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 Post subject: Re: Delta shipyards
PostPosted: Mon Dec 30, 2013 2:34 pm 
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Location: sent milady ;)
That's a damn unique ship and I like it. My only complaint is that the outermost hulls don't seem particularly attached to the supporting wing bits.


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 Post subject: Re: Delta shipyards
PostPosted: Sat May 03, 2014 7:38 am 
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it's been far too long since ive made a new ship. well guess what? i still haven't! (actually, i started 2, but they got deleted in an accident). however, i got bored as hell one day and decided to make a flack boat. i used the existing katana class destroyer hull for it, but DAAAYYMM, it's weapons aren't too OP, but they look cool as hell when firing. uses horse monster weapon packs and shiny sprites, both of which come with the repack i believe. seriously, give it a spin and tell me what you think. also, it fucks up swarms of tiny fighters pretty well.


Attachments:
File comment: .shp file so you can see the awesomeness of it's crazy flack guns
katana class destroyer flack refit.shp [10.25 KiB]
Downloaded 78 times
File comment: .sb4 file so ya can mess around with it
katana class destroyer flack refit.sb4 [11.55 KiB]
Downloaded 84 times
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 Post subject: Re: Delta shipyards
PostPosted: Sat May 03, 2014 7:14 pm 
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Joined: Wed Nov 13, 2013 12:43 am
Posts: 267
Location: A place with sand, lots of sand.
Fancy!

NINJA-EDIT: Wait, wait, what the heck:
Quote:
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

Missing sprite!

Custom sprites\HorseMonster_DetailedWeapons\Arc_MissileLauncher2.png

Press ignore to replace with '?' sprite, or abort to terminate Shipmaker.


ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

Missing sprite!

Custom sprites\HorseMonster_DetailedWeapons\twinauto.gif

Press ignore to replace with '?' sprite, or abort to terminate Shipmaker.


Those don't belong there...

No I'm not going to fix it. I'm not important enough and too lazy.

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Quite frankly I wonder why I ever began making ships for this. You see, my work never becomes quite as good as I feel it deserves to.


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 Post subject: Re: Delta shipyards
PostPosted: Sat May 03, 2014 9:52 pm 
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hmmm... that's weird... i thought all the horse monster stuff came with the repack XP


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 Post subject: Re: Delta shipyards
PostPosted: Sun May 04, 2014 4:09 pm 
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Joined: Wed Nov 13, 2013 12:43 am
Posts: 267
Location: A place with sand, lots of sand.
You're getting it wrong. Those sprites do not belong there. The Arc one obviously belongs in the Arc_weapons folder. I suggest you save your ships and sprites from outside the repack somewhere and then download the repack. Again, those two sprites are not supposed to be in that folder.

I am being a nitpick, I know, but this is not supposed to happen.

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Quite frankly I wonder why I ever began making ships for this. You see, my work never becomes quite as good as I feel it deserves to.


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 Post subject: Re: Delta shipyards
PostPosted: Mon May 05, 2014 12:22 am 
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Admiral
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Location: Castle Anthrax
The Arc one belongs there, for some reason. It's there for me too.
As for the other one, I have never seen it before and have no clue where it belongs.

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 Post subject: Re: Delta shipyards
PostPosted: Mon May 05, 2014 4:45 pm 
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Location: A place with sand, lots of sand.
Okaaay... It's not in there with me, I might have an older version...

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Quite frankly I wonder why I ever began making ships for this. You see, my work never becomes quite as good as I feel it deserves to.


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 Post subject: Re: Delta shipyards
PostPosted: Mon May 12, 2014 10:12 pm 
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ok, well... i think in the latest sprite layout it should be there, so maybe just copy and paste it into there? won't do any harm in doing so and will fix a number of ships that use it. also, i have a number of new ships on the way. so far a heavy cruiser, a light cruiser, a frigate and 3 strike craft. all of them are unique and im trying out a new building style.


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 Post subject: Re: Delta shipyards
PostPosted: Mon May 12, 2014 10:49 pm 
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ok, im actually considering entering DGW with the delta coalition. ive already balance tested my ships against various DGW fleets.

anyways... the strike craft are pretty fun to play with. they don't do much damage so they shouldn't un balance gameplay too much. the light cruiser and frigates are not dedicated combat ships (and lack shields), so they aren't a major threat. the heavy cruiser is a major player in any battle in numbers greater than 1. it's deadly to smaller ships. the desolation class is powerful to smaller ships and easily kills destroyers, but still is taken down by a gale class battleship, though it puts up one hell of a fight.


Attachments:
File comment: comes with sprites. could you give them a try and maybe give some critiques?
cruisers, frigates and fighters.zip [108.4 KiB]
Downloaded 82 times
File comment: a new construction method was used to create the versatile flotilla class heavy cruiser. notable for relying heavily on pulse beam weapons.
flotilla class heavy cruiser.png
flotilla class heavy cruiser.png [ 41.26 KiB | Viewed 891 times ]
File comment: a new design of light cruiser, uses low caliber projectile weapons as well as a turret equipped with a variety of pulse weaponry.
quicksilver class light cruiser.png
quicksilver class light cruiser.png [ 12.08 KiB | Viewed 891 times ]
File comment: a small, lightly armed patrol and escort frigate that utilizes a combination of low caliber projectile and pulse weapons.
tempest class frigate.png
tempest class frigate.png [ 4.02 KiB | Viewed 891 times ]
File comment: high tech, advanced multi role strike fighter capable of engaging a variety of targets. agile and equipped with low power pulse beam weapons.
sting strikefighter.png
sting strikefighter.png [ 24.65 KiB | Viewed 891 times ]
File comment: speedy interceptor built to engage enemy fighters. limited usage against enemy warships due to low powered pulse guns and lack of missiles.
torrent interceptor.png
torrent interceptor.png [ 16.78 KiB | Viewed 891 times ]
File comment: small scale gunship, limited ammo for it's missile launchers, but has backup laser and pulse weapons.
hailfire gunship.png
hailfire gunship.png [ 30.4 KiB | Viewed 891 times ]
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 Post subject: Re: Delta shipyards
PostPosted: Mon May 12, 2014 10:54 pm 
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Joined: Wed Jul 03, 2013 6:50 pm
Posts: 520
I hope the bubbleshield in the first picture is just a section and not a bubbleshield module. We use the fighterbay release in DGW, so you won't be able to enter if you use the shield module.

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 Post subject: Re: Delta shipyards
PostPosted: Mon May 12, 2014 11:12 pm 
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yes, it's just a section. same with the desolation. it works pretty well, doesn't look as groovy as the bubble shield release's module, but is compatible with fighterbay and still adds much needed durability to my larger ships in a high tech, delta coalition style way.


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 Post subject: Re: Delta shipyards
PostPosted: Tue May 13, 2014 12:36 am 
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Joined: Wed Jul 03, 2013 6:50 pm
Posts: 520
As for the ships themselves, the really are nothing special. Torrent is absolutely horrendous when it comes to sectionwork, but the rest are kinda fine (although still pretty bland and with some flaws). Some ships suffer from section overlap, though. Also, your ships lack colour and depthing, and the style is inconsistent - it should be obvious which faction a ship belongs to, and with your inconsistent style, that is not the case.

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 Post subject: Re: Delta shipyards
PostPosted: Tue May 13, 2014 1:36 am 
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the strike craft are zoomed in about 30 times. literally, the things are so small that not only is it nearly impossible to get them correctly (because putting the sprites at like 0.1 normal scale throws it off a lot), but it's small enough that you can't really notice anyways.


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 Post subject: Re: Delta shipyards
PostPosted: Tue May 13, 2014 3:58 am 
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In that case you should probably use the fighterbay module instead of tiny ships.

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 Post subject: Re: Delta shipyards
PostPosted: Tue May 13, 2014 5:54 am 
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yes, yes i could. however:
1. fighters act as projectiles, not ships. this limits what i can do with their AI, base stats, armor, shape, size and weapons.
2. they are intercepted by PD instead of normal weapons, and that can be a major difference in some cases (point beams for example).
3. it's lots of fun to have strikecraft capable of dogfighting other strike craft. trust me on that one.


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