[Mod] 3xper1ment4l mod BETA v0.26

Welcome to the shipyards. Here you can discuss how to re-calibrate the positronic neutron flow to double power to the aft shields. Or you can discuss how to add new ships, new maps, new scenarios, new modules, etc. have fun!

Re: [Mod] 3xper1ment4l mod BETA v0.21

Postby Hybrinoid on Thu May 27, 2010 10:01 pm

SirJamon wrote:Well... I was unable to do much lately so I can't drop anything stable about the rebel hulls. I'm busy with exams and other stuff so I'll leave the mod in stand by until the 10th of june :(

Don't worry guys, I'll be back in a few weeks :D




hey, that's when I'll be back in business for modding too! :D


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Re: [Mod] 3xper1ment4l mod BETA v0.21

Postby Geressen on Fri Jun 18, 2010 8:03 pm

any news on this mod? I look forward to the rebel ships.
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Re: [Mod] 3xper1ment4l mod BETA v0.21

Postby Dayblade on Fri Jun 18, 2010 9:04 pm

Agree --- quality of the federation ships are very nice.

Anxiously await further development in this mod. Keep it up!
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Re: [Mod] 3xper1ment4l mod BETA v0.21

Postby SirJamon on Sat Jun 19, 2010 6:13 pm

New stuff is coming, I only need some time and inspiration to keep working on it.
If things go well I could release the Rebel hulls on Tuesday with other stuff I've done.
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Re: [Mod] 3xper1ment4l mod BETA v0.21

Postby Eich on Sun Jun 20, 2010 7:38 am

Do you use the new ship editor from Cliff? I have no time for modding right now, so I just want to know if it's helpfull to you... especially because you programm every damage sprite ;) When you have finished the 4 core races I will release the addon sprites I think ^^ I don't want to interrupt your workflow ;)

PS: I'm really looking forward to see the rebel ships flying... Maybe I will work over the federation sprites again when I have time for it... there are some things which look not right to me, like missing nozzles and stuff... What do you think about it? If you can think of anything which has to be changed name it and I will fix it when the time comes...
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Re: [Mod] 3xper1ment4l mod BETA v0.21

Postby Geressen on Tue Jun 22, 2010 2:05 pm

SirJamon wrote:New stuff is coming, I only need some time and inspiration to keep working on it.
If things go well I could release the Rebel hulls on Tuesday with other stuff I've done.

Did things go well?
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Re: [Mod] 3xper1ment4l mod BETA v0.24

Postby SirJamon on Tue Jun 22, 2010 6:56 pm

Rebels have finally arrived! :D
As I added in the first post, I recommend to erase the old version of the mod. I changed the name of the modules so you won't have duplicate versions of fighter solar panels or other modules then.

Before starting to work with Empire hulls I will add moar modules for Federation and some for Rebels.
I won't put another date for the next update because I want to upload first a slice of that modding manual I'm working (I want to help any new modder that comes to this forum and I hope that manual will help a lot).

Eich wrote:Do you use the new ship editor from Cliff? I have no time for modding right now, so I just want to know if it's helpfull to you... especially because you programm every damage sprite ;) When you have finished the 4 core races I will release the addon sprites I think ^^ I don't want to interrupt your workflow ;)

PS: I'm really looking forward to see the rebel ships flying... Maybe I will work over the federation sprites again when I have time for it... there are some things which look not right to me, like missing nozzles and stuff... What do you think about it? If you can think of anything which has to be changed name it and I will fix it when the time comes...

I'm used to typing coordinates & all that because I use AutoCAD from time to time. I feel like I control better things this way so I only use Cliff's editor to check if I fucked up any coordinate around there or I forgot a smoke emmiter in the hulk that was in the damaged model. Also, sometimes, my hand doesn't want to stand still during much time so it frustrates me when I don't place stuff where I exactly want (I'm a really nervous person it's not any illness that thing).

About the fed ships I've only noticed that more or less the holes used in different damaged sprites are the same (but they are in different spots among the different hulls). That doesn't annoy me and it isn't noticed at all with all the smoke and sparks I'm adding around :D, there's no need to change that ;)

You've got the sprites for the dlc races done already? Well, I will need to rework that crappy story I had then. The more time I spend trying to write something decent for it I think it will be better :D
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Re: [Mod] 3xper1ment4l mod BETA v0.24

Postby Eich on Tue Jun 22, 2010 7:28 pm

Nah I've got nothing done... university is killing me... I will start to mod again when my seminars and exams are finally over. In 2 months... ;) At the end of August I will have semesterbreak so there will be alot of freetime for me... well set aside the practicum which I will have to do during this time... man live sucks ;) Either way I will take the time and look at your new release... Till later ^^
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Re: [Mod] 3xper1ment4l mod BETA v0.24

Postby Geressen on Wed Jun 23, 2010 5:54 am

the rebel ships are awesome, that is all.
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Re: [Mod] 3xper1ment4l mod BETA v0.24

Postby SirJamon on Thu Jul 01, 2010 5:34 pm

The Introduction is here!

Also, I've rewrited great part of the post. Guys consider that I'm not a writer nor native English speaker so tell me anything bad you find about that wall of text I added up there. I want to get that story nearly perfect so tell me the grammar/spelling errors and if the introduction makes no sense or is confusing (or wathever problem it could have).

v0.25 will come tomorrow if there aren't many balance problems with the new rebels weapons.
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Re: [Mod] 3xper1ment4l mod BETA v0.25

Postby SirJamon on Fri Jul 02, 2010 6:51 pm

Argggg! Why nobody noticed?
V0.24 had the data folder fucked up, not the one containing the files from the 3xper1ment4l mod, the one which had to contain the install and .pkg files. It seems I accidentally double copied the mod content inside the mod forlder AND the normal data folder (no wonder why it had that size the file -.-').
To solve that little fail from my part go to your original gsb folder and get rid of the content from this mod (fortunately I made sure nothing had the same name from the vanilla files, so nothing should had been overwrited in there). The exact files are modules which begin with exp_ and the new hull txt files & sprites (look the ones in the mod to know the exact name).

Sorry for this problem :(

To compensate I've uploaded v0.25 with a bunch of guns for Federation and Rebels. Next update will finally bring hulls for the Empire and maybe even more content to beta test (if anyone out there wants to give feedback, it would be apreciated...).

Woulf be nice if you guys can give feedback about the stats in the modules added in the mod (Rebel corvettes won't get modules until I've got completely balanced Federation corvette modules). Also, if you guys want to suggest any modules you think one of the races should have do it and I'll add it (as long as it's possible). I've already got a lot of module ideas but as I'm adding content to the vanilla races a couple more of modules won't hurt :D
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Re: [Mod] 3xper1ment4l mod BETA v0.25

Postby Altaille on Sun Jul 04, 2010 8:03 am

Hi !
My english is very simple, that's not me who will help you for the text :P So, Sory for the mistakes.
I download your mod, and I like it very much ! I wait for the Empire and Alliance new hulls :D

2 ideas of modules :
- Automated Engine for rebels (impressive trust, high cost,need much energy but no crew)
- Autorepair armor for confederation (combo armor/armor repair system)

That's all ! Good luck for your project !
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Re: [Mod] 3xper1ment4l mod BETA v0.25

Postby SirJamon on Sun Jul 04, 2010 10:24 am

Thanks ^^
I have already started the coding for the Empire hulls so it won't take many days to get them flying ;)

Thanks for the ideas :D. I already had the idea to add new engines for rebels but I didn't thought of the automated version (for now there are ideas of low power cost/ high crew, high thrust or low weight and engines with stacking boost {the ship designer only shows up to 100% stacking penalty, but I already tested if it works with shields})

The idea for feds was only go with things related to hp (that means nearly Tribe-like autorepair, reinforced module versions and a couple of "only adds massive amount of hp" modules). Considering how the code of the game goes, I think it's impossible for now to have armours with autorepair capacity or armour repair which gives armour :( I'll maybe add a 'nerfed' version of the couple of new armour repairs the Alliance is going to have.

I've just sayed many stuff that is coming up there xD. I'll only say that Empire, appart from the solar panels, will have ubershields (that was a obvious choice for them :P). Alliance will have organic armours with the stacking boost (with lightweight variants). I won't say more of the stuff they are going to have for now :P
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Re: [Mod] 3xper1ment4l mod BETA v0.25

Postby Hybrinoid on Wed Jul 07, 2010 6:14 pm

SirJamon wrote:Considering how the code of the game goes, I think it's impossible for now to have armours with autorepair capacity or armour repair which gives armour :( I'll maybe add a 'nerfed' version of the couple of new armour repairs the Alliance is going to have.


hm... I have an idea! Maybe you could try stacking bonuses instead of penalties. That would work for, say, something like special Alliance armor, with a description like this:


"Using special chemicals found in ancient remains of our ancestors, we can make our armor even more superior than it already is! Unfortunately, we must put more than one layer of armor on our ships for it to work."
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Re: [Mod] 3xper1ment4l mod BETA v0.25

Postby SirJamon on Wed Jul 07, 2010 9:38 pm

I was already going to add Alliance armour with stacking bonus
SirJamon wrote:Alliance will have organic armours with the stacking boost (with lightweight variants).

The same for Rebel engines and Imperial shields :D
Umm... That description is something similar to what I needed for the new organic armours. If you let me, I'll change it a bit and add it for a new armour I could add for Alliance cruisers in the next update.
Thanks ;)

------------------------------------------------------------------------

About the new Imperial hulls... I've got already half of them coded. In a couple of days all of them should be ready to go (I wasted some time experimenting with running lights and engine glows in them).
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