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[RELEASE] Thargoid Weaponry.oxp

Posted: Tue Jan 03, 2017 6:37 pm
by Nexus-Hex
This OXP brings you the Thargoid Laser and the Thargoid Plasma Acelerator.

Description
• Thargoid Laser: Captured Thargoid Weapon. No Self-Aiming. (This actually works)
• Thargoid Plasma Accelerator: As seen on the Mutabilis and Incursio novels. It allows you to fire once and then, after 8 seconds, fire again.
I suggest you to not fire it until the Laser Temperature Bar has gone all the way, because it'll take twice to cool.

History
GalCop captured a Thargoid craft in the vicinities of Lave.

They successfully examined it and acquired the Thargoid Laser.

Later on, they acquired the Thargoid Plasma Accelerator by examining the debris of a Thargoid Mothership.

A few years later, four Thargoid ships were attacking a fleet of 3 Navy vessels: a Behemoth and two Escort Vipers.

They successfully destroyed the two Vipers and took out the shields of the Behemoth before transmitting this final message:

"Rg ceb shegb abfgen gryn cenrovgv!

This message was later translated by the Research Office of Tianve in exactly 13 days.


Download Link
https://www.dropbox.com/s/4twrlyazj1kbi ... p.zip?dl=1


Author's Notes
This is my first OXP.
Feedback and suggestions are really appreciated.
I'd like to say thanks to the people that helped me do this OXP.
Thank you!

Re: [RELEASE] [BETA] Thargoid Weaponry

Posted: Tue Jan 03, 2017 6:39 pm
by Cody
Are any errors being reported in the Latest.log?

Re: [RELEASE] [BETA] Thargoid Weaponry

Posted: Tue Jan 03, 2017 6:55 pm
by tsoj
I moved your oxp-folder in my Addons folder and when i took a look in a 15 techlevel shop i found both lasers.
Maybe youre not in techlevel 15 system.
And btw youre thargoidlaser isnt better than a military laser, in fact it is a green pulse laser ( as Norby said in one of your prevoius posts ).

To set the recharge time simply edit the number behind "recharge_rate" ( its in seconds ). Also i would set the "shot_temperature" to a lower value something like 50.

Re: [RELEASE] [BETA] Thargoid Weaponry

Posted: Tue Jan 03, 2017 10:11 pm
by Norby
Nexus-Hex wrote:
It doesn't wanna load.
Put the plist file into a folder named to Config within the Thargoid_Weaponry.oxp folder (please call the oxp folder exactly as the topic title and use _ instead of space in file and folder names).
Nexus-Hex wrote:
is there a way to make the Plasma Accelerator recharge in exactly 8 seconds?
recharge_rate = 8.0;

I also suggest an is_mining_laser = 1; line for both weapons.

You should add a readme.txt with license, for example "This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0." (in short CC BY-NC-SA 4).

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Thu Jan 05, 2017 2:49 am
by Nexus-Hex
Thargoid Weaponry 1.0 is out!

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Thu Jan 05, 2017 10:43 am
by Norby
Nice progress. Incresaing the energy usage of a shot with the Thargoid Plasma Accelerator to one and half banks is a good idea, this made it noticeable when used in any ships, moreover prevent usage in a small Adder. I think the key should start with EQ_WEAPON_CANNON_ , this is surely the weapon which make fear in the attacked pilot, who see that almost 7 energy banks are cleared form a single shot, which motivate him to use his escape pod before a possible second and fatal hit.

The Thargoid Laser is overpriced imho. At least I surely will not pay 15000cr for a laser which is 3 times weaker than a Pulse laser. As I see you kept the original damage, so all what this weapon currently offer is a bit more range which is not enough alone.

Please think further on this to make it useful. You have more options, for example:
- Higher damage is still the simplest solution.
- A built-in [wiki]Sniper Lock[/wiki].
- Extend the to hit probability via making damage in shipBeingAttackedUnsuccessfully event handler also, as I do in Sapper.
- Create an "always hit" weapon. It is not simple even for me so I think you should make another solution first, then ask again after you learned much more about js scripts.

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Thu Jan 05, 2017 4:19 pm
by tsoj
Norby wrote:
- Create an "always hit" weapon. It is not simple even for me so I think you should make another solution first, then ask again after you learned much more about js scripts.
I think its only possible if the self-aiming weapon takes over control of your ship because i havent found any method to manipulate the laser direction.

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Thu Jan 05, 2017 7:01 pm
by Nexus-Hex
I don't know if anyone noticed but there's a code: what the Thargoids said is actually translatable.

Just read the final part.
About the Research Office of Tianve.

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Thu Jan 05, 2017 8:53 pm
by Redspear
Nexus-Hex wrote:
I don't know if anyone noticed but there's a code: what the Thargoids said is actually translatable.

Just read the final part.
About the Research Office of Teraed.
Hello Nexus-Hex

Something to do with Rome not being built in 13 days, if you catch my drift :wink:
One of the methods needed is fairly common around here so I won't be the only one to work it out.

A self-aiming laser weapon for a player ship is certainly interesting.
How about manipulating the plasma turret behaviour? If you could adjust their speed and appearance (hard-coded I think but there's usually a work-around)...

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Fri Jan 06, 2017 4:44 am
by Nexus-Hex
Redspear wrote:
Nexus-Hex wrote:
I don't know if anyone noticed but there's a code: what the Thargoids said is actually translatable.

Just read the final part.
About the Research Office of Teraed.
Hello Nexus-Hex

Something to do with Rome not being built in 13 days, if you catch my drift :wink:
One of the methods needed is fairly common around here so I won't be the only one to work it out.

A self-aiming laser weapon for a player ship is certainly interesting.
How about manipulating the plasma turret behaviour? If you could adjust their speed and appearance (hard-coded I think but there's usually a work-around)...
Thanks!
I wrote the code with that in mind.
About the plasma turret, I'm fairly new to coding.
I'll see what I can do.
Thanks for your suggestion.

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Fri Jan 06, 2017 3:42 pm
by Nexus-Hex
Norby wrote:
Nice progress. Incresaing the energy usage of a shot with the Thargoid Plasma Accelerator to one and half banks is a good idea, this made it noticeable when used in any ships, moreover prevent usage in a small Adder. I think the key should start with EQ_WEAPON_CANNON_ , this is surely the weapon which make fear in the attacked pilot, who see that almost 7 energy banks are cleared form a single shot, which motivate him to use his escape pod before a possible second and fatal hit.

The Thargoid Laser is overpriced imho. At least I surely will not pay 15000cr for a laser which is 3 times weaker than a Pulse laser. As I see you kept the original damage, so all what this weapon currently offer is a bit more range which is not enough alone.

Please think further on this to make it useful. You have more options, for example:
- Higher damage is still the simplest solution.
- A built-in [wiki]Sniper Lock[/wiki].
- Extend the to hit probability via making damage in shipBeingAttackedUnsuccessfully event handler also, as I do in Sapper.
- Create an "always hit" weapon. It is not simple even for me so I think you should make another solution first, then ask again after you learned much more about js scripts.
Thanks.
I'll update it.
I'll make it slightly more expensive than the Pulse Laser.

About the turret thing, I'll see what I can do.

Sniper Gun? Isn't that another OXP? Can I implement it in my OXP? How?

I'm fairly new to scripting.
I couldn't make a simple mission screen.
I'll see how I can make the

Code: Select all

shipBeingAttackedUnsuccessfully
thing.

Thanks for your support!

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Fri Jan 06, 2017 8:00 pm
by Norby
Norby wrote:
- A built-in [wiki]Sniper Lock[/wiki].
Nexus-Hex wrote:
Sniper Gun? Isn't that another OXP? Can I implement it in my OXP? How?
If you mean Sniper Lock then it is another oxp, yes. If you give credits to CommonSenseOTB then you are free to reuse some part of Scripts/sniperlock.js in your js file. First just play with them, for example adjusting the this.sniperlockdifficultylock vaiable higher and see if you like the result or not.

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Sun Jan 08, 2017 1:52 am
by Nexus-Hex
Thargoid Weaponry 1.1 is out!

- Increased damage and recharge rate on Thargoid Laser (works now like a Beam Laser)
- Reduced price of the Thargoid Laser (A little more expensive than the Pulse Laser)
- Reduced price of the Thargoid Plasma Accelerator

https://www.dropbox.com/s/4twrlyazj1kbi ... p.zip?dl=1

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Sun Jan 08, 2017 10:39 am
by Norby
Much better. :)

What I do not understand is why you set the recharge of Thargoid Laser to 11 seconds. If you want the same damage/seconds than a Beam Laser (which is 6*10=60) using the new 24 damage/shots then set
recharge_rate=2.5;

Another important parameter is damage/heat, which is 24/8=3 now. I like this value due to somewhat better than Beam Laser's 6/3.2=1.88 so Thargoid Laser deliver more damage before overheat.

I added all data of standard lasers to the end of weapons table in [wiki]Laser Cannons[/wiki] page, you can check this for more comparsion.

Imho TL11 would be enough for a weapon which costs 500cr only, in these systems Military Laser is available also.

Re: [RELEASE] Thargoid Weaponry.oxp

Posted: Mon Jan 16, 2017 10:49 am
by Nexus-Hex
How can I add my OXP to the Wiki?