Drop a Q-mine in an asteroid field and watch what happens...
The serpents are killed by a Q-mine the same as anything else is (except planets/moons/suns and system main stations). But they don't have Quirium engines, so they don't become energy blasts themselves (same as asteroids, cargo pods and anything else like that).
Other than detecting and disabling the Q-bomb, there's no scriptable way for anything to survive being hit with a Q-bomb cloud (at least at the moment). Everything except the above noted succumbs.
But as they're somewhat on the large side, as said they do go up in quite a pretty fashion as the cloud encompasses them
Last edited by Thargoid on Fri Jun 25, 2010 3:50 pm, edited 3 times in total.
As people seem to like such things, I've tried to make a small video of one of the serpents. Not the best quality ever seen, but it shows what they look like:
As people seem to like such things, I've tried to make a small video of one of the serpents. Not the best quality ever seen, but it shows what they look like:
Very nice, sir. I finally caught up with one of these brutes, though by the time I got there it was just the head and one loose "corpse segment". And as you showed in the video, they're not defenseless! But I got a nice yummysnack for killing the head. Took a hardhead and two full mil laser runs to do it, though. You make it look easy in that vid.
Are you still using the pre-release beta-test version by the way? If so then I would update to the current one. There were a few last-minute testing updates which may not be in your current one. Nothing too major, but just for completeness...
Are you still using the pre-release beta-test version by the way? If so then I would update to the current one. There were a few last-minute testing updates which may not be in your current one. Nothing too major, but just for completeness...
I am indeed still using the pre-release, and will update immediately. And thanks for giving me an early shot at it! The ooniverse just keeps getting longer and more wiggly, to my continued delight.
OK, found a minor bug in the OXP (tail segment wasn't going dead when a body segment was destroyed due to using a different role). So I've fixed that and updated the OXP to v1.01.
Also in the new version the snakes length is variable, to make it a little more interesting. Same download OXP as before, in the first post of this thread or via the links below.
"tail segment wasn't going dead when a body segment was destroyed"
now there's a nasty idea : Space Hydras. if you destroy a body segment instead of the head, it's splits in two and the tail but grows a new head, leaving you to fight two serpents.
In my encounter with a serpent there was an oddity: the last body segment before the tail segment behaved oddly. It appeared and disappeared (was rendered and wasn't rendered) seemingly randomly, which made for a strange flickering effect. Not sure what could cause that.
Now that I'm in the same system as a serpent (that was difficult enough to organise - they always seem to appear halfway across the galaxy) how do I actually find the flippin' thing?
I want to see what happens when I insert this here nuclear torpedo I 'found' into it....