View unanswered posts | View active topics It is currently Fri Dec 27, 2024 1:41 pm



Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
 The Flying Saucer-Coops9753 Sprites 
Author Message
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
I never said the mod maker(s) isn't/aren't aloud to rate their mod. I probably should add that.

Also, to those who have changed their rates, please remove the ratings in any/all of your old posts in this topic; it would help a bunch when I'm scoring.


Sat Aug 14, 2010 3:25 am
Profile

Joined: Sun Jul 04, 2010 2:14 am
Posts: 18
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
what if you made it bigger, a lot bigger, and have it launch little flying saucers, also resprite it to make it look like the one from Independence Day

(main cannon reminded me of that movie :P)


Sun Aug 15, 2010 12:12 am
Profile

Joined: Mon Jan 25, 2010 1:49 am
Posts: 41
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
5+ For the new sprites 2- for the glitchy death/colliding issues
3+ for actually being overpowered
Anyway the colliding issues is when the turrets actually hit a enemy/allied actor, The turret itself is destroyed then of course the actor gets stuck in it causing the ship itself to gib sometimes otherwise just send it off course, Glitchy Death = If a simple dummy collides with it IT HAS A CHANCE to explode because well I'm not sure why I'm no coder but I think it has something to do with the base craft issues and all soo yea [/Edit] Also the cannon for some reason can stop firing on the third shot otherwise 10th shot not sure why (As in the main cannon)


Mon Aug 16, 2010 12:07 am
Profile
User avatar

Joined: Mon Aug 17, 2009 3:00 am
Posts: 242
Location: The Great White North
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
10/10


Mon Aug 16, 2010 2:05 am
Profile

Joined: Sun Dec 06, 2009 11:54 pm
Posts: 85
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
Amazing. However, I feel like the shots from the main cannon were ripped from the DS Tech (I forget which weapon); could you possibly make it so that the shot goes a bit slower so we can anticipate the destruction?

As of now, 8.5/10.


Mon Aug 23, 2010 2:38 am
Profile
User avatar

Joined: Tue Jul 21, 2009 4:36 am
Posts: 347
Location: The place where asses go to be bad
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
@Zoroaster: He says that in the OP.

8.1/10


Mon Aug 23, 2010 3:51 am
Profile

Joined: Tue Aug 03, 2010 4:51 pm
Posts: 32
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
UPDATE:

I have traced the problem with crashing the game when this unit destroys itself to the fact that DS Force projectiles emit particles into the flying saucer, which would be released all at once when the saucer is destroyed, causing the game to go over the particle limit.

I fixed this by making the saucer fire something else which gibs into DS Force projectiles, a positive side-affect being that the firing-sound of the cannon is now added. However, the reduced number of particles spewed out on death also made the death-effect somewhat less spectacular, but I can just add a few more Emitter-gibs later.

Also, who is in charge of the DSTech mod now? DSMK2 hasn't been around for a while. I modified his teleport delivery system to make the AI's saucer teleport robots into your battered base after firing all of its cannon ammo, but did not include that feature with this version due to not having obtained permission to use the teleporter.


Mon Aug 23, 2010 5:50 pm
Profile

Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
I don't think the DSTech is going to get an update anytime soon unless a new build comes out and I don't think anyone has really taken over DSTech yet although I could be wrong.
Also, just wondering, do the little turrets and the cannon run out of ammo?

Also, sometimes when the bottom small turrets are targeting someone while the main cannon is out, the turrets will friendly fire the main cannon.

Otherwise a 10/10. Pretty awesome.

Also, is it possible to make a slightly bigger version that can release small attack craft like the Protoss Carriers in Starcraft? Or make it an alt fire for the main cannon.


Mon Aug 23, 2010 8:01 pm
Profile

Joined: Tue Aug 03, 2010 4:51 pm
Posts: 32
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
The main cannon has 20 rounds. I can't remember the turret cannons, but I think each has about 6000. They can't be reloaded but you can just return the craft and order a new one with fresh ammo.

I do have in my head mini saucers, aliens, new weapons and stuff like that, which will go with the saucer, but they will require some major investment of effort to become a reality.

Edit: has anyone tried to fight against an AI controlled flying saucer in skirmish yet?


Tue Aug 24, 2010 6:13 am
Profile
User avatar

Joined: Mon Aug 17, 2009 3:00 am
Posts: 242
Location: The Great White North
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
goduranus wrote:
Edit: has anyone tried to fight against an AI controlled flying saucer in skirmish yet?

Yes, but for some reason the "Flying Saucer AI" always caused a crash, so I've just been using the plain old "Flying Saucer"
Good fun.


Wed Aug 25, 2010 3:58 am
Profile

Joined: Tue Aug 03, 2010 4:51 pm
Posts: 32
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites<Entry:Overpowered?>
How and when does the crash happens? Also, did you add Flying Saucer AI to an existing Activities, or did you the Activities provided?

I made a mistake when I said that Flying Saucer AI can be added to an existing Activities. Because if the rte with the ini file is loaded before the flying saucer, it will not be able to recognize it and it cause a crash.

I included an Activities.ini in the most recent .rte file that includes the AI controlled saucer.


Wed Aug 25, 2010 4:22 am
Profile
User avatar

Joined: Sun Aug 01, 2010 1:28 am
Posts: 51
Reply with quote
Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
unwoundpath wrote:
LeonXross wrote:
-2 pts because I think it should release mini saucers.


what if it is a mini saucer!!!!

then i'd ♥♥♥♥ my pants.


Wed Aug 25, 2010 5:06 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Sun Nov 01, 2009 3:00 pm
Posts: 4144
Location: Hell.
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites
Why do I see this mod expanding into a full blown alien race? With transport UFOs, bunker modules and all that junk.


Wed Aug 25, 2010 2:28 pm
Profile WWW
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites
Because you want it to happen, even though there are no signs it will?


Wed Aug 25, 2010 2:33 pm
Profile WWW
User avatar

Joined: Thu May 13, 2010 8:46 pm
Posts: 4
Reply with quote
Post Re: The Flying Saucer-Coops9753 Sprites
it's a bit glitchy in that a dummy landing on it can make it just explode
but it lives up to it's name of over powered, also nice sprite work
9/10


Wed Aug 25, 2010 10:54 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 66 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.048s | 13 Queries | GZIP : Off ]