Custom Ships Archive #1
Moderators: th15, Moderators
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- Captain
- Posts: 347
- Joined: Mon Jan 21, 2008 7:53 am
Pretty much same sentiments as Wilbky and Jaffa, decent hull, but too many weapons. Though I guess my ships are just as guilty of that I suppose. It might not look as striking if you evened out the weapons, seeing asthe rear is practically bare, but that's just my 2 cents worth.
[img]http://i86.photobucket.com/albums/k112/Rudygizmo/Newsig.png[/img]
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- Ensign
- Posts: 5
- Joined: Fri Jan 25, 2008 4:27 am
Time to post the last of my SM2 ships, before I move to the next version.
Download

The Fist of the Heavens does huge damage at long range. Unfortunately, the AI seems to have a slight problem with the Gosling launchers in the version I'm using. Hopefully this is fixed, or will be at some stage.
The Diadem is more-or-less your standard forward-firing beam ship, although it does make more use of Megabeams than most (alliteration semi-intentional). The Aegis is mostly there for looks.

Two more alien ships. Icon for short-range attack, and symbol for long-range support. Yes, I imported them as enemies this time, so they're the normal pink colour. I hope you're grateful.
Download

The Fist of the Heavens does huge damage at long range. Unfortunately, the AI seems to have a slight problem with the Gosling launchers in the version I'm using. Hopefully this is fixed, or will be at some stage.
The Diadem is more-or-less your standard forward-firing beam ship, although it does make more use of Megabeams than most (alliteration semi-intentional). The Aegis is mostly there for looks.

Two more alien ships. Icon for short-range attack, and symbol for long-range support. Yes, I imported them as enemies this time, so they're the normal pink colour. I hope you're grateful.
Mef, since I can't seem to keep a thread alive worth crap( I swear someone explai nwhy to me) I'll just post up here I spose.
Anyways heres one I just made:
The gestroth:
and http://www.wyrdysm.com/battleshipsforev ... stroth.rar
Anyways heres one I just made:
The gestroth:

and http://www.wyrdysm.com/battleshipsforev ... stroth.rar
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- Lieutenant Commander
- Posts: 58
- Joined: Fri Dec 14, 2007 7:48 am
- Location: Perth, Western Australia
The Unforgiven.
Here it is:
The Unforgiven.
I thought to myself - lets try some asymmetry...
Only to learn that the AI (or th15) doesn't favour the likes of asymmetrical design...
The idea of the ship was based on the top down design of a human warrior. Shield on the left arm, weapon on the other.
Her weapons fire 90d in the direction they are facing, all situated on the 'Weapon Pod' starboard side.
The Railgun is range 700.
The Beam is range 700.
Whilst the port side has the shielded armour.
The Passive defences such as the Aegis and Deflector are on the Central section.
The Gat' Blaster is modified in range 600, burst 3 and the only weapon on her Centre section.
I gave her Broadside AI, and a slight turning speed to counter her 'invincible' port side.
However the AI cannot decide whether to combat front on (what the?), or to broadside on the WRONG side... Again, what the?

Can anyone shed an idea as to why this strange behaviour occurs, and if there's a way to make it behave!
At the moment it lives up to its name.
The Unforgiven.
I thought to myself - lets try some asymmetry...
Only to learn that the AI (or th15) doesn't favour the likes of asymmetrical design...


The idea of the ship was based on the top down design of a human warrior. Shield on the left arm, weapon on the other.
Her weapons fire 90d in the direction they are facing, all situated on the 'Weapon Pod' starboard side.
The Railgun is range 700.
The Beam is range 700.
Whilst the port side has the shielded armour.
The Passive defences such as the Aegis and Deflector are on the Central section.
The Gat' Blaster is modified in range 600, burst 3 and the only weapon on her Centre section.
I gave her Broadside AI, and a slight turning speed to counter her 'invincible' port side.
However the AI cannot decide whether to combat front on (what the?), or to broadside on the WRONG side... Again, what the?

Can anyone shed an idea as to why this strange behaviour occurs, and if there's a way to make it behave!


At the moment it lives up to its name.
im new here so i guess ill bite. Heres my battleship, Novax. focusing on forward facing firepower, yet lacking significant defenses in the rear.

Trivia:
The pride of Defiant Shipyards, the Novax is a one of a kind battleship sporting both conventional and advanced shielding systems. In addition, the Novax is also equipped with 7 mark XIII rapid fire railguns that can be used for anything from ship to ship combat to planetary bombardment. The Novax is currently serving as the flagship of the 10th Fleet in Andromeda.
yea i don't like mass weapon spam, so i beefed up the weapons themselves.
... wait idk could this be considered weapon spamming?

Trivia:
The pride of Defiant Shipyards, the Novax is a one of a kind battleship sporting both conventional and advanced shielding systems. In addition, the Novax is also equipped with 7 mark XIII rapid fire railguns that can be used for anything from ship to ship combat to planetary bombardment. The Novax is currently serving as the flagship of the 10th Fleet in Andromeda.
yea i don't like mass weapon spam, so i beefed up the weapons themselves.

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- Lieutenant Commander
- Posts: 58
- Joined: Fri Dec 14, 2007 7:48 am
- Location: Perth, Western Australia
Any ideas how i can combat this...?Arcalane wrote:Probably because it doesn't work on firepower per side/facing for the Broadside AI. Or if it does, the guns being on the wrong side are making it be a bit stupid because it expects them to be facing outwards.
Like maybe adding the weapons on the core (or pieces on the core) and have the armoured/shielded section attached.. Like an outrigger on a boat.
And the weapons would still be facing one direction still.
I am thinking there must be some code involved with the broadside behaviour, as when a ship is damaged heavily on one side, it does rotate to show its protected side...
Any more ideas?