WYRDYSM GAMES

Home of Battleships Forever
It is currently Wed Dec 13, 2017 1:21 pm

All times are UTC + 8 hours




Post new topic Reply to topic  [ 47 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Fri Aug 15, 2008 12:20 pm 
Offline
Captain
Captain

Joined: Wed Sep 12, 2007 3:29 am
Posts: 497
Section Hitbox sizes:

Triangular sections generally have a smaller hitbox than their size suggests. Damage usually bleeds through the tips of the triangular sections. Section 21 on the other hand, has a LARGE hitbox.

Deflectors:

Since Energy and Energy Cost seems to be fixed, theres not much you can do to mod them, BUT: Setting deflectors to a negative regen different from -1 makes them activate when the ship is Frosched.

module|Deflector|1|-2|-1|-2|-1||-1|-1|-1|-1|-1|-1|-1|-1

_________________
Metagame 2.0 calculator: http://bsf_meta2_calculator.byethost17.com/index.php
Curvy Alien Fleet: http://www.wyrdysm.com/phpBB3/viewtopic.php?t=4959
Thrusallanian Naval Database: Patrol Craft to Behemoth, support ships, stations, warp gates, everything.
http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2791&postdays=0&postorder=asc&start=0
Fleets of the Five States, get it here: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1929


Top
 Profile  
 
 Post subject:
PostPosted: Sat Aug 16, 2008 8:10 am 
Offline
Pseudofeline Overlord
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
Something worth knowing for taking shipmaker screenshots;

Don't want to show off the location of the core (or it's completely hidden)?

Use the Weapon Platform (or Civilian) core. It has no ugly blue bridge sprite, so you needn't worry about it showing through your ship.

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


Top
 Profile  
 
 Post subject:
PostPosted: Sat Aug 16, 2008 2:08 pm 
Offline
Captain
Captain
User avatar

Joined: Thu Sep 06, 2007 9:50 am
Posts: 420
Experimenting with Tachyon super weapons can be a good way to make your computer freeze. (I've done this several times test firing on Anna ships.)


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 17, 2008 12:13 pm 
Offline
Captain
Captain
User avatar

Joined: Thu Aug 07, 2008 11:32 pm
Posts: 486
Kinetic impact weapons, both missiles and mines (kamikazi ships that do damage from self destructing)

how do you make a good one of those????????

_________________
"any problem can be solved with a gratuitous enough use of high explosives" Normandy


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 17, 2008 12:30 pm 
Offline
Captain
Captain

Joined: Fri Jul 04, 2008 8:23 pm
Posts: 302
Kamikazi is bugged. Rather than exploding and spewing sections, they seem to destroy all sections simultaneously, so as a ballistic weapon, they suck, since they do about 500 damage from their explosion and don't create sections which carve into enemies to actually do damage.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 17, 2008 12:34 pm 
Offline
Captain
Captain
User avatar

Joined: Thu Aug 07, 2008 11:32 pm
Posts: 486
well someone figured out a way to do it. apparently not with Kamikaze. ctrl-D maybe?

_________________
"any problem can be solved with a gratuitous enough use of high explosives" Normandy


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 17, 2008 12:38 pm 
Offline
Lieutenant Commander
Lieutenant Commander
User avatar

Joined: Sat Nov 24, 2007 10:08 pm
Posts: 78
It all depends on how your kamikazi is built. If you don't built it well it won't work, and if you do it will.

_________________
In difficult ground, press on.
In encircled ground, devise strategems.
In desperate ground, fight.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 17, 2008 12:41 pm 
Offline
Captain
Captain
User avatar

Joined: Thu Aug 07, 2008 11:32 pm
Posts: 486
Quote:
It all depends on how your kamikazi is built. If you don't built it well it won't work, and if you do it will.


elaborate, because at current that is vague and unhelpful

_________________
"any problem can be solved with a gratuitous enough use of high explosives" Normandy


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 17, 2008 1:28 pm 
Offline
Captain
Captain

Joined: Fri Jul 04, 2008 8:23 pm
Posts: 302
The best ballistic missile is to use a fast moving ship that has an exposed core, the sections die IMMEDIATELY when you kamikazi, ruining any effect, so if you make a ballistic that dies by being cored it will spray it's pieces straight into the enemy hull, attach a few beamers and make it a 20 AI range normal AI, so if it doesn't get cored as it rushes in, it will do some internal damage with it's beamer.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 17, 2008 1:32 pm 
Offline
Captain
Captain
User avatar

Joined: Thu Aug 07, 2008 11:32 pm
Posts: 486
I have done some more testing on the anti ship missile I just made, and ctrl D also works nicely (but AI can't use it). that creates a great spray of shrapnel

ALSO: I don't know if this is intentional, but after several uses, and especially after a dreadnought or 2 have been destroyed, sections start being destroyed immediately upon destruction of their parent, whether kamikaze or ctrl-D is used. before that, either work.

_________________
"any problem can be solved with a gratuitous enough use of high explosives" Normandy


Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 20, 2008 12:04 pm 
Offline
Captain
Captain

Joined: Wed Sep 12, 2007 3:29 am
Posts: 497
Don't modify burst on Weasel guns, it prevents the submunitions from appearing. Always keep it at -1 (burst of 1 doesn't work either).

_________________
Metagame 2.0 calculator: http://bsf_meta2_calculator.byethost17.com/index.php
Curvy Alien Fleet: http://www.wyrdysm.com/phpBB3/viewtopic.php?t=4959
Thrusallanian Naval Database: Patrol Craft to Behemoth, support ships, stations, warp gates, everything.
http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2791&postdays=0&postorder=asc&start=0
Fleets of the Five States, get it here: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1929


Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 20, 2008 12:25 pm 
Offline
Rear Admiral
Rear Admiral

Joined: Sun Jan 27, 2008 2:59 pm
Posts: 839
Location: In the Vega star system, monitoring UCM defense movement.
Water_and_Wind wrote:
Don't modify burst on Weasel guns, it prevents the submunitions from appearing. Always keep it at -1 (burst of 1 doesn't work either).

From what I've seen burst affects submunition lifetime.

_________________
The United Commonwealth Military and Spootech Industries joint fleet.
Image

Spootech Industries - The Third Revision, upgrading to the Fourth Revision.

How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Aug 25, 2008 9:09 pm 
Offline
Commander
Commander
User avatar

Joined: Sun May 20, 2007 2:46 pm
Posts: 126
How come it forgets about such an important point: Do not stretch a section too much: it looks ugly


Top
 Profile  
 
 Post subject:
PostPosted: Wed Jan 21, 2009 10:27 pm 
Offline
Ensign
Ensign

Joined: Wed Jan 21, 2009 7:42 am
Posts: 4
Location: Someone around here is asking too many questions.
Edit: Oops, I answered my question by looking in a different sticky. Sorry..

_________________
~The Man and the Cat did not regard one another, for the Cat was looking in an entirely different direction.~

~Opera is the Indy 500 of singing. It's long, boring, and occasionally there's some screeching.~


Top
 Profile  
 
 Post subject:
PostPosted: Wed Jan 21, 2009 10:37 pm 
Offline
Rear Admiral
Rear Admiral
User avatar

Joined: Fri Sep 28, 2007 11:35 pm
Posts: 887
Location: Below My Postcount
Alas, Penguins wrote:
I'm brand new here, and I'd like to know, is this an appropriate place to ask a likely incredibly basic question about the shipbuilder? I've already read through the whole sticky, but it doesn't answer my question.


PM someone. I'd be happy to help you.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 47 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC + 8 hours


Who is online

Users browsing this forum: No registered users and 2 guests


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® Forum Software © phpBB Group