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Posted: Fri Aug 15, 2008 12:20 pm
by Water_and_Wind
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

Posted: Sat Aug 16, 2008 8:10 am
by Arcalane
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.

Posted: Sat Aug 16, 2008 2:08 pm
by Ixranin
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.)

Posted: Sun Aug 17, 2008 12:13 pm
by FIREST0RM000
Kinetic impact weapons, both missiles and mines (kamikazi ships that do damage from self destructing)

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

Posted: Sun Aug 17, 2008 12:30 pm
by Empty
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.

Posted: Sun Aug 17, 2008 12:34 pm
by FIREST0RM000
well someone figured out a way to do it. apparently not with Kamikaze. ctrl-D maybe?

Posted: Sun Aug 17, 2008 12:38 pm
by Temujin
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.

Posted: Sun Aug 17, 2008 12:41 pm
by FIREST0RM000
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

Posted: Sun Aug 17, 2008 1:28 pm
by Empty
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.

Posted: Sun Aug 17, 2008 1:32 pm
by FIREST0RM000
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.

Posted: Wed Aug 20, 2008 12:04 pm
by Water_and_Wind
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).

Posted: Wed Aug 20, 2008 12:25 pm
by Spoot Knight
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.

Posted: Mon Aug 25, 2008 9:09 pm
by pwhk
How come it forgets about such an important point: Do not stretch a section too much: it looks ugly

Posted: Wed Jan 21, 2009 10:27 pm
by Alas, Penguins
Edit: Oops, I answered my question by looking in a different sticky. Sorry..

Posted: Wed Jan 21, 2009 10:37 pm
by Himura.Kenshin
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.