Page 15 of 67
Re: [MOD]The sM Polish Kit 1.028 (ft. Patch for CE 1.094 and
Posted: Sat Feb 01, 2014 6:16 pm
by slowriderxcorps
kartoFlane wrote:What was the problem exactly, by the way? I could include this in the checker...
I had separated two different groups of quests with a string of minus signs, like ----------- .
Re: [MOD]The sM Polish Kit 1.028 (ft. Patch for CE 1.094 and
Posted: Sat Feb 01, 2014 6:59 pm
by kartoFlane
Well, you should place them inside comment "tags", like so: <!-- ------------------------------ -->. If they are not, the XML parser doesn't know what to do with them, considers them as unexpected junk characters, and quits.
Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.095 and
Posted: Mon Feb 03, 2014 10:33 am
by slowriderxcorps
Alright, retasked for 1.095. Some interesting ideas floating around this new update, I have to say. After last nights' run, I also went ahead and made a new Engine room graphic for MantisA so that the engine doesn't get in the way of one of the doors. The little touches.
EDIT: A good, proper look at the new features revealed some quite intriguing additions in relation to the Upgrading part. Some augments involved in this new feature were rebalanced to accommodate for it, as well as a couple other changes here and there to keep everything working as intended. Hopefully.
Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.096b and
Posted: Wed Feb 05, 2014 1:36 pm
by Mr. Mister
Yo, I was thinking: the Old/Rusty Defense/Dual Lasers are just brown versions of the Defense MkI/Dual Lasers, with the same stats even, which kinda contradicts them being old and rusty. So what if you make them use brownish versions of the Defense MkII and the Laser Blaster models instead? You could also make only one of the two LED bars on the Rusty Laser Blaster actually charge.
Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.096b and
Posted: Wed Feb 05, 2014 3:26 pm
by slowriderxcorps
I'm not entirely sure as to how that would work, I suspect it wouldn't.. weakening their statistics a little might be another option, but in which way and how much to do so is another matter.
Regardless, updated to the latest version, with what has ended up as a potentially embarrassing realisation that for all this time, there was a graphical buggery with the Hermes and Breach missiles, which has now been punched in the glowy green light. Also, animations for the rest of the launchers in CE that didn't have any, namely the Ares/Apollo, the small Hull missile, the new-fangled Chaff launcher, and the swarm batteries.
Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.096b and
Posted: Wed Feb 05, 2014 3:36 pm
by Mr. Mister
No, what I mean is just change the "Old Defense Laser" and "Rusty Dual Laser" models. They are both exactly the same in terms of stats as the "Defense Laser MkI" and the "Dual Laser", and the only difference with them is that their models are more brownish. I come to understand that the reason they exist is for balance-probabilities reasons (like the Second-Hand and the Faulty repair drones).
Their descriptions say they are less effective and reliable than the normal versions, which is bullshit because they have the same stats.
My idea is as follows: keep their stats the same, but what if you make it so the Old Defense Laser changes its model to a brownish recolour of the Defense Laser MkII, and the Rusty Dual Laser to a brownish Laser Blaster (changing its name to Rusty Laser Blaster), maybe even shutting off one of the two charge bar lights in its model? This way they'll actually behave like older and rustier versions of the weapons their models are based on, without having to change their stats.
Chaff missile launcher? I don't remember that one. You found out another name was too long, or is it a new weapon? Considering swarm missiles in sMPK pierce only 2 shields but therefore can deploy a shield otherwise, it would make sense for there to be a two-shot swarm missile launcher (two Ogre shots), which would require maxed shields to completely block.
Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.096b and
Posted: Fri Feb 07, 2014 10:36 pm
by slowriderxcorps
Alright, got this out as soon as I could, while I still wait on my test footage to hopefully render (and not crash). Mod has been updated for the next iteration of 1.098.
Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.096b and
Posted: Fri Feb 07, 2014 10:38 pm
by Mr. Mister
Wow, that was fast. What were the new drones, seeing as sleepy hasn't updated the DE showcase image yet?
(he's still missing the Chaff Launcher on the BA one).ç
Also, you should probably do the same as sleepy and integrate your alternate starting loadout into the sMPK-CE patch.
Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.096b and
Posted: Fri Feb 07, 2014 10:43 pm
by slowriderxcorps
Mr. Mister wrote:Wow, that was fast. What were the new drones, seeing as sleepy hasn't updated the DE showcase image yet?
(he's still missing the Chaff Launcher on the BA one).ç
Also, you should probably do the same as sleepy and integrate your alternate starting loadout into the sMPK-CE patch.
Two new Defense drones. One was ridiculously powerful, the other.. even worse than the Missile defense turrets. Both have been fine-tuned accordingly.
I don't really like the idea of enforcing the use of the new equipment by default, that's what the additional ftl file is for.
Also had to do a lightning quick update when I saw the changelog and saw the changes to the Industrial sector. The names of some of the things in there had changed enough to where I believe it would have crashed the game if I had not updated it to adapt for it.
Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.096b and
Posted: Fri Feb 07, 2014 10:48 pm
by Sleeper Service
The special weapons have their own little section now. The drones had been added before, hiding in plain sight.
slowriderxcorps wrote:
Two new Defense drones. One was ridiculously powerful, the other.. even worse than the Missile defense turrets. Both have been fine-tuned accordingly.
Elaborate maybe? Seriously, Burst Scatter Defence is not more effective on player side than usual Defense MKI. It's more effective in dealing with burst firing missile due to the fast refire rate but generally less effective in intercepting individual projectiles due to it's low projectile speed. Heavy MK I is good enough to intercept every single hight tier missile, including swarms, and can intercept every second low tier swarm as well... Did you already test how they play? Well, it's your mod of course.