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 Post subject: BigBeef
PostPosted: Sun 06 May, 2012 8:21 pm 
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Volley
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Posts: 611
This mod adds the full 8 Huge Hangars to your game and Beefs up the clockworks in all chapters.
(I might change this to a progression based hangar system like Kloreep did)

Mountpoints set to Huge (So huge Missiles & tractor beams!)
Also all Turret mounts have been upgraded to Huge tripple turrets.
(currently containing the same weapon as their old single mount turret equivalent)
I've also given all Player based clockworks (thus NOT the UTA and Zombie Clockworks's!!):
Inertial engines
Overcharge Reactors
Fortress Shields
Advanced Armour in ALL slots

This Ain't the Glass ship you were looking for. 8-)

Some images:
Clockworks 1
Image
Attachment:
File comment: Clockworks1 with two Huge tripple turrets
Clockworks1.jpg [69.87 KiB]
Not downloaded yet

Clockworks 1B
Image
Clockworks 1B With 6 huge triple Turrets!

Clockworks 2
Image
Attachment:
File comment: Clockworks2 with Four Huge tripple turrets
Clockworks2.jpg [142.5 KiB]
Not downloaded yet


ToDo List:
- Tweak turret weapon configs a tad for more fun
- Find a way to increase the total Rez amount per clockworks size increase. *done
- Find a way to increase the total Goon amount per clockworks size increase *done
- Beefing up all the other ships in game. (more and bigger weapons) *stations yet to do. Rest, done.


Attachments:
File comment: The BigBeef Mod!!!

StationUpdate Part 1
(aka The Beacon update)

BigBeef.rar [2.11 MiB]
Downloaded 2731 times

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


Last edited by GTX2GvO on Wed 08 Jan, 2014 11:50 pm, edited 19 times in total.
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 Post subject: Re: BigBeef
PostPosted: Sun 06 May, 2012 9:08 pm 
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Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
How did you make the turrets into triple turrets (assuming the mount is huge beforehand)


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 Post subject: Re: BigBeef
PostPosted: Sun 06 May, 2012 10:26 pm 
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Ranger
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Joined: Thu 24 Nov, 2011 10:14 pm
Posts: 328
Location: Weert, the Netherlands.
I'm just curious, but how does having Inertial engines help the Clockwork?? i mean, it only rotates and does't move anywhere as far as i know.

And do the turrets work? since that must have been quite big job to do.

I'll wait till u perfected the hangar progression before i'll get it.
But still, this ROCKS!!!!!! :D

Maybe the devs will use your design in the future eh? ;)


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 Post subject: Re: BigBeef
PostPosted: Sun 06 May, 2012 10:43 pm 
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Shortbus

Joined: Sat 05 May, 2012 5:01 pm
Posts: 6
Seems like everyone wants more hangers in their mod :P Does this mean you've added the clockwork as a controllable ship if it has engines?


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 Post subject: Re: BigBeef
PostPosted: Mon 07 May, 2012 12:19 am 
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Posts: 1400
Well, I wanted more ships in my mod mostly because I also want to unlock how many active ships are on the field at any one time.


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 Post subject: Re: BigBeef
PostPosted: Mon 07 May, 2012 2:52 am 
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Gyro
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Joined: Fri 27 Apr, 2012 12:25 am
Posts: 100
Location: The Clockwork
Palandus wrote:
How did you make the turrets into triple turrets (assuming the mount is huge beforehand)

The Clockwork, like any other ship, requires its own design saved for it. Modifying its equipment would be as simple as changing gameScripts\datablocks\ships\Hulls\mothershipHulls.cs.

Weertangel wrote:
I'm just curious, but how does having Inertial engines help the Clockwork?? i mean, it only rotates and does't move anywhere as far as i know.

The Clockwork actually moves around a little. Inertial engines also have the best rotation speed of all of them. Although the movement boost isn't very helpful, inertial engines would be great for getting that titan beam to bear.

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 Post subject: Re: BigBeef
PostPosted: Mon 07 May, 2012 7:25 am 
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Volley
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Posts: 611
codyfun123 wrote:
Palandus wrote:
How did you make the turrets into triple turrets (assuming the mount is huge beforehand)

The Clockwork, like any other ship, requires its own design saved for it. Modifying its equipment would be as simple as changing gameScripts\datablocks\ships\Hulls\mothershipHulls.cs.

THIS. With of course Setting them as tripple turrets in the mothershipdesign.cs file.
(using other tripple mount design configs as a template to know how it works)
Haven't seen them in use yet. (I might spawn an enemy ship near it for testing soon)
[edit] They work! They aim. They shoot. THEY KILL!!![/edit]

codyfun123 wrote:
Weertangel wrote:
I'm just curious, but how does having Inertial engines help the Clockwork?? i mean, it only rotates and does't move anywhere as far as i know.

The Clockwork actually moves around a little. Inertial engines also have the best rotation speed of all of them. Although the movement boost isn't very helpful, inertial engines would be great for getting that titan beam to bear.


Haven't seen much movement improvement yet, but then again haven't let it fly around that much.
I was more concerned to having the engines and reactor in place, then to see much of their improvements.

I've also Realized I went a little overboard with the mothership's base crew count.
(Thought it would change the for the ship's available crew, so that will be fixed soon)
And the armor rating is also enough to take on an army of Mammoths. :D

And NO. The clockworks is not a "controllable" ship.
(Unless you unlock it with ctrl+s I guess)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Mon 07 May, 2012 8:49 pm 
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Scout
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Joined: Sat 07 Apr, 2012 4:09 pm
Posts: 31
iguanaught wrote:
Does this mean you've added the clockwork as a controllable ship if it has engines?


This, sadly, is either a hidden variable, or is simply not possible with the current modding tools. I've tried to both spawn a controllable Clockwork, as well as replace ship hulls with a modified version, and I have yet to be successful. It appears as if the Clockwork's uncontrollability is related to its faction, which I can't figure out how to change.


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 Post subject: Re: BigBeef
PostPosted: Mon 07 May, 2012 10:00 pm 
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Ranger
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Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
wont this make "big fish" too easy? (not that im complaining ;) )

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 Post subject: Re: BigBeef
PostPosted: Mon 07 May, 2012 10:10 pm 
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Volley
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Posts: 611
Flypaste wrote:
wont this make "big fish" too easy? (not that im complaining ;) )


I guess that's just the consequence of some of the possible mods.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Sat 12 May, 2012 12:26 am 
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Joined: Fri 07 Oct, 2011 3:12 pm
Posts: 28
Location: England
Is it possible to get a version of this mod with all the Clockwork improvements but not the hangars?

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 Post subject: Re: BigBeef
PostPosted: Sat 12 May, 2012 12:48 am 
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Posts: 304
Location: Manitoba, Canada
Setekh wrote:
Is it possible to get a version of this mod with all the Clockwork improvements but not the hangars?

i can do it for you, if you want, with everything you want on em.

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 Post subject: Re: BigBeef
PostPosted: Sat 12 May, 2012 3:32 pm 
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Posts: 304
Location: Manitoba, Canada
DestinyAtlantis wrote:
May i ask why the clockwork 2 has 4 huge triple while clockwork 1B has 6?

as i said up there, i can fix it for you, the way you would like.

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 Post subject: Re: BigBeef
PostPosted: Sat 12 May, 2012 5:56 pm 
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Volley
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Posts: 611
DestinyAtlantis wrote:
May i ask why the clockwork 2 has 4 huge triple while clockwork 1B has 6?


Because Clockworks 2 has 4 turret mounts and clockworks B has 6, basically.

I just wanted to make everything. Big. Beefy and "HOLY Cr@p, what is THAT!". :)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Fri 25 May, 2012 12:57 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
DestinyAtlantis wrote:
How is the coming?


I'm currently busy with schoolwork and other general distractions
But I currently have (on my PC) the quad turret included in the mod and made some preliminary look troughs on rearranging the linkpoints of the smallest line of ships.
(I have their art in the TGB demo with linkpoint layouts)

But to work through this line of ships I'll be needing a good bit of (consecutively placed) time to replace the linkpoint lines AND their design layouts.
And I just didn't had that yet. :)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Sat 26 May, 2012 9:17 am 
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Volley
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Joined: Sat 05 May, 2012 11:24 am
Posts: 569
GTX2GvO wrote:
DestinyAtlantis wrote:
How is the coming?


I'm currently busy with schoolwork and other general distractions

Yep GF's can be distracting... oh... wait... he is a gamer and a scripter... NM then. BACK TO WORK!

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 Post subject: Re: BigBeef
PostPosted: Fri 01 Jun, 2012 10:52 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
YAY! An UPDATE! :D

Current Big Beef has been updated. (check 1st post for the mod)

Changes:
- Added Quad Turret mod within BigBeef
- Updated the Linkpoints and designs of ALL the Tiny Ships (cleaning up and adding linkpoints)
- Reduced Tiny BH ship blueprint counts from 5 to 3
- Increased cargo space of the Shortbus (It now holds 3 times more cargo! Without affecting other cargo carriers)
- Customized SPAZ title screen.

Known "Bugs" (both Big Beef and Quad Turret):
The triple turret will show up twice in the component list. (Between the other turrets and at the end of the list)
This is due to how the actual Huge triple turret was added within the list.

Have fun!

Oh. If you hit an invalid weapon crash, PLEASE report it IMMEDIATELY!
I've done my best to prevent any accidental bugs, but you'd never know.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Sun 03 Jun, 2012 8:23 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Post to tell about a minor update.

The Master Dredge base is as of now included within Big Beef!

Grab it in the first post!

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Mon 04 Jun, 2012 10:31 pm 
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Shortbus

Joined: Mon 04 Jun, 2012 10:05 pm
Posts: 7
Location: Classified
Truly, the UTA bases aren't supposed to be wimpy, why not put Fusion Beams in the slots and zapper drones? Also, since you are using the quad turret mod in this mod could you upgrade the clockworks to have huge quad turrets? maybe have them armed with particle cannons and fusion beams? Maybe the missiles could be gravity since the mothership is slow and it will slow them down so the titan beam can get into place? idk im just rambling now.


Last edited by Colonel_Andrew on Mon 13 Jan, 2014 12:40 am, edited 1 time in total.

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 Post subject: Re: BigBeef
PostPosted: Tue 05 Jun, 2012 12:50 am 
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Posts: 1400
If you want to change the values of thrust and acceleration for the Mothership take a look at EnginesDataBlocks.cs file in the folder Gamescripts -> Ships


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 Post subject: Re: BigBeef
PostPosted: Tue 05 Jun, 2012 7:43 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
I will go through the motherships again (and thus add quad turrets on them) AFTER I've gone through all the other hulls first.
(And that will likely include station hulls too)

And yes. By the Time I will recheck the mothership layouts I WILL "upgrade" their engines. :D
(Heck. I might just give them Custom Reactors, Engines and Shields!)

But all in due time. ;)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Tue 05 Jun, 2012 11:10 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
DestinyAtlantis wrote:
Is it possible to increase the Fortress shield size(i mean to soak up damage from a large area to protect other ships).


So in a way, you are looking for a BIGGER shield radius?
Don't know if that's even anywhere in the code (have to look for it).

Bit it is one heck of a shield suggestion.
Let's name it "Parental Shield" for now. ;)

[edit]
Bah! There's NO indication within the shieldDatablocks.cs about any shield radius.
Think this is determined by the ships own CollisionPolyList.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Tue 05 Jun, 2012 11:22 am 
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Wasn't the shield determined by the outline of the... no wait, that was just the image. So no increase shield radius now. But it does depend on the shape of the ship.

if we wanted, we could add a nearly identical ship that had a larger collision zone. But you would have to put up with soaking way more bullets overall. It'll basically have to be a whole new ship.

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 Post subject: Re: BigBeef
PostPosted: Tue 05 Jun, 2012 1:08 pm 
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Volley
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Joined: Sat 05 May, 2012 11:24 am
Posts: 569
another sunspot like ship?

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 Post subject: Re: BigBeef
PostPosted: Wed 06 Jun, 2012 5:48 pm 
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Shortbus

Joined: Wed 06 Jun, 2012 5:39 pm
Posts: 6
How's the mod doing, any update soon and do you intend on making any missile turrets for ships or maybe adding the universal link to existing turrets? Although not very useful for normal missiles or SRMs, because of their already good turning speed, it would be great to be able to aim torpedoes without moving the entire ship.


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