[SHIP][AE] Obsidian Bomber: The Paragonyx [v03.2]

Distribute and discuss mods that are functional. Moderator - Grognak
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Gencool
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby Gencool » Sun Feb 14, 2016 6:40 pm

Mekz: basically using task manager to crash the game, so that I can re-open it and reload the current/previous event.
Turns out I had forgotten 'newEvents'.
I always forget 'newEvents'!

Thankyou for helping test it, though!


Styles:
Odd. The code *should* remove it from all ships.
What was your mod load order like?

Bio found the same ASB and fire issues. Not much I can do about that, unfortunately, so I'm just gonna say that 'really heavy damage still has an effect'...

Never heard of those two mods, btw. What've I missed here?




Also; New update!
Fixed a load of stuff that was found by you guys and reddit.

I say fixed - blindly swiped at. Hopefully it works...

Did you know you can increase the Medbay's max upgrade level and still have it work? I didn't!

If people have any feedback I may do another update. I also wanna make a ShinyUI patch since I've had to change some major Ui elements, but not tonight.
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stylesrj
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby stylesrj » Sun Feb 14, 2016 7:06 pm

Styles:
Odd. The code *should* remove it from all ships.
What was your mod load order like?

Bio found the same ASB and fire issues. Not much I can do about that, unfortunately, so I'm just gonna say that 'really heavy damage still has an effect'...

Never heard of those two mods, btw. What've I missed here?


Obsidian Bomber, CRAZE_HEALINGVACUUM, CRAZE_FASTERCREWMOVE

I don't see how those last two could affect a Rock Pirate ship as they only add augments to all ships, not add their original augments. Unless they do... but Rock ships are destroyable.

Rock Pirates are Scouts and Investigators and not actually called "Rock Pirate" by the way, so it might have been missed somehow that way?
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Gencool
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby Gencool » Sun Feb 14, 2016 7:08 pm

Shouldn't be; the code looks for the augment by name, rather than removing it from a list of defined ships.
Should be universal (even taking them away from modded ships like those in CE) -unless there's a .xml I missed somewhere that adds new ships?
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meklozz
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby meklozz » Sun Feb 14, 2016 8:37 pm

dlcPirateBlueprints.xml, perhaps?
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stylesrj
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby stylesrj » Sun Feb 14, 2016 8:52 pm

meklozz wrote:dlcPirateBlueprints.xml, perhaps?


One of the ships had a Clone Bay, so perhaps maybe that is the culprit.
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Gencool
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby Gencool » Sun Feb 14, 2016 9:21 pm

Consarnit, all these new-fangled .xmls!
I should have remembered that'n, too, It's caused me problems before!

Thanks for the heads up!
Have fixed that, but just before I roll out a patch; any opionins on an augment to replace rock armor on rock ships?

I'm thinking explosive replicator (though I don't know if it works on enemies) or possibly shield charger?
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stylesrj
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby stylesrj » Sun Feb 14, 2016 9:53 pm

How about Fire Suppression? So it's harder to set a Rock ship on fire because you're shooting at rocks?
Yeah I got nothing else. Except perhaps add more health to Rock ships because essentially that plating was providing them with extra HP.
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Gencool
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby Gencool » Sun Feb 14, 2016 10:02 pm

Rocks are fire suppression :P

I've given the missile replicators and shield recharge. Seems fair.
Anything that had Titanium Casing now has Reverse Ion Field and Drone Reactor Boost.

(I'm not entirely sure which if any of these work with enemy ships, but I kinda just wanted to get the patch out)
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stylesrj
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03]

Postby stylesrj » Sun Feb 14, 2016 10:15 pm

Rocks are fire suppression :P


So why not give the ship the same suppression so you can't just set it alight and watch as those slow Rocks try and stomp it out before things explode?

I've given the missile replicators and shield recharge. Seems fair.
Anything that had Titanium Casing now has Reverse Ion Field and Drone Reactor Boost.


So what does that mean for the Flagship in CE on Phase 3?
I believe it had System Casing, Slug Gel and a Reverse Ion Field. So now it has two ion fields? Well there goes that Ion Man strategy I wasn't going to try with the Obsidian Bomber anyway.
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NarnKar
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Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03.1]

Postby NarnKar » Sun Feb 14, 2016 10:17 pm

The Artillery systems have been heavily changed.
> The Obsidian Beam's length has been doubled.
> The secondary system now generates a 'Static Shock' that takes much longer to charge but is much more powerful

IIRC from what other people said long long ago, double artillery systems will only use the first one's charge time. So your Static Shock will have the same charge pattern as the Obsidian Beam, even if you manually specify a different charging time.

I mean, that's what I've heard anyway. I assume you at least tested the artilleries in the MTE?