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				Re: [SHIP] The Moke & Firestarter (2.2)
				Posted: Wed Jan 22, 2014 11:47 am
				by TaxiService
				Oi! Thanks for your run with the Firestarter, man! I've added a link to it to the original post. : )
And yeah, the original idea was to have a shield-piercing beam that would have a 100% fire chance, then it kinda evolved from there and i came out with the thing you played with. : |
			 
			
					
				Re: [SHIP] The Moke & Firestarter (2.2)
				Posted: Wed Jan 22, 2014 6:27 pm
				by BrenTenkage
				TaxiService wrote:Oi! Thanks for your run with the Firestarter, man! I've added a link to it to the original post. : )
And yeah, the original idea was to have a shield-piercing beam that would have a 100% fire chance, then it kinda evolved from there and i came out with the thing you played with. : |
Like I said I like it, didn't even know you could make the beam into a random laser fire. So thats impressive, I still think 100 percent burn all, would have been good, but you know what, I had fun either way
 
			
					
				Re: [SHIP] The Moke & Firestarter (2.2)
				Posted: Mon May 05, 2014 3:46 am
				by AD_79
				The Moke seems to work fine, but I can't get the Firestarter working. The game crashes when I try and view it in the Hangar. Is this an AE problem?
			 
			
					
				Re: [SHIP] The Moke & Firestarter (2.2)
				Posted: Mon May 05, 2014 9:59 am
				by TaxiService
				Yes. TBH I already made an AE version, and I had already started to work on a C layout as well. I made all the gibs too, i just don't know what to make of the ship. 
I guess i could release the two original ships in the meantime. 

 why don't i ever release things?
Here's version 3.0 of the mod. It contains the Moke and the Firestarter with a couple of modifications:
- • Moke
 -- It now starts with a clonebay rather than no medbay.
 -- It now starts without a healing bomb and no missiles.
 -- The heavy laser has been replaced with a chain laser.
 -- It can now house all systems but artillery.
- • Firestarter
 -- The artillery now works with AE.
 -- Weapon slots are now 2 rather than 3.
 -- It now starts with two heavy lasers rather than two basic lasers.
 -- The artillery laser now fires five volleys rather than four.
 -- The artillery laser's color is now orange rather than green.
 -- It can now house all systems.
Download The Moke 3.0 
			
					
				Re: [SHIP] The Moke & Firestarter (3.0, for AE)
				Posted: Mon May 05, 2014 2:44 pm
				by New Guy
				Dude, I love your work. They look and play wonderfully. 
 
I wonder, if it isn't too much for me to ask, if you could rebalance a version of the Firestarter to shoot a 3 shot volley instead of 5 (unless you're using flak mechanics), because the game crashes when there's more artillery shots than rooms to select with.
This isn't a problem with vanilla; however it does present a few incompatibilities with Captain's Edition.
 
			
					
				Re: [SHIP] The Moke & Firestarter (3.0, for AE)
				Posted: Mon May 05, 2014 2:53 pm
				by TaxiService
				Whaa-- really? Of course, like, i'll cook up a version with different artillery mechanics. I could do some flak thing too probably.
Also, if anyone has some idea about what the C layout might be like i'll gladly take them in consideration. I have the graphics and everything, i just don't really know what strategy the ship should have. I was thinking about a drone-based ship or something, but i couldn't create an offensive anti-drone drone..! : \
This was the ship recolour. It's just... that it's so bland, man! : \

 
			
					
				Re: [SHIP] The Moke & Firestarter (3.0, for AE)
				Posted: Mon May 05, 2014 3:11 pm
				by New Guy
				I'm... not really sure. We have a heavy artillery ship, and a burninator. If you wanted something different, I suppose you could go with cloneboarding with heal bombs and mind controls?
AFAIK, too OP for game balance.
			 
			
					
				Re: [SHIP] The Moke & Firestarter (3.0, for AE)
				Posted: Tue May 06, 2014 3:18 am
				by aaaaaa50
				You could also try something gimmicky or ridiculous, like a chain flak or anti-bio artillery. Why do something normal like another drone ship?
			 
			
					
				Re: [SHIP] The Moke & Firestarter (3.0, for AE)
				Posted: Tue May 06, 2014 4:26 am
				by RAD-82
				TaxiService wrote:
 
I see this and mile high horses pop into my head.  
 
 
I don't even care for sports.
Sorry about my useless post.  

   I think it looks okay.
 
			
					
				Re: [SHIP] The Moke & Firestarter (3.0, for AE)
				Posted: Wed May 07, 2014 7:47 pm
				by R4V3-0N
				Maybe make it a Radioactive ship? with some green glow and zoltan crew... i don't know, just trying to think outside the box.