• Starmade V3 - You cannot attach thrusters to planets.
    932 replies, posted
[QUOTE=Uesrname;40495935]Yup [editline]2nd May 2013[/editline] I just tried to make a 1:1 Borg Cube, but the game doesn't do symmetry properly over large distances.. Kind of sucks.[/QUOTE] I think it works if you build a row of blocks out to the dimensions you want and then enable symmetry.
Sometimes the answer is simply missiles. [img]http://i.imgur.com/8MHfGWh.png[/img] My ship currently houses 20 missiles, each about 50 blocks long
Finished the hull from the earlier ship I posted [T]http://puu.sh/2L6Pn.png[/T] [T]http://puu.sh/2L6Qe.png[/T] [T]http://puu.sh/2L6QQ.png[/T] [T]http://puu.sh/2L6Ri.png[/T] brownie points if you can name what it's from. 7,197,800 credits for just the hull and nothing else whoopdie poop
[QUOTE=Chris220;40496333]I think it works if you build a row of blocks out to the dimensions you want and then enable symmetry.[/QUOTE] Seems to work fine, although I haven't tested it from crazy far away yet. Thanks. [editline]2nd May 2013[/editline] Also I ran into another weird bug. If you're placing blocks in groups with control, say 10x10x10 or 10x1x1, the lighting on the blocks at the edge of the group sometimes messes up and if you place another group while it's messed up, your new group will be short a few blocks. I found that while placing groups that are 10 in length along whatever axis you're placing them on, you'll lose 4 blocks in length with the glitch.
So....uhh...how do you save to the catalog and load from it?
just some work on a light battleship first ver. [img_thumb]http://filesmelt.com/dl/X-Raider.png[/img_thumb] Mk.2 [img_thumb]http://filesmelt.com/dl/X-RaiderMK.2_.png[/img_thumb]
I'm not sure if it was my ship being tiny and incomplete, or if you can't walk around the ship while it's travelling. I got pushed out of my ship and now it's 1.2 KM away.
[QUOTE=Polaco202;40495858]Still working on it, Nothing that i'm proud of enough to show off yet though Also before I get farther, What scale are you guys using?[/QUOTE] We're using 1 meter³ per block. Also, decided I didn't want to wait until I finished to test the MACs. [img]https://dl.dropboxusercontent.com/u/18418859/Starmade/MACtestfire.png[/img] [img]https://dl.dropboxusercontent.com/u/18418859/Starmade/BeforeMAC.png[/img] [img]https://dl.dropboxusercontent.com/u/18418859/Starmade/AfterMAC.png[/img]
[img]http://i.imgur.com/jU92zrw.png[/img] My laser is a bit strong
I'm looking at the restrictions on the grid and at what point it stops building symmetrically from you, and it seems to be around 41 blocks from the block you set as the "Center". This means that if you were to turn Symm mode on without the Odd Symmetry checkbox ticked, you could make a line of 41 blocks in one direction and have it mirror you in the other, but after 41 blocks it stops. Like Chris220 said earlier, you can bypass this by building a one time line of blocks in the direction you want to be mirrored in to extend the grid, and I'm fairly certain you can just delete the line of blocks once you've extended the grid to whatever distance you want and it will still work, even if you get out of your ship. Not sure if it will stay extended if you restart the game, though. [editline]2nd May 2013[/editline] [QUOTE=Dukov Traboski;40497095][img]http://i.imgur.com/jU92zrw.png[/img] My laser is a bit strong[/QUOTE] Hello [IMG]http://i.imgur.com/ofSPMMa.png[/IMG]
[QUOTE=Uesrname;40497151] Hello [IMG]http://i.imgur.com/ofSPMMa.png[/IMG][/QUOTE] I can only imagine how many blocks that took
i bring the challenge of someone building a space marine battle barge. that would be awesome to see
Wasn't someone already doing that?
Oh shit I wouldn't make it because I would be clueless on how to make it but somebody has to make VEAGER from Star Trek: The Motion Picture.
In my opinion, the way the weapon specialty spread should work, should be based on two opposing sliders: Power<--|-->Reload - You either shoot often or you shoot to kill. Range<--|-->Speed - You either produce a slowly moving sniper weapon, or a quick fire machinegun.
[QUOTE=gufu;40497776]In my opinion, the way the weapon specialty spread should work, should be based on two opposing sliders: Power<--|-->Reload - You either shoot often or you shoot to kill. Range<--|-->Speed - You either produce a slowly moving sniper weapon, or a quick fire machinegun.[/QUOTE] I'm pretty sure snipers don't shoot in slow motion.
[QUOTE=ZestyLemons;40497788]I'm pretty sure snipers don't shoot in slow motion.[/QUOTE] Stops infinite range.
I feel it should go more like this: Power<--|-->Range; Antimatter is unstable over distance, but less powerful bolts travel farther. Reload<--|-->Speed; By shifting focus from reload, you free up powergrid to project your bolt with more force.
[QUOTE=gufu;40497776]In my opinion, the way the weapon specialty spread should work, should be based on two opposing sliders: Power<--|-->Reload - You either shoot often or you shoot to kill. Range<--|-->Speed - You either produce a slowly moving sniper weapon, or a quick fire machinegun.[/QUOTE] That second one doesn't work the way you think it does. Having projectile speed doesn't do anything that would help you resemble a machine gun unless your top slider was set to maximum reload. [editline]2nd May 2013[/editline] [QUOTE=StickyNade;40497838]I feel it should go more like this: Power<--|-->Range; Antimatter is unstable over distance, but less powerful bolts travel farther. Reload<--|-->Speed; By shifting focus from reload, you free up powergrid to project your bolt with more force.[/QUOTE] This makes more sense. I still like it the way it is now, though. It allows for more customizability for guns and missiles. So rather than being limited to Power Reload, Power Speed, Range Reload or Range Speed like you said, you can do things like exclusively Power Range to create a slow moving nuke or Reload and Speed to create a short range machine railgun.
[QUOTE=Dukov Traboski;40497374]Wasn't someone already doing that?[/QUOTE] i have no idea, but now i want to see it
[QUOTE=cheesecurls;40498496]i have no idea, but now i want to see it[/QUOTE] Wait no it was a Cathedral ship, not a Battle Barge. i think. It was like in thread V2
[QUOTE=Dukov Traboski;40498594]Wait no it was a Cathedral ship, not a Battle Barge. i think. It was like in thread V2[/QUOTE] Half-tempted to make a literal barge with a massive gun on it now.
[QUOTE=Suitcase;40495729]How does this compare to Blockade Runner?[/QUOTE] blockade runner aint got shit on this yet
Can't wait till there's some balance fixing to this game. Of course it's super early alpha, but in my opinion it's a big too easy to make a super-massive-kill-all ship. And if you lose it, just kill a few pirates and make millions and buy it again.
[QUOTE=Glitchman;40501007]Can't wait till there's some balance fixing to this game. Of course it's super early alpha, but in my opinion it's a big too easy to make a super-massive-kill-all ship. And if you lose it, just kill a few pirates and make millions and buy it again.[/QUOTE] Maybe in the future, the pirates will have a scaling factor to them. Maybe when you start out with no ship, the pirates try to keep their distance, so that you still have a chance, but you can't just spam-kill them because they can still wreck your shit. Then eventually, as your ships get larger, the pirates start using larger and more powerful stock designs, as well as becoming more aggressive. If this were implemented alongside a leveling system or something, it would encourage people to slowly build up to massive ships, because if they just went all-in with a behemoth at a low level, they'd get their shit stomped. It also means pirates are constantly a challenge to the player. I dunno, this is me just forging ideas quickly.
Does it matter in what way you arrange shields, or is it simply a matter of amount?
[QUOTE=Sgt Doom;40501729]Does it matter in what way you arrange shields, or is it simply a matter of amount?[/QUOTE] The general consensus seems to be that shields scale only with the number of shield blocks.
[QUOTE=Uesrname;40497151] Hello [IMG]http://i.imgur.com/ofSPMMa.png[/IMG][/QUOTE] Hi. [IMG]http://i.imgur.com/EgltWHt.png[/IMG]
Doesn't seem to be much point having antimatters go above 300 or so in damage for breaking blocks (unless to crack shields in milliseconds) or to have them reload too fast; I noticed that blocks can block some damage after going over their health limit before they break. So my antimatter cannon that should be able to cut my ships in half in seconds ends up doing minor superficial damage even after a monstrously powerful but short burst. Would love a railgun type weapon that goes bloody fast and pierces through things, but doesn't do as much per-block damage. Would probably need to have it either especially weak against the core, or not damage it at all. On a slightly different note, it's rather odd to see the AI using my unarmed shuttle and unfinished (completely unarmed and w/ no engines) ship blueprints :v: Also, I can't seem to hit mobs in different sectors with antimatter anymore. Complete waste of 5000 block range :c
[QUOTE=Sgt Doom;40502341]Doesn't seem to be much point having antimatters go above 300 or so in damage for breaking blocks (unless to crack shields in milliseconds) or to have them reload too fast; I noticed that blocks can block some damage after going over their health limit before they break. So my antimatter cannon that should be able to cut my ships in half in seconds ends up doing minor superficial damage even after a monstrously powerful but short burst. Would love a railgun type weapon that goes bloody fast and pierces through things, but doesn't do as much per-block damage. Would probably need to have it either especially weak against the core, or not damage it at all. On a slightly different note, it's rather odd to see the AI using my unarmed shuttle and unfinished (completely unarmed and w/ no engines) ship blueprints :v: Also, I can't seem to hit mobs in different sectors with antimatter anymore. Complete waste of 5000 block range :c[/QUOTE] Antimatters of large size and reload can down even an incredibly powerful shield in a few seconds, then punch pretty much through to the core and take it out. [editline]2nd May 2013[/editline] Also, I didn't actually intend them to be that powerful, I just had the space so I kept building. :v:
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