my isolated Xanion Yard to make new ships :P. Ehehe. Wow, someone is gonna be so happy ;D... Thanks to Martin ! Nice. Those empty boxes were steadily showing up more and more ???... Those are nice, at least for new ship builders ! I'm running into a lot of mismatchs but that's because I'm continuing upon my usual scheme, with only the latest material listed, and all early game cause I'm playing on easy (I'll put mid game on medium, hard and upgraded easy designs, late game on later seasons and so on). It's also hilarious to see the poor lil'Cloudman Scavenger being mistaken as a Fighter due to having less than 200 blocks, or the Dualcastel Station called a Ship due to having engines ::)... That one must've led to a lot of paranoia and mutinies. Suggestion: maybe the Ship Problems UI needs an (option-togglable) icon that appears for a few seconds when exiting a ship if there was no captain on it. Those silly pirates. Maybe their crew was smart and fled the ship before even facing the wrath of players~ ! :) There's collision damage reducing blocks :o ?! Cool ! Asteroids are even more of a joke :D... Nice UI change too with the new "middle mouse to select" icon, and textboxes seems to behave a bit better. Frisky crew bug still acting up though.
  13. I've found my Wakaba (ship armoured only in reflectors) does not resist lasers particularily well, so it made me wonder if there is a bug in damage resistant materials. I almost feel that only the full blocks resist but not the edges/corners, which would explain how the second ship died almost as easily as the first. Can someone test it before me ?
  14. It was "an untested buff" ::) https://www.avorion.net/forum/index.php/topic,5017.msg27689.html
  15. Yes, there's the [url], er, BBcode command on this forum. So [url=https://youtu.be/I-ecmL9S0g4?t=29s]cute test VRchat video[/url], yields You can also put the url between the [url]s, so [url] [/url] results in , so it's clickable and it's an URL~ ::). For e-mails, it depends on whatever e-mail provider you have and how you access your account (by web, by Outlook, by another application...). The usual icon is two links of a chain (to not confuse with a trombone, which means joined files). For chat, again it depends. Discord automatically makes URLs clickable, and even sometimes shows a little preview :). Ah! Nevermind, t'was on Suggestions. I'm a derp ::) ! Don't hesitate to remove this message mods~
  16. It'd be cool to calculate the Hyperspace Energy formula next, that one's nasty for spaceship builders :). It seemed linear at first, but it isn't. 8kt is 1,53 GW, but 16kt is 2,52 GW (987,71 MW more), 24kt 3,94 GW (806,63 MW more), and 32kt 4,03 GW (701,61 MW more), so I suspect a root/decimal 0-to-1 power function at play. It seems to be the sole function of mass and, at zero mass, starts as zero.
  17. The Cuddle Idolatric Initiative just updated its Shipyard to Triniumgrade models and is happy to donate an alternative in the form of the Narusegawa-class Light Destroyer. You may see her characteristics in the CII Shipyard. :)
  18. Go to the "Torpedoes" tab on the "Ship" dialog. The icons look like three torpedoes jutting out of a shaft. Then you'll probably manage. Rapid torpedo-loading tips: Hover on torpedoes then tap 1 to 9 to load the torpedo in the numbered shaft, and right-click on a torpedo to load it into the first free shaft ! Get ready to mash those keys ;)
  19. [move]Page 6[/move] Reserved for Ogonite :) ! So that, next time you see an update, there may be (almost?) all the Ogonite ships, and on my part I won't have to build, test, upload to the Workshop, screenshot stats and write the blurb of all those Ogonite ships at the same time, cause it sure was exhausting work for the Trinium ones, ugh ::)... Oh, there's a treat anyway Bellator-class Superdestroyer (358 424 842 cr, 6 822 950 Iron, 351 753 Titanium, 2 776 000 Naonite, 6 772 847 Trinium, 7 770 814 Xanion, 8 616 829 Ogonite) [spoiler=See the ship] Name origin: An adorable? . (Note: true Hyperspace cooldown is a little more than 1000 seconds, and reach around 27 sectors.) Hours after the CII opened the Astral Gate, several ships patrolling the gate system went missing. Of course the dumb ones got the gracious idea of traipsing through the Gate to the Inner Sphere, including a Konno-class Heavy Destroyer. So the CII ordered itself to make a bigger ship than a Konno to officially inaugurate the Gate and secure its gatekeepers from oncoming Xsotan surges. A dark sub-cult of the CII somehow assembled together from imperial extremists from a bygone nation and war, a conjured being of darkness in the shape of a she-soldier at their head. They knew about the new construction technique the CII devised for ships larger than Destroyers: making those ships out of modules which were ships. And the first was a Heavy Destroyer-sized effigy of her own head, waddling around while being able to house more than eighty thousand crewmen. Then were made a thruster-filled saucer, a scorpion-tail-like engine and torpedo section, and a matching pair of offense- and defense- specialized wings. The assembly took unprecedented amounts of time, resources and recruiting efforts, and even by filling two Kaamthaar-class Heavy Buses with engineers and mechanics to crew it, the prototype called CII Tenebris was barely at half minimal capacity, and had to crew herself with the help of the Astral Gate Guardians and the Xanion Yard again, then go on a recruiting rampage at the nearest faction. That ship has only one official hardpoint, a size-20 coaxial railgun that she had to build beyond the Gate during her maiden voyage. The rest of the hardpoints are made of improvised turrets, soldier camps, and even individual guards on her hat. Said maiden voyage was abnormally long, but uneventful. The Konno has been found kind of dumbfounded and didn't withstand any Xsotan attack, laying clueless around some of her own fighters which may have followed her though the wormhole.
  20. [move]Page 5[/move] Xanion Military Ships [spoiler=Peruse Military Ships] Medaka-class Scout Ship (1 435 931 cr, 19 422 Iron, 4 968 Titanium, 3 120 Naonite, 27 826 Trinium, 77 926 Xanion) [spoiler=See the ship] Name origin: The main character of Medaka Box :) ! After the strangeness of the Madotsuki's design, the CII high clergy decided the next Scout Ships to focus on quality rather than small size. The Medaka is a very strange ship, containing all a systems a CII ship could have at the time (torpedo shafts, hangars, cargo, and Medamaude microwarpdrive) on a very compact frame. The Medaka is a mini-flagship, copying her subordinates' skills to reinforce the local fleet's weaknesses, though she's very good behind said fleet to tactically supervise its battles. Yuno-class Flak Corvette (220 870 cr, 4 273 Iron, 2 089 Titanium, 14 055 Trinium, 6 043 Xanion) [spoiler=See the ship] Name origin: Mirai Nikki's deuteragonist. Evolved from the Nadeko's walled design, the Yuno also walls her thrusters and other vital systems into separate nacelles, causing observers to wonder how her roll speed is so low while most thrusters should help such movement. Despite that, she is a worthy combatant, showing impressive resilience, turning speed and exposed hardpoints to catch any torpedo or fighter coming in her general vicinity, and can be refitted into a line corvette with big guns as easily as pointing a finger at her, provided you have big enough Turret Control Systems modules and a spare Mr.Genetor unit :). Nana-class Line Corvette (312 518 cr, 6 898 Iron, 903 Titanium, 1 656 Naonite, 10 946 Trinium, 13 561 Xanion) [spoiler=See the ship] Name origin: One of Sunoharasou no Kanrinin-san's adorable girls. The Nana is a really simple and straight to the point multipurpose design, around the "can be converted into coaxial artillery" idea: thus when she enters Aki's bed the vicinity of anything she can deal large amounts of damage, especially in swarms where her stunning agility can avoid crashes like no tomorrow. Mochi-class Light Cruiser (772 195 cr, 16 873 Iron, 21 726 Titanium, 3 161 Naonite, 25 692 Trinium, 34 537 Xanion) [spoiler=See the ship] Name origin: One of the main characters in NomnomNami's main Visual Novel series. The Mochi completes a trio of oppositely-designed ships: unlike the heavily-armed attacker Mochi or the defensive Treat, the Mochi is focused on multiple small weapons: she excels when equipped with independent targeting single-slot laser turrets with active Defensive Mode, both flakking and attacking from any angle she can choose to approach the enemy with. Rikka-class Heavy Cruiser (3 902 703 cr, 75 450 Iron, 14 320 Titanium, 96 376 Naonite, 97 625 Trinium, 97 052 Xanion) [spoiler=See the ship] Name origin: The second main character of Love, Chunibyo & Other Delusions. A fair all-rounder sporting modest hangars, small torpedo shafts, a neat cargo hold and good firepower. Has very good speed and maneuverability. Resembles nothing: the CII directorate took two entire days of reunions to find her a name and almost named her Tomoko before remembering the Mokocchi titaniumgrade Scout Ship. Chiwa-class Light Destroyer (10 181 167 cr, 214 985 Iron, 54 106 Titanium, 85 695 Naonite, 233 252 Trinium, 471 847 Xanion) [spoiler=See the ship] Name origin: Oreshura's protagonists' delicious childhood friend and love interest. The Masuzu was a fierce craft among CII Trinium ships, but may have lacked a little oomph in terms of presence and endurance. Her successor the Chiwa directly addresses those problems to terrific effect in presenting herself as a similarly-designed ship of Light Destroyer caliber. She is harder, faster, better and stronger than her predecessor, despite shenanigans reducing her unique torpedo shaft' size from 16 to 10. She can also loot twice more than a Narusegawa and can store an hilarious amount of torpedoes and 120 size-8 fighters. Namatemago-class Persecutor Heavy Destroyer (24 902 138 cr, 390 599 Iron, 92 160 Titanium, 325 127 Naonite, 433 274 Trinium, 1 923 844 Xanion) [spoiler=See the ship] Name origin: The Namatemago has twice the amount of torpedo shafts as her predecessor the Tamagotakegohan, who had eight shafts. The sixteen shafts are also of size sixteen, in order to perfectly sweeten the enemy wreckage. The pretty spaced design is pretty neat and underlines the enormity of the shafts and their overwhelming number. To add to all those torpedo explosions, enough hangars to house 120 fighters (especially Yumiddles) and four size-4 front coaxial-able hardpoints (it's not the Konno's YotsuMasher, but whatever) are available to fire more explosions, to truly enforce the Namatemago experience. (NOTE: For security reasons and in the case of Ai Kizuna going rogue, only ten shafts per ship are set to work at a time. So she can destroy us slowly enough to gloat sexily about it.) Konno-class Heavy Destroyer (46 294 998 cr, 421 452 Iron, 160 086 Titanium, 374 294 Naonite, 1 640 435 Trinium, 2 286 386 Xanion) [spoiler=See the ship] Name origin: A wonderful young woman from Love Hina. Horrible tales from the Inner Sphere have prompted the CII to make a stronger ship than even the Chiwa to explore it. The Narusegawa's successor is clashingly different in design, counting on a pseudo-circular shape and ample ability to rotate herself to explode enemies in five different directions: torpedoes at port, hangar and coaxial YotsuMasher sixteen-seeker-rocket-launcher at starboard, nasty five hardpoints at the front, and two rock-hard dense rear side-bumpers alongside tremendous engine power and necessarily drunken pilot to whack enemies with enough force to send other capital ships and herself flying way out of sight and battle, only to see the Konno returning alone like some sort of terrifying forgotten beast grasping at ships to sink them forever underneath... I don't know man, some big asteroid field :-\ ? Xanion Utility Ships [spoiler=Peruse Utility Ships] Cloudman-class Scavenger (163 027 cr, 2 508 Iron, 4 574 Trinium, 9 903 Xanion) [spoiler=See the ship] Name origin: One of the victims in killer7, though its shape references one of my The Games Factory games as a 9x9 pixels swimmer-like craft ^_^. A tiny and fast craft for her size, that can scavenge just fine, with no hangar. Most of the (Xanion) price is due to the hyperspace core, so she can jump far and be complimentary to the more gate-based, fighter-laying Gauph. Mikado-class Bus (2 187 744 cr, 60 079 Iron, 44 581 Titanium, 42 500 Naonite, 52 410 Trinium, 75 813 Xanion) [spoiler=See the ship] Name origin: 1bitheart, a visual novel series whose main character's "big brother" is also adorable ;D The Mikado has been made to transport two thousand crew, and she(he?) is (logically) like a bigger Nanashi in that respect. But nobody would have thought the Mikado-class to be brutal enough in battle to drop a Dualcastel' shield in one or two mere salvos. To block a Mikado from doing their mission is folly and needs destroyer-class opposition to make them consider deviating from their planned trip. They is also far faster and more agile than their predecessor. Naddition-class War Scavenger (1 283 791 cr, 30 373 Iron, 9 650 Titanium, 22 202 Naonite, 53 089 Trinium, 42 179 Xanion) [spoiler=See the ship] Name origin: An adorable (?) . An unassuming but elegant, spacious and expensive war scavenger, seemingly cute enough, but enemies that attack that "civilian" ship usually scream as they get assaulted in a horrifying manner, as she hides a murderous size-9 torpedo shaft, usually loading with shield disrupting ordnance, before she closes in for the kill bearing salvaging fighters and beams suddenly focusing on the shieldless ship. Yes, she's like Heavy Cruiser-sized ::). Seta-class Freighter (1 137 597 cr, 28 722 Iron, 8 096 Titanium, 40 313 Naonite, 39 659 Trinium, 36 350 Xanion) [spoiler=See the ship] Name origin: One of Love Hina's characters, actually a crazy driver. The Seta has been an inspiration for the Namatemago's design. Her (His?) diamond-shaped parallepipedic shape allowed for a strange and pretty nice-looking "partial spaced armor". Said partial spaced armor and ample Trinium usage allowed the Seta to haul 3000 units of cargo at a frantic acceleration speed, going from 0 to 1200 m/s in four seconds. Adding four weakpoint-covering hardpoints also made the Seta as deadly as the Mikado xaniongrade Bus, allowing a very wacky coupling of pure blockade-pulverizing, torpedo-dodging action. Kammthaar-class Heavy Bus (6 974 640 cr, 157 537 Iron, 744 Titanium, 205 800 Naonite, 206 847 Trinium, 228 619 Xanion) [spoiler=See the ship] Name origin: from the French metal band Ultra Vomit :) ! Mikados are fun and nice to drive, but Konno-class Heavy Destroyers need five of them to be crewed by, which is a telltale sign of a Heavy Bus' necessity. The first Heavy Bus ever made by the CII is obviously a giant truck, with actual (parallepipedic, of course) tires that do not seem to be of any use to a spaceship, though winged and even a boatlike design were also invented by the cult's mad (or just boring) engineers. Her very simple design has nothing to be said about: she drives correctly, and defends herself adequately. Histoire-class Anti-MEL Variant Heavy Destroyer (51 675 056 cr, 291 600 Iron, 157 125 Titanium, 108 000 Naonite, 601 749 Trinium, 1 573 847 Xanion) [spoiler=See the ship] Name origin: A book fairy from Neptunia. The Konno is also a freelance writer, but it doesn't explain how she can turn into a book to throw herself at Mobile Energy Labs. Made with compatibility with the Konno in mind. Beauxbâtons-class Academobile (94 382 843 cr, 68 887 Iron, 39 234 Titanium, 30 Naonite, 1 007 349 Trinium, 1 473 341 Xanion) [spoiler=See the ship] Name origin: A French magical college in Harry Potter. Academobiles have a rule about each one being four times bigger than her predecessor. So it would be understandable the Beauxbâtons is four times as expensive and massive as the Boston, who was already a pretty unwieldy craft in herself. The Beauxbâtons is classified as "Mid Game" instead of "Early Game" as, if you'd take a gander at the Mobile Ordnance Annex, you'd remark that Kibaddle are actually much "easier to build" than Yumiddles, so this craft is actually useless till another, "harder to build" Xaniongrade fighter craft is made. (Or maybe you may replace her hangar with an Ogonite or Avorion one.) Xanion Stations [spoiler=Peruse Stations] Dualcastel-class Station (3 123 879 cr, 46 051 Iron, 105 283 Titanium, 60 006 Naonite, 67 284 Trinium, 81 433 Xanion) [spoiler=See the ship] Name origin: Twin castle ! Even stations that should be modest like that one are big, as they need more assemblies, cargo and hangar space and thus, even more everything, so CII stations keep stacking on each other to satiate the ever-increasing demand for production, despite... confusing docking arms ? Marika-class Heavy Station (10 562 015 cr, 190 604 Iron, 240 109 Naonite, 2 768 Trinium, 658 311 Xanion) [spoiler=See the ship] Name origin: Niseko~oi A hollow station made from thin slanted rock slices (wonder where those come from ???), which can cover friendly ships with her massive shield and resilient hull, though she might be weak against railguns compared to the usual armor-heavy CII designs ::).
  21. [move]Page 4[/move] Trinium Military Ships [spoiler=Peruse Military Ships] Madotsuki Mark II-class Scout Ship (293 650 cr, 3 742 Iron, 3 685 Titanium, 8 320 Naonite, 19 190 Trinium) [spoiler=See the ship] Proportions have been altered since last screenshot taken -_-. Name origin: Yume Nikki's main character. An experimental ship that is supposed to evade torpedoes using her experimental "Medamaude MicroJumpDrive", a cell containing a coaxial Force Gun (there are bases for both pull and push) to propell herself at subluminic speeds. However, the disponibility of such coaxial ordnance is null until Turret Factories can be pressed to make bigger size turrets, though the guru has seen the ship fail in that regard. He however didn't forget to make a Mark II post-Warp Thickening version, as even before the event the Madotsuki had shown major energy problems, a very bad thing for a ship supposed to boost strongly and liberally. Honoka-class Flak Corvette (96 823 cr, 1 089 Iron, 980 Titanium, 5 928 Naonite, 4 526 Trinium) [spoiler=See the ship] Name origin: One (and the cruelest) of the titular yanderes in Yanderella, one of Charon's visual novels. The Honoka is a streamlined version of the Nadeko with a slightly different, catamaran-like shape. Her hull is unusually strong, which'll help her a lot as enemy ships in the Trinium Reaches tend to have disproportionate amounts of firepower compared to in the Belts. She is also pretty expensive, but all ships in the Reaches also tend to be made of large amounts of materials, so it wouldn't be a problem as the materials would be much more salvaged than mined. Though, when fitted with point defense she cannot emasculate wreckage by herself~ ♪ Wakaba-class Line Corvette (189 399 cr, 3 968 Iron, 2 064 Titanium, 7 007 Naonite, 9 689 Trinium) [spoiler=See the ship] Name origin: The titular character of Wakaba Girl~ Trinium is extraordinary light, allowing for designs more focused around mobility like the titaniumgrade Nazuna-class ought to be. The Wakaba is also covered in reflector armor, giving her the appearance of a stealth bomber, and able to fire Size-4 torpedoes, two at a time. During testing the Wakaba was able to outperform the Nadeko in a duel but not the Kamek, though the Nadeko is stronger than the Kamek, all three outperforming the Mori of course. Kurgen-class Line Corvette (174 014 cr, 3 602 Iron, 1 704 Titanium, 10 800 Naonite, 6 448 Trinium) [spoiler=See the ship] Name origin: It's a Starlancer Coalition ship ! For all your "extraordinarily brutish ship" needs, the Kurgen is a tiny mastodon of epic performance. During testing he met his match, surviving at critical hull levels, against the Ruri Heavy Cruiser - footage of the battle impressing representants of the CII's most warlike species :o. The Kurgen is exceptionally solid, well defended and has a badass top gun to shoot down against whatever hardships she (he?) faces, and they can loot too :D ! Them is a welcome sight after the disappointments that were their Mori and Kamek predecessors :). Treat-class Light Cruiser (849 616 cr, 25 575 Iron, 4 816 Titanium, 36 254 Naonite, 21 368 Trinium) [spoiler=See the ship] Name origin: One of the main characters in NomnomNami's main Visual Novel series. The Treat is a treat of a ship, and contrasts the mobility-focus Moxie, showing robust amounts of armoring and ability to deploy a supporting squad of fighters to compensate for poor firing angles. She(he?) can also build their own fighter craft at as slow pace. They also has stupendous amounts of braking power, making them a very secure choice of craft. Tamagotakegohan-class Persecutor Heavy Cruiser (717 742 cr, 19 461 Iron, 13 278 Titanium, 26 876 Naonite, 57 510 Trinium) [spoiler=See the ship] Name origin: The Trinium Persecutor from the Named Goddess' followers is exactly what you'd imagine of a Trinium Persecutor. She has eight size-5 torpedo shafts and freighter-sized storage for her ammunition, and her front-heavy shape protects her ordnance while her cockpit can support a stunning amount of turrets, allowing her to blast enemies with consequent firepower even as they get close. Masuzu-class Heavy Cruiser (2 024 621 cr, 165 299 Iron, 43 708 Titanium, 87 102 Naonite, 60 329 Trinium) [spoiler=See the ship] Name origin: Oreshura's delicious deuteragonist ! Contrasting the brute-forcing defensive smaller designs, the CII invented a design based on "spacefaring biichi exploding faces with vicious aggressivity". The result, the Masuzu, is downright fantastic. Her hands and shoulders can support big cannons, she has a nasal coaxial size-4 turret base, her smile blows a rather large amount of fighter craft, her breasts are size-4 torpedo shafts, and her legs give her lightning-fast mobility to charge on enemies tumbling in murderous drill kicks or tearing enemy ships by her hands. Nothing says "biichi" better than being exploded by dizzying arrays of weapons while having your heart torn up by a lovely smiling face. But the most wonderful things about the Masuzu is the glowing "energy hair" which produces extraordinary amounts of energy ! Narusegawa-class Light Destroyer (7 865 363 cr, 134 823 Iron, 215 961 Titanium, 262 265 Naonite, 166 466 Trinium) [spoiler=See the ship] Name origin: Love Hina's even more delicious deuteragonist ! First-made ship of that class, she was made too big and had to be reduced to three-quarters of her original size. She's a kind of an aircraft-carrier shaped floating city, complete with vaporwave A E S T H E T I C S. She can welcome large amounts of fighters in her great hangars, fire large amounts of size-3,75 torpedoes (you may easily extend them as they are on the top), and be fitted with a size-10 coaxial BWAARF Cannon, though finding one is impossible until Turret Factories get upgraded to produce bigger sized weapons. Anyway she is the ideal flagship choice for a CII guru. Trinium Utility Ships [spoiler=Peruse Utility Ships] Gauph-class Scavenger (24 307 cr, 581 Iron, 3 047 Trinium) [spoiler=See the ship] Name origin: The worker unit of Dominant Species, an old RTS game. Some sort of "overequipped" "elite" scavenger, the Gauph can (very slowly) produce a squad of size-1 fighters to help her scavenge ! She can also jump (not far), loot very limited amounts of things, and of course house her own crew (despite lack of space). Usamin-class Bus (673 389 cr, 19 497 Iron, 28 601 Titanium, 23 959 Naonite, 23 583 Trinium) [spoiler=See the ship] Name origin: An IDOLM@ASTER Cinderella Girls idol. The ship is a (slightly modified) Gibi rocket in Les Shadoks. Gibi engineering is extremely lax, so even huge improvements on their rocket design have proven barely ineffective to make it a worthy luxury liner. So the Usamin handles badly, but is more robust (?) than her predecessor the Nanashi. Ainen-class War Scavenger (510 768 cr, 3 636 Iron, 1 615 Titanium, 7 201 Naonite, 24 284 Trinium) [spoiler=See the ship] Name origin: An adorable . [glow=#FF2626,8,1200]I am cuteness Those are my angels They will help you find the light[/glow] Unknown design origin. Text added after report, cannot be erased, comes back by itself. Blind people recovering sight, non-blind people losing all sight, people catching fire and various strong psychological reactions (adoration, regression, terror, obsession for bells, animal ears, rainbows and the color white) on unknown criteria. Tests indicate it's slightly more battlefield-prepared scavenger with better production values and cargo as the Gauph. Edit: The glowiness of this ship interfered with gravimetric sensors, giving away erroneous data for velocity. Her maximum is a nice 737 m/s. Yoriko-class Freighter (382 492 cr, 7 574 Iron, 12 726 Titanium, 13 411 Naonite, 22 242 Trinium) [spoiler=See the ship] Name origin: Yuyushiki's gift from God/homeroom teacher. The Yoriko is a "fast and cheap" freighter which, alas, has a problem with the "fast" part as her energy grid is somehow dismal, only leaving mere megawatts of energy after a jump, so she is better going around gates like the irongrade Bob. She is however functional. Boston-class Academobile (25 278 924 cr, 304 746 Iron, 371 046 Titanium, 216 039 Naonite, 315 045 Trinium) [spoiler=See the ship] Name origin: An english town. The naming scheme is supposed to be magical (Trinium to Avorion) and nonmagical (Iron to Trinium) schools, Boston being in the middle because of that~ Civilian sister-ship to the Narusegawa, the Boston is the first of a new class of ship functioning as mobile fighter pilot academies: mobile stations made to produce fighters at an acceptable pace to supply them to all other CII carriers, as producing any fighters other than throwaway Dralthiken or Zuom Cloarth is very slow for even Soras. It roughly costs as much as a Narusegawa-class and a station and Fighter Station credentials. Trinium Stations [spoiler=Peruse Stations] Dualgeon-class Station (1 688 482 cr, 101 170 Iron, 54 200 Titanium, 28 230 Naonite, 54 319 Trinium) [spoiler=See the ship] Name origin: It's just a castle with a dual dungeon. After two linked Primeforts, here's two Primeforts on a Castellan. Yay for modular design ! However she has a novelty: a hangar, for 120 size-1 cargo shuttles, eventually. Sora-class Heavy Station (2 567 194 cr, 94 893 Iron, 31 028 Titanium, 68 543 Naonite, 62 873 Trinium) [spoiler=See the ship] Name origin: A pretty name. I was inspired by that song. A fortified beach pleasure resort, the Sora also happens to be pretty defensive with her hardpoints jutting out around the whole usual antenna-like docking ports ! Of course she also has a spacious hangar.
  22. Yaaay :D! It also seems the frisky crew bug is being worked on, and the ships stuck on wreckage one: currently testing and the scavenger isn't stuck yet :). Edit: Ah, he got stuck ::). But he gets stuck less frequently though.
  23. Kamo

    Fighter feedback

    There's also a nasty bug: the dreaded "Invalid fighter stats.", that usually happens when I try to make a fighter out of a Common rarity turret. It's pretty bad for my low-production salvagers and war salvagers, as I'm obliged to use uncommon or rares who yield fighters with bigger production effort values :(.
  24. Kamo

    Fighter feedback

    Alas, not those stations. It seems my scavenger ship with a squad of salvage fighters is doing good. Did they fix the "stuck in wreckage" bug ?!
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