Did that thing actually work ingame? I thought somebody said that only bomb weapons could heal crew.NewAgeOfPower wrote:
http://imgur.com/HVzWREx
The Healing Beam is derived from rejected Zoltan technology bought on Slug black market. Developed for use on hospital ships; the healing beam uses a low power pulsed laser to pump a rider beam of medical nanites to a target ship.
It's healing effects can restore 50% of a human or similar crewman's durability, but it was rejected from Zoltan service due to it's significant fire risk.
The Khadarin Confederacy, of course, don't mind the fires. In fact, the Rockmen serving in Marauder Assault teams love the 'unfortunate' side effect, and have tuned this device to further increase it's fire chance.
The Ascension Campaign R&D Thread
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Re: The Ascension Campaign R&D Thread
- NewAgeOfPower
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Re: The Ascension Campaign R&D Thread
Going to go and test that tomorrow. Grueling day of classes and starvation.dalolorn wrote: Did that thing actually work ingame? I thought somebody said that only bomb weapons could heal crew.
In the meantime, a more conventional design:

The Shrike Cannon is 'simply' a quad-barreled rotary version of the Shard Cannon I've already developed for Requiem. Of course, it fires twice the shots and dishes out twice as much pain... At the cost of using more power and consuming twice as much ammunition.
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Re: The Ascension Campaign R&D Thread
Quad-barreled, but does everything double?NewAgeOfPower wrote:Going to go and test that tomorrow. Grueling day of classes and starvation.dalolorn wrote: Did that thing actually work ingame? I thought somebody said that only bomb weapons could heal crew.
In the meantime, a more conventional design:
The Shrike Cannon is 'simply' a quad-barreled rotary version of the Shard Cannon I've already developed for Requiem. Of course, it fires twice the shots and dishes out twice as much pain... At the cost of using more power and consuming twice as much ammunition.
- NewAgeOfPower
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Re: The Ascension Campaign R&D Thread
That's trivial; double the amount of Shots, power, missile draw in blueprints...dalolorn wrote:
Quad-barreled, but does everything double?
Finished remastering some of the weapons art and many sound assets in Ascension, but that took much more time than expected (Would have taken even longer without the Error Checker. Merci Beaucoup).
Fixed some text overflow in the HUD titles by name modification. Implemented the Zeik (Spike), the Sandstone-class Light Cruiser. Going to do some actual testing tomorrow.
Oh yeah, I'll need to add gibs... I knew I forgot something.
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Re: The Ascension Campaign R&D Thread
*facedesks* What was I doing while typing that, sleeping?NewAgeOfPower wrote:That's trivial; double the amount of Shots, power, missile draw in blueprints...dalolorn wrote:
Quad-barreled, but does everything double?
Finished remastering some of the weapons art and many sound assets in Ascension, but that took much more time than expected (Would have taken even longer without the Error Checker. Merci Beaucoup).
Fixed some text overflow in the HUD titles by name modification. Implemented the Zeik (Spike), the Sandstone-class Light Cruiser. Going to do some actual testing tomorrow.
Oh yeah, I'll need to add gibs... I knew I forgot something.
I meant to say "Quad-barreled, but everything doubles?

- NewAgeOfPower
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Re: The Ascension Campaign R&D Thread
Wut dis mean?dalolorn wrote: I meant to say "Quad-barreled, but everything doubles?".
- kartoFlane
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Re: The Ascension Campaign R&D Thread
That'd be me. I planned for the Smaragdos to have a healing beam, but it didn't work out, sadly...dalolorn wrote:Did that thing actually work ingame? I thought somebody said that only bomb weapons could heal crew.
I guess dalolorn is confused that the weapon has four barrels, but shoots twice instead of four times *shrug*NewAgeOfPower wrote:Wut dis mean?dalolorn wrote: I meant to say "Quad-barreled, but everything doubles?".
Superluminal2 - a ship editor for FTL
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Re: The Ascension Campaign R&D Thread
Yeah, I thought I heard about it somewherekartoFlane wrote:That'd be me. I planned for the Smaragdos to have a healing beam, but it didn't work out, sadly...dalolorn wrote:Did that thing actually work ingame? I thought somebody said that only bomb weapons could heal crew.
I guess dalolorn is confused that the weapon has four barrels, but shoots twice instead of four times *shrug*NewAgeOfPower wrote:Wut dis mean?dalolorn wrote: I meant to say "Quad-barreled, but everything doubles?".
Lol, didn't expect him to not understand it. I would have clarified it eventually, though.

- NewAgeOfPower
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Re: The Ascension Campaign R&D Thread
My own testing confirms this. 6 hours of animating, wasted.kartoFlane wrote: That'd be me. I planned for the Smaragdos to have a healing beam, but it didn't work out, sadly...
Going to need a new weapons system for the Sandstorm class light cruiser.
Proposals are welcome.
Goddamnit. I personally DETEST bombs, as I feel they are one of the most OP weapons systems that modders can make ATM... it's listed under "Big No-Nos" in my internal balance document...
Erm. The Shard Cannon has 2 barrels and fires twice. The Shrike has 4 barrels and fires four times...kartoFlane wrote: I guess dalolorn is confused that the weapon has four barrels, but shoots twice instead of four times *shrug*
I haven't released the version of Ascension Core Mod with the Shrike in it yet... in fact, I think Ascension hasn't been updated in a month...
EDIT: Fell asleep while coding xml on my keyboard. Ow, that hurts.
- NewAgeOfPower
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Re: The Ascension Campaign R&D Thread
Breakthrough! (potentially)
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Remember how we've all been complaining about max upgrade limitations; i.e. changing maximum upgrade value for one ship would give ALL ships that level of maximum upgrade?
Didn't like how Battleships and Fighters would both have the same shielding level, despite one being a 400x800 monstrosity and the other being a 40x200 flea?
This is a brute force solution highly inappropiate to many mods, but appropriate to my own modding project (and anyone who wants to make something similar); set all levels of upgrades for the relevant system to cost 9001 scrap; i.e. you wish to cap a certain ship's Shields to 3 levels, give it starting level 3 shields.
Give the given ship however many layers of shields, engine power, etc, that the given ship is 'supposed' to have.
Obviously, this ruins the standard vanilla feel of growing in power, but for my modification, where you are a Naval Captain with an already-fitted warship, this keeps Frigates from having the same powertrain levels as a BattleCruiser. I suspect if any other modder wants to make a similar mod this will be quite relevant for them.

Remember how we've all been complaining about max upgrade limitations; i.e. changing maximum upgrade value for one ship would give ALL ships that level of maximum upgrade?
Didn't like how Battleships and Fighters would both have the same shielding level, despite one being a 400x800 monstrosity and the other being a 40x200 flea?
This is a brute force solution highly inappropiate to many mods, but appropriate to my own modding project (and anyone who wants to make something similar); set all levels of upgrades for the relevant system to cost 9001 scrap; i.e. you wish to cap a certain ship's Shields to 3 levels, give it starting level 3 shields.
Give the given ship however many layers of shields, engine power, etc, that the given ship is 'supposed' to have.
Obviously, this ruins the standard vanilla feel of growing in power, but for my modification, where you are a Naval Captain with an already-fitted warship, this keeps Frigates from having the same powertrain levels as a BattleCruiser. I suspect if any other modder wants to make a similar mod this will be quite relevant for them.