[Ship Randomizer] The Randtrel v1.3.0

Distribute and discuss mods that are functional. Moderator - Grognak
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: [Ship Randomizer] The Randtrel v0.13.0

Postby Russian Rockman » Sat Oct 25, 2014 9:06 pm

rannl wrote:Released v0.13.0 with the random zoltan cruiser, the randjuicator.
Asset pools represent A/B/C configurations, also added an experimental build : no shields system, with a shield drone. Seemed like a zoltan spirited build to me, which was missing from vanilla.

As always, comments are more then welcome.

Thanks to Va1iD for pointing out the error in the .sh file for linux/mac (fixed in this version).

2 ships to go ;)

I love the shield drone variant! I've always wanted a Zoltan ship like that.

There sure are a lot of screenshots on the OP now huh? :P Maybe you could leave some of the screenshots on the OP, but also sort all of the screenshots into albums for each ship, if that's possible?

Also, I still think you should officially change the names of the ships to Randrel, Randorus, Randjudicator, etc... within the mod. I rename all of my randomized ships Randrel MK I,II,III etc... ;)
Sky_line125
Posts: 11
Joined: Mon Jul 07, 2014 4:08 pm

Re: [Ship Randomizer] The Randtrel v0.13.0

Postby Sky_line125 » Sun Oct 26, 2014 1:44 pm

I have bug with zoltan cruiser
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rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v0.13.0

Postby rannl » Sun Oct 26, 2014 5:16 pm

Sky_line125 wrote:I have bug with zoltan cruiser


I see you've found the secret Zoltan door to an extra-dimensional space-time pocket ;)

Will be fixed shortly, thanks for the update.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v0.13.1

Postby rannl » Sun Oct 26, 2014 8:18 pm

Released bug fix, thanks Sky_line125.
Sky_line125
Posts: 11
Joined: Mon Jul 07, 2014 4:08 pm

Re: [Ship Randomizer] The Randtrel v0.13.1

Postby Sky_line125 » Mon Oct 27, 2014 2:14 pm

I have idea:
Ship with titanium system casing + 2 shields, but without connection to O2/Door/Sensor room(You cant repait room)
Leylite
Posts: 83
Joined: Mon Mar 31, 2014 4:21 pm

Re: [Ship Randomizer] The Randtrel v0.13.1

Postby Leylite » Mon Oct 27, 2014 2:17 pm

Sky_line125 wrote:I have idea:
Ship with titanium system casing + 2 shields, but without connection to O2/Door/Sensor room(You cant repait room)


That's no good - a single Small Bomb or artemis missile to those rooms and your goose is cooked. Even with a Repair Burst it's still probably not much fun since you'd then have to devote a weapons slot and missiles towards repairing those systems.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v0.13.1

Postby rannl » Mon Oct 27, 2014 4:41 pm

Leylite wrote:
Sky_line125 wrote:I have idea:
Ship with titanium system casing + 2 shields, but without connection to O2/Door/Sensor room(You cant repait room)


That's no good - a single Small Bomb or artemis missile to those rooms and your goose is cooked. Even with a Repair Burst it's still probably not much fun since you'd then have to devote a weapons slot and missiles towards repairing those systems.


This is an interesting concept, that could play into a 5 weapon slots/ 1 drone slot build (5th weapon slot dedicated to the repair burst, which I found most players tend to ignore as a non effective weapon).
As mentioned, this makes missile ammo a major issue, and is problematic with manned systems since you won't be able to get the manned station bonus - this build should be done only with rooms with systems which can't be manned.
Another issue is an interesting "piggy ride" situation, with boarders being stuck in unconnected rooms and constantly destroying their systems (requiring airlocks for all those rooms).
And finally, this is a significant change from the vanilla look and feel of the player ships....
sign1000
Posts: 19
Joined: Tue Jan 21, 2014 11:42 pm

Re: [Ship Randomizer] The Randtrel v0.13.1

Postby sign1000 » Tue Oct 28, 2014 3:55 pm

In that case, why not put in O2, drones, and an empty room (if bought, cloaking should be there)
since both are systems that do not need to be manned in order to work while still keeping systems that are important (especially O2)
Airlocks should not be an issue if all three (or more) of the separated rooms are connected and then you can just provide 1-2 airlocks on both sides of the 3 rooms. (I am thinking of a simple straight-lined room layout that is unconnected to the other rooms on the ship.)
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v0.13.1

Postby rannl » Tue Oct 28, 2014 5:37 pm

sign1000 wrote:In that case, why not put in O2, drones, and an empty room (if bought, cloaking should be there)
since both are systems that do not need to be manned in order to work while still keeping systems that are important (especially O2)
Airlocks should not be an issue if all three (or more) of the separated rooms are connected and then you can just provide 1-2 airlocks on both sides of the 3 rooms. (I am thinking of a simple straight-lined room layout that is unconnected to the other rooms on the ship.)


Okay. I'll go along with this build idea, and the lanius cruiser seems like a good ship for this build.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: [Ship Randomizer] The Randtrel v0.13.1

Postby Russian Rockman » Tue Oct 28, 2014 5:58 pm

I think the disconnected rooms are maybe ok for the Lanius ship, however this mod is meant more to varry up the ships but keep them close to the vanilla loadout/layout, etc...

There are already a bunch of custom ship mods that do crazy things like the disconnected rooms. Look up The Duality. ;)

Some creative layouts and loadouts are ok to add more variety to the ships, but if the idea is too different from vanilla it may not belong in this mod.

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