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hello,im working on a my first mod faction 
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Joined: Wed May 11, 2016 8:50 am
Posts: 106
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@danny420dale

there is a problem of build the burst laser
whatever you change pulsepersecond/pulseaviability/burstness
there would be rapid explode on enemy ship :/

so i add the burst laser -charging- feature
so the laser only set 1 explode per charge , and easy to count the effect of laser shot

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Arkas Union faction
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Thu Sep 08, 2016 11:04 am
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@gaystar

I'd like to say the rapid fireball effect of burst laser is a unique function that can set anything it hits on fire.

In your mod, I find that block 17181 named "Arbalest-M" has replicate block named "Arbalest-S", and block 17182 named "Arbalest-L" has replicate block named "Arbalest-M", so the launchers' name and missiles' name are diffient.
The small ships need some backward thrusters for AI to avoid crushing into asteroids.

And I made block 17188 (seed launcher) works. It can plant small flowers or player-maked gaint trees everywhere. Do you want it?
If you want some ships to use seed launcher as a major weapon, this faction may need some blocks which have features=ENVIRONMENTAL.
Attachment:
1.png
1.png [ 138.82 KiB | Viewed 4238 times ]


Last edited by Lilyan on Thu Sep 08, 2016 3:58 pm, edited 2 times in total.



Thu Sep 08, 2016 1:39 pm
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gaystar wrote:
@danny420dale

there is a problem of build the burst laser
whatever you change pulsepersecond/pulseaviability/burstness
there would be rapid explode on enemy ship :/

so i add the burst laser -charging- feature
so the laser only set 1 explode per charge , and easy to count the effect of laser shot

A rapid series of explosions on target from a three-round burst? That's kinda the idea for this weapon. My faction is probably going to be one of the more OP ones.

Also, some Capital-Grade Lulz Cannons.

Code:
{
      31,
      group=21,
      features=CANNON|CHARGING|TURRET,
      name="Capital-Grade Darkmatter Carronade",
      blurb="Enormous charging weapon that functions as either spamcannon or devastating nuke blast.",
      shape=PENTAGON,
      scale=4,
      fillColor=0xd10a00,
      fillColor1=0xd70a00,
      lineColor=0xff0c00,
      points=1000,
      durability=4,
      density=0.5,
      cannon={
         damage=2000,
         power=350,
         roundsPerSec=3,
         muzzleVel=1000,
         range=3000,
         spread=0.05,
         color=0xff4c00,
         explosive=FINAL,
         explodeRadius=1000,
      },
      turretSpeed=3,
      chargeMaxTime=8,
      chargeMin=0.001,
   },

   {
      32,
      group=21,
      features=CANNON|CHARGING|TURRET,
      name="Capital-Grade Neutron Star Cannon",
      blurb="Enormous charging weapon that fires 'solid' bolts of highly penetrating neutron star matter. Can be spammed in a barrage or charged up for a gigantic 'wrecking ball' blast!",
      shape=PENTAGON,
      scale=4,
      fillColor=0xd10a00,
      fillColor1=0xd70a00,
      lineColor=0xff0c00,
      points=1500,
      durability=5,
      density=0.5,
      cannon={
         damage=30000,
         power=350,
         roundsPerSec=3,
         muzzleVel=1250,
         range=4000,
         color=0x824a00,
      },
      turretSpeed=2,
      chargeMaxTime=8,
      chargeMin=0.001,
   },

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Thu Sep 08, 2016 2:34 pm
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@Lilyan

Really thank you for fix the seed launcher , can you post files here??

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Arkas Union faction
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Thu Sep 08, 2016 9:09 pm
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@danny420dale

Can you send me this mod you mentioned above??
Really interesting :geek:

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Arkas Union faction
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Thu Sep 08, 2016 9:19 pm
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@gaystar

Sure, here it is.
Attachment:
Arkas Union(with seed launcher).7z [233.13 KiB]
Downloaded 186 times

I made the seed to be a command module as block 17189 without preset blueprint, and used it on all the plants. So it could find blueprints by itself. (The way the plant blueprint location works is by the group of the seed. It will first searches for any blueprints with the same faction as the seed block and using the seed block as root, then searches for any blueprints with faction 5 using the seed block as root. Your preset "0_plant 1.lua" will never be used.)
The preset 50_sentry has a seed in center and will grow only less than half in the game. So I changed its blueprint.
I also added features=ENVIRONMENTAL to the Hexagons, so that players can produce friendly asteroids by themself and put plants on them.
Attachment:
QQ图片20160909165200.png
QQ图片20160909165200.png [ 23.24 KiB | Viewed 4223 times ]


Fri Sep 09, 2016 1:00 am
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XD
thanks for help me fix seed problem

here is the new version of games


Attachments:
Arkas Union.7z [229.2 KiB]
Downloaded 186 times

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Arkas Union faction
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Fri Sep 09, 2016 10:16 am
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You can put more screen shots on steam workshop so that people can see the new changes.

The nuke drone's cannon with range=50 is too short for AI to use.


Sun Sep 11, 2016 6:22 am
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Lilyan wrote:
You can put more screen shots on steam workshop so that people can see the new changes.

The nuke drone's cannon with range=50 is too short for AI to use.


actually , it sets like nuke as sentinel

but I make some further improvement , as other warhead , it cant be destroyed by missile/rocket/drones

but only get 1 shot

I may fix the range problem after several test

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Arkas Union faction
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Sun Sep 11, 2016 6:36 am
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newest update

balance 3*3 laser

seed launcher fix


Attachments:
Arkas Union.7z [251.84 KiB]
Downloaded 178 times

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Arkas Union faction
http://steamcommunity.com/sharedfiles/f ... =752759768
Wed Sep 14, 2016 6:25 pm
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