BrenTenkage wrote:I'd make a new lets play of it, but I want to see some original weapons as well
Maybe on my next ship, as this is intended to be an unarmed vessel. I'll look around and see what I can come up with that hasn't already been done
BrenTenkage wrote:I'd make a new lets play of it, but I want to see some original weapons as well
DryEagle wrote:Well, the 4-slot medbay was a suggestion from a player-friendly standpoint - if you have a 4-slot teleport, it's a pain having to heal 3 at a time only.
Crew can move through doors simultaneously, but it would take the bottom row longer to go through the top door and down to the bottom of the medbay rather than straight across. Just a 'fluidity' suggestion there.
The image, fyi, is (unless I'm terribly mistaken) a ship from Gratuitous Space Battles.
DryEagle wrote:I saw the updated layout and you, sir, are a cruel, evil person.
Airlock in the oxygen room? That's bound to end well...
mrguy888 wrote:Here is my thoughts. The problem with this ship is that it takes a lot longer to take out the crew of a ship than it is to disable the weapons. Cloak is fine for the first volley but the second and third are likely both hitting for full. The stealth ships have pretty high fire power so they work. I see this ship taking way too much damage in every fight. Correct me if I am wrong about this.
I don't really know how to fix that issue and keep late game balance. Starting with 4 mantises might be an option but as soon as you get shields you would be pretty OP. A lockdown bomb might be a cool idea too but I think those are pretty OP too.
Code: Select all
<!--tempfix-->
<shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral">
<class>ReCon: Diplomat</class>
<name>The Buffalo</name>
<desc>The Diplomatic ReCon vessels are unarmed, peaceful vessels that want only the best for all they encounter. Too bad no one else knows that...</desc>
<systemList>
<shields power="2" room="6" start="true" img="room_shields_8" />
<weapons power="1" room="7" start="true" img="room_weapons_5" />
<slot>
<direction>right</direction>
<number>1</number>
</slot>
<pilot power="1" room="10" start="true" img="room_pilot_2">
<slot>
<direction>right</direction>
<number>1</number>
</slot>
</pilot>
<engines power="4" room="2" start="true" img="room_engines_3" />
<slot>
<direction>up</direction>
<number>1</number>
</slot>
<drones power="2" room="3" start="false" img="room_drones_7" />
<cloaking power="1" room="5" start="true" img="room_cloaking_5" />
<medbay power="1" room="9" start="true" img="room_medbay">
<slot>
<number>1</number>
</slot>
</medbay>
<oxygen power="1" room="0" start="true" img="room_oxygen_2" />
<doors power="1" room="1" start="false" img="room_doors_6" />
<sensors power="2" room="4" start="true" img="room_sensors_6" />
<teleporter power="1" room="8" start="true" img="room_teleporter" />
</systemList>
<weaponSlots>3</weaponSlots>
<droneSlots>4</droneSlots>
<weaponList count="0" missiles="8" />
<droneList count="0" drones="0" />
<aug name="FTL_JUMPER" />
<aug name="ADV_SCANNERS" />
<health amount="30" />
<maxPower amount="15" />
<crewCount amount="1" class="engi" />
<crewCount amount="1" class="mantis" />
<crewCount amount="1" class="energy" />
<crewCount amount="1" class="crystal" />
</shipBlueprint>
EchoesofOld wrote:Ok folks, ive gotten my images lined up, and correct room visuals loaded up. BUT, I still need to tweak my room slots and stuff. I added the appropriate lines of code for engines and shields, and the game now crashes on start up. What did I do wrong?Code: Select all
<engines power="4" room="2" start="true" img="room_engines_3" /> <!--Remove ending slash>
<slot>
<direction>up</direction>
<number>1</number>
</slot>
<!--missing your </engines> closing tag here.>