[Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18/08

Distribute and discuss mods that are functional. Moderator - Grognak
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by speedoflight »

The Marauder definitely is really hard. The only way to destroy the Marauder is if you have defense drone mark 2 at least and you are lucky to damage their weapons in the first attempts. If you fail to hit their weapon systems in the first attempts, just run away, or it will be too late. When you upgrade something, yo ucan go back and try again to destroy the Marauder. Anyways, i will upload today or tomorrow the marauder fix. Yes, i know how to add a "hidden" sector, but what a dont want is to delete the crystal sector... i mean, as far as i know there is no way to add more sectors, only replace the existing ones, even if they are "hidden" like the crystal one. Thats the reason i am not prepared to just throw away the crystal sector.

Later sectors are a pain in the ass, but in later sectors, you should have the ship upgraded enough to be able to face any ship, even the Marauder. The Marauder in later sectors have the same weapons, (with the exception of the omni cannon, in later sectors is the omni cannon mark 2), but better upgraded systems. You have 2 options, either you manage to gather a defense mark IV or ultimate defense, or you buy cloak, or artillery beam (in the cases you are able to). But this you need to think off soon, in the first sectors, cuz the mod will not let you to just upgrade every system and buy every system you want. You will not have resources / time to do it. So, if you think cloak will be a really advantaje, think on it since the first sectors and save scrap for it in the beginning, dont wait to later sectors or it will be too late.

Yup, the slug interceptor is maybe the easiest enemy of the game hahaha, in conjunction with the unshielded auto assault with 1 ion launcher and 1 laser.... xD. Those enemies are just a waste of time.

I am thinking in replacing all vanilla enemies with omicron ones, and raise the scrap they give, since in the mod when you fight a vanilla enemy, the scrap you will gain is just ridiculous, and those fights only serve as practice and / or system leveling.
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ChrisM1A2
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by ChrisM1A2 »

I love fighting an unshielded auto in an asteroid field, but asteroid fields are almost liquid death in this mod. :lol: But I think tonight I'll try testing how one would be able to make a "new" hidden sector. I haven't actually taken too hard a look at the crystal one yet, as to how it actually sends the player there, but I think it should be relatively straight forward. Well, about as straight forward as it could get. Actually, it may be completely sideways for all I know, but I still want to try. Now there's a thought for a mod different from this one, a "player" hidden sector, or something, where you would fight player ships.
speedoflight
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by speedoflight »

Fixed the marauder and updated the link on the first page.
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agigabyte
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by agigabyte »

May I use your mod assets?
ChrisM1A2
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by ChrisM1A2 »

So, I was just checking out the files, and with how they're set up, I don't think that it would be possible to have another "hidden" sector sadly. It calls the teleport to the crystal sector in the weirdest way, "<secretSector/>". There's never even an opening, and that's not even a formal close for an xml. Or I think what could possibly happen is you either randomly go to this new sector or the crystal sector when this teleport is called. It seems like the creators weren't even able to put in all the ideas they wanted though, looking at how many things have been noted out in the files. I think what might be possible? is, in sector_data, there is a "default sector", well, "default to prevent crashes if bad sector names are loaded" thing, so, I don't really know yet what calling, say, <secretSector2/> might do, but if it sends me to the default sector, you could make the omicron sector the default sector possibly. Almost seems like an exploiting a loophole way to have a new sector, since it's there to prevent crashing. Initiate testing. Oh, I mean I'M going to test it out, then report if it worked or not.
ChrisM1A2
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by ChrisM1A2 »

Tested it, forgot to add the "2" so I just went straight from sector one to the crystal sector. :D I'll fix that, then edit in my retest. Added the 2, and it took me to the same place. Imma try just secret this time. And that just did nothing. I'm kinda sad now, thought I had found a solution to having another hidden sector. Huh, this time imma check out the exit beacon of the crystal sector, since it doesn't let you choose the target. Couldn't find anything interesting about that. Darn, was really hoping I'd be able to find a way help with this. Well, any other ideas you have that might need testing, I'm always ready to test. Except when I'm not home or I'm testing my own mod of course. :P
speedoflight
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by speedoflight »

Well, its ok, i didnt have too much hope on that anyways :lol: , bleh forget about extra sectors. I guess i will be stucked on more omicron enemies and weapons until i reach a point that i will replace all vanilla enemies and weapons.. i only wanted the "extra" sector to make custom music track and backgrounds (i dont want to delete anything since i already like the music of the game xDD). But if its not possible to add more sectors then i will just continue making enemies and maybe more weapons (no special weapon, just regular ones to buy in shops). I will lower a little bit the prices of the weapons and drones.

P.D.: Asteroids fields are, in fact, easier than in the vanilla-game xD, cuz you have great hull damage resistance and you will always have minimum 1 defense mark I. I mean, unless you sell your only defense drone (are you crazy?? lol) asteroid fields are nothing to be afraid of.
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ChrisM1A2
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Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by ChrisM1A2 »

:lol: I always forgot about the mk I defense since the missiles are "shielded" from its sensors. Yeah, I guess it would make asteroid fields a lot easier. And I know for a fact that you could have custom music alongside the regular music. It's more a matter of making sure it's an ogg file I think, and you could probably weigh your music to play more often, while still retaining vanilla musics. Ooh, now I want to put music from my other games in it. Namely, the one that my mod is taking ships from. And on the bright side, those are already ogg's, so I just need to copy them over, and add em to the list. :D On another note, all the omicron ships (and the one station I've encountered)) look fantastic. :D
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by speedoflight »

Hmm i dunno. I tried once to put "extra" music tracks besides the vanilla ones, and it never worked. I think you can only "replace" them, but not add new ones (since there is 1 track for every event, battle, explore, etc).. but since i only tried a couple of times, i really dunno.

Thanks, im glad you like the aspect of the omicron ships, i really didnt put too much effort on texturing, just making sure it looked ok and with some details here and there. In fact, i didnt even use v-ray to render the images, i just used the export option of sketch up lol (since i thought it looked more vanilla-stylez). But of course, they look far better than wat you can expect, since that was the idea in the first place. I even crossed my mind to desing the weapons in sketch up as well LOL , but i thought in that idea too late and i coudnt go back. But if i make the weapons in sketch up as well, the final look will be awesome since the weapons will have the exact same texture / theme of the omicron ships and the size and positioning will be perfect, like in a real ship.. xD (dunno if you know wat i mean). But i guess that will be for my next mod, if one day i start other one.
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ChrisM1A2
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Joined: Wed Aug 14, 2013 1:54 am

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Post by ChrisM1A2 »

The ships looks like there was a LOT of effort put into them, and I think I might understand what you mean by about the weapons. And the music.xml file is where you specify new music to add. Like, sector data says what music set to play per sector, and the music file file defines the music sets. You may need to have a separate like explore an battle files, so it know what to play in combat/non-combat situations. Although, I think it would e safest to make a new music set called say, "omicron", and in sector data, tell a sector to add it to its playlist. Because some sectors are set to have multiple playlists. You should just need to define a new playlist in music.xml . Sadly, I think it might be slightly harder for me to get images go my mod, since I'm kind of having the ships be from another game.
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