[MOD] Praetorian Industries v1.2b

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Re: Praetorian Industries [NEW MODULES] 7th Release

Postby Praetors » Sun Dec 05, 2010 1:32 pm

I have a great idea!! Exploding minefield!!! Torpedos with very very low speed, high maneuverability, long range, fast attack rate, idk if they will work against fighters, but im sure they will obliterate any cruiser!!!! I can make the "mines" more realistic if i delete the exhaust and make the missile larger.
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Re: Praetorian Industries [NEW MODULES] 7th Release

Postby N3MES1S » Sun Dec 05, 2010 5:51 pm

Praetors wrote:I have a great idea!! Exploding minefield!!! Torpedos with very very low speed, high maneuverability, long range, fast attack rate, idk if they will work against fighters, but im sure they will obliterate any cruiser!!!! I can make the "mines" more realistic if i delete the exhaust and make the missile larger.


A good idea, the problem is that u can only fire 1 missile at once, and the mine field i think will be very useless... xD. U can put 7 decoys and make the mine field stronger, but the missiles will stay one closer eachother and the mine field will not like like a mine field... the best option is using only 1 decoy with a lot of launchers, like a missile launcher ship.. a very awesome add to the game should be a value on the module file that lets the weapon to fire more missiles (indicated with a number from 0 to 6 for example) while the first one is still active. Then u will need to have another parameter to indicate the fire interval between the first missile and the next one.. zzz.

About the size of the missile, u can just play with the missilewidth and height values.
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Re: Praetorian Industries [NEW MODULES] 7th Release

Postby Praetors » Sun Dec 05, 2010 6:07 pm

N3MES1S wrote:A good idea, the problem is that u can only fire 1 missile at once, and the mine field i think will be very useless... xD. U can put 7 decoys and make the mine field stronger, but the missiles will stay one closer eachother and the mine field will not like like a mine field... the best option is using only 1 decoy with a lot of launchers, like a missile launcher ship.. a very awesome add to the game should be a value on the module file that lets the weapon to fire more missiles (indicated with a number from 0 to 6 for example) while the first one is still active. Then u will need to have another parameter to indicate the fire interval between the first missile and the next one.. zzz.

About the size of the missile, u can just play with the missilewidth and height values.


Yeah, already knowed, the problem is the quantity, the solution:

Fighters.

take your own conclusions xP

EDIT: oh, wait, and maybe corbettes :D
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Re: Praetorian Industries [NEW MODULES] 7th Release

Postby N3MES1S » Sun Dec 05, 2010 6:30 pm

Praetors wrote:
N3MES1S wrote:A good idea, the problem is that u can only fire 1 missile at once, and the mine field i think will be very useless... xD. U can put 7 decoys and make the mine field stronger, but the missiles will stay one closer eachother and the mine field will not like like a mine field... the best option is using only 1 decoy with a lot of launchers, like a missile launcher ship.. a very awesome add to the game should be a value on the module file that lets the weapon to fire more missiles (indicated with a number from 0 to 6 for example) while the first one is still active. Then u will need to have another parameter to indicate the fire interval between the first missile and the next one.. zzz.

About the size of the missile, u can just play with the missilewidth and height values.


Yeah, already knowed, the problem is the quantity, the solution:

Fighters.

take your own conclusions xP

EDIT: oh, wait, and maybe corbettes :D


yay, with fighters all is possible ^^ i already did some kind of weapon, not a mine field, but i had figher missiles veeery slow that deals a lot of dmg with a very good turn speed and very tracking speed. In the time i created it, didnt think on a mine field, and they are just missile launchers. If u change it to mine launchers, u can make a good mine field out there. It doesnt need the missiles to be big, just make the missiles just like squares, or just put a size of 0 and make the flare size very big, so it will be plasma mine field or something -.-. I can tell u i have a project to make mines but usint bullet type weapons, not missiles. With bullets u can do SALVOS, and make the fire interval between em very high, so it actually looks like a real mine. The problem is bullet mines cant be destroyed.. but wth, all the things can be balanced in a lot of ways.
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Re: Praetorian Industries [NEW MODULES] 8th Release

Postby CptFox » Sun Dec 05, 2010 8:40 pm

ooh with mines could you maybe make some Sticky mines that slow ships down but are better than the limpets because you can fire them at an area and like a net i suppose :D they could stop/slow enemy's!
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Re: Praetorian Industries [NEW MODULES] 7th Release

Postby Praetors » Sun Dec 05, 2010 9:54 pm

N3MES1S wrote:yay, with fighters all is possible ^^ i already did some kind of weapon, not a mine field, but i had figher missiles veeery slow that deals a lot of dmg with a very good turn speed and very tracking speed. In the time i created it, didnt think on a mine field, and they are just missile launchers. If u change it to mine launchers, u can make a good mine field out there. It doesnt need the missiles to be big, just make the missiles just like squares, or just put a size of 0 and make the flare size very big, so it will be plasma mine field or something -.-. I can tell u i have a project to make mines but usint bullet type weapons, not missiles. With bullets u can do SALVOS, and make the fire interval between em very high, so it actually looks like a real mine. The problem is bullet mines cant be destroyed.. but wth, all the things can be balanced in a lot of ways.


Today i was thinking on slow speed/fat bullets for make really big "plasma bomb mines", with the cruiser on retaliate (and the weapons long ranged), the minefield should work "perfectly", but now im focused on "magnetic exploding mines" or seeker mines.
Anyways, thx for the help

CptFox wrote:ooh with mines could you maybe make some Sticky mines that slow ships down but are better than the limpets because you can fire them at an area and like a net i suppose :D they could stop/slow enemy's!

Im already working on that, but exploding limpet mines are not posible to do, i just can do limpet mines OR exploding seeker mines OR a "wall" of mines using bullet salvos like n3mes1s says.
sry...
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Re: Praetorian Industries [NEW MODULES] 8th Release

Postby Praetors » Mon Dec 06, 2010 2:37 am

cptfox, what about the deadly flash, it works good?
the seeker mines are almost completed, i will make all the types of mines mentioned above. :D
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Re: Praetorian Industries [NEW MODULES] 8th Release

Postby Praetors » Mon Dec 06, 2010 11:45 pm

Hey guys im needing a little help, i need someone making sprites for the magnetic (seeker) minelauncher (light, medium and heavy), plasma minelauncher and a gun sprite for the deadly flash.
The sprites have to be at a level of graphics similar to those used in the original weapons of the game, would be extremely cool to create one for each race, yeah, i know, it is not so easy to do.
Anyway, I really need someone to help me with the sprites of new weapons.
PM me or just tell me here ;)
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Re: Praetorian Industries [NEW MODULES] 8th Release

Postby N3MES1S » Tue Dec 07, 2010 12:06 am

Praetors wrote:
CptFox wrote:I will try them ASAP And I am predicting AWSOMNESEZ from you xD

you're making me blush :P
i'm glad :D

Hey guys im needing a little help, i need someone making sprites for the magnetic (seeker) minelauncher (light, medium and heavy), plasma minelauncher and a gun sprite for the deadly flash.
The sprites have to be at a level of graphics similar to those used in the original weapons of the game, would be extremely cool to create one for each race, yeah, i know, it is not so easy to do.
Anyway, I really need someone to help me with the sprites of new weapons.
PM me or just tell me here ;)



Hmm, when u say "The sprites have to be at a level of graphics similar to those used in the original weapons of the game" u mean with the same quality or with the same shape? its easy to make turrets with the same shape, just pick some turrets from the original races and make little changes, like the colour, erase some parts of the sprite, etc its easy. And thats someting everyone can do, if u want original turrets i can give u some ideas, and even some turret sprites to look into (made from scratch from 3d models, so they have very good quality) but they doesnt have the shape or the colours of the original races.
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Re: Praetorian Industries [NEW MODULES] 8th Release

Postby Praetors » Tue Dec 07, 2010 12:53 am

N3MES1S wrote:Hmm, when u say "The sprites have to be at a level of graphics similar to those used in the original weapons of the game" u mean with the same quality or with the same shape? its easy to make turrets with the same shape, just pick some turrets from the original races and make little changes, like the colour, erase some parts of the sprite, etc its easy. And thats someting everyone can do, if u want original turrets i can give u some ideas, and even some turret sprites to look into (made from scratch from 3d models, so they have very good quality) but they doesnt have the shape or the colours of the original races.


Yeah, u are right, but idk (for now) how to make them and i have my hands full with the Releases (for now)...
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Re: Praetorian Industries [NEW MODULES] 1-10th Pack Released

Postby CptFox » Wed Dec 08, 2010 9:01 pm

May i have a fighter mounted disrupter bomb :D but due to its effectiveness, its easily scrambled/point-defenseded!
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Re: Praetorian Industries [NEW MODULES] 1-10th Pack Released

Postby N3MES1S » Wed Dec 08, 2010 9:50 pm

CptFox wrote:May i have a fighter mounted disrupter bomb :D but due to its effectiveness, its easily scrambled/point-defenseded!



Use more speed on the missile, less fuel and u got it.
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Re: Praetorian Industries [NEW MODULES] 1-10th Pack Released

Postby Praetors » Wed Dec 08, 2010 11:26 pm

Yep.
Well i have work, i have in my mind 20 NEW modules ;D
Oh and, Cptfox, the other day you asked for a weapon with area effect? well, great news, i can make something Very similar. :D
Im very happy because some of the next modules to release will be GREAT, i think. They are a totally new type of weapons :D
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Re: Praetorian Industries [NEW MODULES] 1-10th Pack Released

Postby N3MES1S » Thu Dec 09, 2010 2:29 am

Praetors wrote:Yep.
Well i have work, i have in my mind 20 NEW modules ;D
Oh and, Cptfox, the other day you asked for a weapon with area effect? well, great news, i can make something Very similar. :D
Im very happy because some of the next modules to release will be GREAT, i think. They are a totally new type of weapons :D


Well, since i think thats not possible, i really im curious of that kind of weapon -.-

About the proyector armour, i dont think its a good idea to make an armour module without one of the basics, weight. It is supossed that armour needs to have the highest weight of almost all modules, cuz thats one of the reason a ship lower his speed in consecuence. But well, the cruiser will be very fast, i still need to see how that armour works in the game. But one thing is sure, never put a stack effectivness of 1, cuz if u put more than 4 or 5 armour modules that ship will be almost invulnerable. But as i said, i need to check it out. I did almost the same kind of armour for one of my mods (the Duranium Armour) but i needed to reduce the stack to 0.97 cuz the ships become toooooo hard to kill.
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Re: Praetorian Industries [NEW MODULES] 1-10th Pack Released

Postby Praetors » Thu Dec 09, 2010 2:59 am

N3MES1S wrote:Well, since i think thats not possible, i really im curious of that kind of weapon -.-


Nothing is imposible :P
If everything works fine, it will be the most closer thing to a area effect weapon :D

N3MES1S wrote:About the proyector armour, i dont think its a good idea to make an armour module without one of the basics, weight. It is supossed that armour needs to have the highest weight of almost all modules, cuz thats one of the reason a ship lower his speed in consecuence. But well, the cruiser will be very fast, i still need to see how that armour works in the game. But one thing is sure, never put a stack effectivness of 1, cuz if u put more than 4 or 5 armour modules that ship will be almost invulnerable. But as i said, i need to check it out. I did almost the same kind of armour for one of my mods (the Duranium Armour) but i needed to reduce the stack to 0.97 cuz the ships become toooooo hard to kill.


Uhm, yes, its a little overpowered, i will lower the stack effectivneess to 0.975 :P
About the weight, that is the idea, a "heavy Armour" with low weight, it's a evolution of the powered armor, but that HUGE advantage comes with a HUGE cost (i forget to rise it...) and power consumption.
And is "Energy Armour Projector" or (I think I'm wrong in the name construction) "Projected Energy Armour" not "proyector armour" xD

EDIT: after think it a moment, "proyector armour" is right... xP
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