Shipmaking Q&A

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Ristyo
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Re: Shipmaking Q&A

Post by Ristyo »

Don't hit it, press it, be more gentle to the Z button.
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number31
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Re: Shipmaking Q&A

Post by number31 »

Hello. Would it be possible to load up the default ships (the ones you use in the campaign) within the shipmaker? I want to emulate the armor of the hestia alpha.
Current shipbuilding thread here viewtopic.php?t=7272
Spoiler!
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Re: Shipmaking Q&A

Post by Doogie12 »

number31 wrote:Hello. Would it be possible to load up the default ships (the ones you use in the campaign) within the shipmaker? I want to emulate the armor of the hestia alpha.
I don't think it is, however, they are easy enough to simply do it yourself.
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Re: Shipmaking Q&A

Post by Lukasmah »

How do I resize the sandbox?
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Necrontyr1998
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Re: Shipmaking Q&A

Post by Necrontyr1998 »

Right click the sandbox button, if I remember correctly.
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Zalausai
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Re: Shipmaking Q&A

Post by Zalausai »

Lukasmah wrote:How do I resize the sandbox?
Necrontyr1998 wrote:Right click the sandbox button, if I remember correctly.
You will be given a dialog box. Type in the measurements that you want for the new sandbox.
Default = 2048 x 2048
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number31
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Re: Shipmaking Q&A

Post by number31 »

What means could be used so as to make sections explode if triggered explosions are destroyed (ala catastrophic chain reaction)?
Current shipbuilding thread here viewtopic.php?t=7272
Spoiler!
And may the odds ever be in favor of my improving shipbuilding skills.
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calvin1211
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Re: Shipmaking Q&A

Post by calvin1211 »

IIRC newer builds added the criticalmodule module, which goes asplode when destroyed.
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Re: Shipmaking Q&A

Post by Lukasmah »

How do you change the starting frame of doodads? Because I've seen people make patterns out of flashing dots in which some dots were off while others were on.
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calvin1211
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Re: Shipmaking Q&A

Post by calvin1211 »

Right click on the doodad and change start index. IIRC 0.50 is entirely out of phase with default, so it'll be on when default 0.00 is off.
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delta-7
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Re: Shipmaking Q&A

Post by delta-7 »

i put this question out there before, but i have a sneaking suspicion i'm more likely to get an answer sometime in the next century on this topic. i want explosives. how do i use the so called "critical sub system" to make something go boom? iv'e seen this used before on mines, fuel tankers, and suicide ships, most notably on a few SAR ships. the answer is probably pretty obvious, but i'm pretty dumb, so i need help here.
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calvin1211
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Re: Shipmaking Q&A

Post by calvin1211 »

...Didn't I just post the answer in one of your many other threads?
Anyways, the Criticalthingy module goes asplode with the given stats when it's destroyed, either from getting shot itself or when the section it's parented to gets destroyed.
To make the ships attempt to use it offensively, use kamikazi AI, which makes the ship selfdestruct (and thus set off the explody module) at the set AI range from the target.
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Re: Shipmaking Q&A

Post by CryoSleep »

it's also fun if you spam mines in one place :)
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Re: Shipmaking Q&A

Post by Lukasmah »

How do I recolor all sections that have one colour? (EG I want all green sections to become blue)
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Ristyo
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Re: Shipmaking Q&A

Post by Ristyo »

There is actually a command that lets you do so, it is called Fill i think.
But idk how do you use it.
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