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Posted: Tue Jul 17, 2007 5:34 pm
by sabre
Will do but may take some time..........
Posted: Tue Jul 17, 2007 8:16 pm
by LittleBear
WOW thats a nice model!
Found a small bug though (at least on Windows 1.69.1). She doesn't fire at you. Looked at the shipdata and saw for the sub-ents for the guns you have both WEAPON none and WEAPON MILITARY_LASER. I deleted the WEAPON NONE entry and she lasered me up nicely, before I got her in my trusty Iron Ass Cobra III!.
As A has pointed out, she has the role pirate but no bounty set, which means she can be a clean pirate. Also when she appears as a trader she'll still behave as a pirate. Could fix by just having three entries:-
Just delete the AI and role keys from the liberator entry, but add three new entries and like ship. eg
Code: Select all
<key>liberator-pirate</key>
<dict>
<key>like_ship</key>
<string>liberator</string>
<key>ai_type</key>
<string>pirateAI.plist</string>
<key>roles</key>
<string>pirate</string>
<key>bounty</key>
<string>100</string>
</dict>
Then another entry for liberator-trader (again just like ship to liberator) but set bounty to 0, AI to route1traderAI and role to trader, liberator-escort etc. That way when a trader liberator appears he behaves like a trader on so on.
Also maybe a player-version (with toned down energy and recharge)? The player version would only have one laser (as this is hard coded) so it woudn't be uber as long as you reduced the energy and recharge.
Its easy to do if you want to. In shipdata just have a liberater-player entry and give it the role player. Then in Shipyard.plist add an entry like this one:-
Code: Select all
<key>nemesis-player</key>
<dict>
<key>chance</key>
<real>0.30</real>
<key>optional_equipment</key>
<array>
<string>EQ_HEAT_SHIELD</string>
<string>EQ_ECM</string>
<string>EQ_FUEL_SCOOPS</string>
<string>EQ_ESCAPE_POD</string>
<string>EQ_ENERGY_BOMB</string>
<string>EQ_ENERGY_UNIT</string>
<string>EQ_NAVAL_ENERGY_UNIT</string>
<string>EQ_DOCK_COMP</string>
<string>EQ_WEAPON_PULSE_LASER</string>
<string>EQ_WEAPON_BEAM_LASER</string>
<string>EQ_WEAPON_MINING_LASER</string>
<string>EQ_WEAPON_MILITARY_LASER</string>
<string>EQ_FUEL_INJECTION</string>
<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
<string>EQ_MULTI_TARGET</string>
<string>EQ_GAL_DRIVE</string>
<string>EQ_SHIELD_BOOSTER</string>
<string>EQ_NAVAL_SHIELD_BOOSTER</string>
</array>
<key>price</key>
<integer>450000</integer>
<key>standard_equipment</key>
<dict>
<key>extras</key>
<array>
<string>EQ_ECM</string>
<string>EQ_FUEL_SCOOPS</string>
</array>
<key>forward_weapon_type</key>
<string>EQ_WEAPON_MILITARY_LASER</string>
<key>missiles</key>
<integer>2</integer>
</dict>
<key>techlevel</key>
<integer>12</integer>
<key>weapon_facings</key>
<integer>1</integer>
</dict>
Posted: Tue Jul 17, 2007 9:20 pm
by sabre
It was all a bit of a rush lastnight to put it together to there's quite a bit of tidying up to do which im in the process of doing.
Heard mention of version 1.69.1 is this version available for the PC if so where do you get it from?
I am pleased its been well received even with the bugs!!!
Posted: Tue Jul 17, 2007 9:32 pm
by United Blobs
Posted: Tue Jul 17, 2007 10:09 pm
by nijineko
in the pc specific forum and in the announcments forum is where the links tend to be posted. of course, some kind person beat me to it. ^^
Posted: Tue Jul 17, 2007 10:59 pm
by TGHC
nijineko wrote:in the pc specific forum and in the announcments forum is where the links tend to be posted. of course, some kind person beat me to it. ^^
You got to be fast on this board there are so many willing to volunteer help..........
Posted: Wed Jul 18, 2007 1:04 am
by nijineko
no kidding! now if there was just a way to script around the one laser for pc ships.... what about a slave_ship_ai where it mimics what you do? namely shoot. and then attach some mini-ships to the pc ship.... maybe?
probably build up heat a lot faster. and take longer to cool down.
maybe some superconducting coolant that eats up cargo space to speed cooling. weapon-specific?
speaking of heating up! ran into a falcon today that was using the plasma shots-fiendishly accurate shooting! everytime i tried to line up a shot a stream of about 15 plasma balls was right in my way. the ship had an uncanny ability to toss out plasma right where i was about to go. it was pumping out so much, i was doubting that it was heating up like it was supposed to. finally got him though. too bad he damaged my fuel scoops... he dropped a lot of cargo, and an escape pod.
Posted: Thu Jul 19, 2007 10:57 am
by LittleBear
Each cannon has its own circuit. They do heat up but a ship with 10 cannons will take as long to heat up as a ship with 1 (as each cannon heats individually). A ship with a lot of cannons can therefore cover the space near it with loads of plasma bolts before overheating. Cannons operate individually only firing when the cannon can see you. So if you've approached a ship from the rear, the rear cannons may have blatted you with plasma and heated up, but the top mounted cannons coudn't get a bead on you and so are still cold. As the ship weaves, you may drop out of sight of the rear cannons and come in range of the top cannons. The rear cannons stop firing and start cooling whilst the top cannons take over. If a ship has a lot of cannons it can fire at you almost indefinatley, as its constantley switching between the cannon tracking you.
Cannon Range is limited to about 5km however, so keeping your distance is an effective stratergy when dealing with a multi-cannoned ship. The twin plasma cannon is available to the player (mounts instead of a laser and fires two balls a time). The slow speed and short range don't make it a very good weapon though!
Posted: Thu Jul 19, 2007 3:16 pm
by nijineko
yeah i tried one once... however i haven't the patience to try aiming with the side stuff yet. and i still have a mining laser out back, so i haven't tried the 'killer rabbit' trick yet.
Posted: Fri Jul 20, 2007 12:13 pm
by sabre
Question about multi front lasers. The Liberator has 4 fronted mounted military lasers does this mean they overheat 4 times quicker?
Posted: Fri Jul 20, 2007 1:05 pm
by LittleBear
Don't think so. I think each laser heats at the normal rate.
Liberator oxp
Posted: Mon Jul 23, 2007 10:40 pm
by sabre
I've updated the Liberator OXP and placed it on my website. It was has 4 front mounted military lasers and 3 rear mounted turrets so watch out if you attack it.
http://www.leebennett.force9.co.uk/oolite
Currently it's not available as a player ship.
Posted: Tue Jul 31, 2007 12:25 am
by nijineko
soooo, how about a really fat sized super-laser upgrade?
Posted: Tue Jul 31, 2007 12:46 am
by Cmdr. Maegil
I too wished for more firepower but had my illusions cruelly taken away...
See
here.
Posted: Tue Jul 31, 2007 1:03 am
by nijineko
how about a mml then? (micro missle launcher) a pod of a lot of small missles, all of which leave a nice long lasting trail, less damage per missle, but lots of them. (visual concept courtesy of a lot of different anime)