[MOD] Praetorian Industries v1.2b

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!
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Re: Praetorian Industries [NEW MODULES] 12th Release

Postby Praetors » Mon Dec 13, 2010 6:56 pm

Sadly, my type of area effect weapon doesnt work good... it will work if the turrets change of target faster when they lost or destroy it, that is the only thing what makes the weapon not posible, atm.

@Cliffsky: please please please, make the change of target faster.

BUT... as we know, the big explosions shockwave damage near ships, Darkstar will release a new apocaliptic module, i tested it, and it's great :D

the heavy mine launcher need a co-pilot, im going to release a co-pilot module for fighters, anyways, the HML is very heavy for fighters, they are better for corbettes, but if you want a cheappy swarm of mines, you can use the co-pilot-minelauncher-engine config for some fighters.

@Darkstar: I want to go to the next level with Praetorian Industries, lets make a defence drone ;D
Of course, they will come with new weapons.
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Re: Praetorian Industries [NEW MODULES] 12th Release

Postby darkstar076 » Mon Dec 13, 2010 11:02 pm

Praetors wrote:@Darkstar: I want to go to the next level with Praetorian Industries, lets make a defence drone ;D
Of course, they will come with new weapons.


I hope to have some time tonight to finish off the new turrets for Praetorian Industries, which i will post once they are complete.

Defence drone . . . I must admit that Unity makes great use of these craft to great effect. If I may suggest that you look at the Anti Missile Defence Drone. 1 weapon 2 modules with a speed bonus. When you have 16 drones escorting a cruiser only armed with a anti missile laser they form a very effective missile shield.
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Re: Praetorian Industries [NEW MODULES] 12th Release

Postby Praetors » Mon Dec 13, 2010 11:07 pm

darkstar076 wrote:
I hope to have some time tonight to finish off the new turrets for Praetorian Industries, which i will post once they are complete.

Defence drone . . . I must admit that Unity makes great use of these craft to great effect. If I may suggest that you look at the Anti Missile Defence Drone. 1 weapon 2 modules with a speed bonus. When you have 16 drones escorting a cruiser only armed with a anti missile laser they form a very effective missile shield.


yeah, but im talking about your big drones, im thinking on drones with te size of 1/3 fighter, armed with anti low powered fighter/missile weapons, there is a way to make a drone without pilot cost?
Maybe with spherical shape.
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Re: Praetorian Industries [NEW MODULES] 12th Release

Postby Praetors » Tue Dec 14, 2010 1:13 am

Cptfox do you tested the Deadly flash? if still not working here is a screenshot:
Image
Im thinking on rise a little the damage, what do you think people? it's well balanced? it's underpowered or overpowered?
After the last tests i'm thinking it is underpowered, maybe decreasing a little the reloat time.

Going to release in moments the re-pack with 5 new modules.
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Re: Praetorian Industries [NEW MODULES] 12th Release

Postby darkstar076 » Tue Dec 14, 2010 1:20 am

Praetors wrote:yeah, but im talking about your big drones, im thinking on drones with te size of 1/3 fighter, armed with anti low powered fighter/missile weapons, there is a way to make a drone without pilot cost?
Maybe with spherical shape.


No, everything costs a pilot.

Unless Cliff creates a new version of the limpet launcher. So instead of the limpets attaching to the ship they are armed with a weapon. So you can have a variety of drone launchers like anti missile and anti fighter. .
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Re: Praetorian Industries [NEW MODULES] 12th Release

Postby N3MES1S » Tue Dec 14, 2010 1:51 am

The deadly flash looks ok, but i need to answer u something.. wat is the really purpose of the deadly flash?? i mean. It is a weapon that doesnt do very high damage, it has regular fire interval, regular tracking speed, so i mean, y should we use the deadly flash, instead of another weapon that will do the same and even at higher range? i think u should make the deadly flash a super weapon, otherway i dont see a really use of it, only to see the cool fx ^^
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Re: Praetorian Industries [NEW MODULES]13th Multi-Release+Re

Postby darkstar076 » Tue Dec 14, 2010 11:11 am

Turrets designs are complete, i have covered the basics.
Balistic / AutoCannon / Laser / Missile / Plasma or Drone Launcher
New Turrets.jpg
New Turrets.jpg (46.38 KiB) Viewed 4974 times


To continue, i will need the colour scheme you were talking about - also any other types of turrets.
( i will send you a link for the current DDS file )
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Re: Praetorian Industries [NEW MODULES]13th Multi-Release+Re

Postby Praetors » Tue Dec 14, 2010 3:22 pm

Woah, i love them, about the drone launcher, im talking about small fighters with low powered weapons anti-fighter/missiles.
The plasma turret is very similar to how I wanted to make the drone, if you add a small canon near the hole, and add a "dome" in which the pilot will control the ship inside the hole, and voila, we have a drone...
I will work in the color schemes later, i need to study
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Re: Praetorian Industries [NEW MODULES]13th Multi-Release+Re

Postby darkstar076 » Tue Dec 14, 2010 5:53 pm

Yeah, see what you mean by the drones (nice job BTW)
Let me see what i come up with.
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Re: Praetorian Industries [NEW MODULES]13th Multi-Release+Re

Postby Praetors » Wed Dec 15, 2010 9:50 pm

Im very very very happy now, i approved one of my final tests and seems like the forum likes my modules :D

Codes Removed, now only will be showed the last release codes, if you want the modules, just download the pack ;)

Going to release the Darth missle launcher, now the shielded and armored titans will not be a problem ;)
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Re: Praetorian Industries [NEW MODULES] 14th Release

Postby darkstar076 » Sat Dec 18, 2010 7:54 am

I managed to find an hour for tinkered around with some of the turrets you requested.

In Theory - "A Big Cannon" . . needs some refinement
Big Laser.jpg
Big Laser.jpg (26.21 KiB) Viewed 4931 times


Add a barrel and it looks like a howitzer - needs work between the barrel and the main body and colour balancing
Big Cannon.jpg
Big Cannon.jpg (26.58 KiB) Viewed 4931 times


This was an attempt at a futuristic satelite antenna
Radar Turret.jpg
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Re: Praetorian Industries [NEW MODULES] 14th Release

Postby Praetors » Sat Dec 18, 2010 6:53 pm

Woah, again, you leave me without words, i love your work

EDIT: About the colouring, i will use a expanded bullet 4 (?) used on the rapid fire laser. So, the big canon colour should be red, i suggest to only make 3 colours, red, blue and green (the actual one is right)
The blue for anti shields
The red for anti armour
The green because i like it xD

The superbig canon looks great, idk for what i will use it, but still great xD

The futuristic antenna is just perfect, i like it a lot.
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Re: Praetorian Industries [NEW MODULES] 14th Release

Postby darkstar076 » Sun Dec 19, 2010 6:32 am

Next round of turrets . . in 3 basic colours

Dart Turret / Energy Emitter
Antenna / Energy Cannon
LR Cannon / Plasma Flamer
New Turrets II.jpg
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Again, anything surplus to requirements can be used . . elsewhere
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Re: Praetorian Industries [NEW MODULES] 14th Release

Postby Praetors » Sun Dec 19, 2010 7:02 pm

OMFG!!!!

EDIT:
Image

AMAZING WORK!!!

oh god, now I have fear, if the flamethrower does not work, then I cut my balls... -.-'
xD

EDIT2: when i say that about the 3 colours, it was only for the energy canon, later i will tell you what colours are better for the other weapons, (please do not get angry xD), because, if i understanded everything you say, we are very limited with the number of weapons, so im thinking on use 1, 2 or (rarely) 3 different colours of each one.
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Re: Praetorian Industries [NEW MODULES] 14th Release

Postby darkstar076 » Sun Dec 19, 2010 10:30 pm

Yeah thats fine. The limit is 32 weapons per ingame turret graphic. Past that we have to make another file, which is not a problem, you just have to be mindful when setting up your turret mapping.

No worries, i will wait for your colour schemes before i merge everything into the final file.
(glad you like em)
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