• From The Depths v1 Create Your Own Millitary Fleet
    450 replies, posted
[QUOTE=Sgt Doom;48530172]What's the player limit on coop? Would be cool if we got a whole bunch of people, jacked the AI up to madness, and conquer the world.[/QUOTE] That would be fun too I am basically just looking for someone who has played a bit and is willing to show how the campaign works. I know the ~basics~ of building
[QUOTE=Sgt Doom;48530172]What's the player limit on coop? Would be cool if we got a whole bunch of people, jacked the AI up to madness, and conquer the world.[/QUOTE] At least four players, though I think you would need someone with a monstrous computer and internet to host that or more, IIRC there aren't dedicated servers.
[QUOTE=Glitchman;48530179]That would be fun too I am basically just looking for someone who has played a bit and is willing to show how the campaign works. I know the ~basics~ of building[/QUOTE] The campaign boils down to capturing resource zones (round floating circles visible from a long way away), intercepting and destroying enemy fleets coming to fuck your shit up, and coming up with designs to thwart the enemy. Diplomacy is extremely vestigial, but does allow you to pick and choose who attacks you by bribing those becoming unfriendly with you, and outright declaring war on a particular faction. You'll also see numbers on the grid, that vaguely approximates to enemy force strength located in those areas. You can extract resources from zones with anything that has extractors attached and is parked in the zone, so you could very well have ships or even aircraft hanging about gathering resources, but fortresses are generally a platform more suited to defence in general. Plus, fortresses are ideally suited to strategic radar, which you'll absolutely need to use in order to have advance warning of enemy fleets. Engaging in combat works one of two ways: You direct a fleet to attack another through the map and clicking on the crossed swords, and then setting your initial spawn order and overall block limit. Or, your fleet gets blockaded and does nothing till either you begin the battle, or abandon those forces to ruin. It used to be the case that a fleet you were personally with e.g. your own personal aircraft would automatically start fights when within range, but now it's all done through the map. The DWG are the beginner's enemy, generally having no nasty surprises until you get closer to their base, and start off as hostile to you. Before you attack another faction, have a gander at their designs; being unprepared is fatal, e.g. attacking a laser-heavy faction with aircraft is a bad idea. My ping to the US is absolutely dreadful, so I probably won't be able to demonstrate to you these things personally. [editline]24th August 2015[/editline] Oh, you can also capture enemy vehicles by destroying their AI mainframe personally iirc. Destroying it with vehicle weapons just prompts the AI to pull them from play with the AI dead message; and if your only unit in the fleet is destroyed, the battle is lost and AI pulled from play (and thus untouchable til another battle starts)
I'd like to make an Ekranoplan/ground-effect vehicle type missile ship. Haven't messed with planes yet, though.
[video=youtube;v47DI0HsbX0]http://www.youtube.com/watch?t=22&v=v47DI0HsbX0[/video] I really love Robbaz, just how happy he gets from the game. He's one of the reasons I bought it. His ship is 20x better than mine though, god damn. It actually sails well, mine just skips out of the water (still never managed to fix that).
[QUOTE=loopoo;48532043]It actually sails well, mine just skips out of the water (still never managed to fix that).[/QUOTE] Press \ in build mode and adjust the center of mass so it is slightly a little more forward, then make sure your propellers are in line with the center of mass itself. Or you could add a counterweight just in front of the com hanging off the bottom of this ship like this [t]http://images.akamai.steamusercontent.com/ugc/702912342274039253/D2F9BC1B186EC508C7B59608160D701395982286/[/t] Though this one is more behind the center of mass (because it's really front heavy) so the placement really depends on the craft.
I hope they add Flak/fragmentation rounds one day, so cannon AA turrets will be more effective. Mostly because I love the look of flak fire, beats green laser lines any day.
[QUOTE=Tea Guy;48532098]Press \ in build mode and adjust the center of mass so it is slightly a little more forward, then make sure your propellers are in line with the center of mass itself. Or you could add a counterweight just in front of the com hanging off the bottom of this ship like this [t]http://images.akamai.steamusercontent.com/ugc/702912342274039253/D2F9BC1B186EC508C7B59608160D701395982286/[/t] Though this one is more behind the center of mass (because it's really front heavy) so the placement really depends on the craft.[/QUOTE] You can shift the center of mass?! This changes everything.
[QUOTE=Mrfantasticool;48532717]I hope they add Flak/fragmentation rounds one day, so cannon AA turrets will be more effective. Mostly because I love the look of flak fire, beats green laser lines any day.[/QUOTE] I really hope they add CIWS/Phalanx point defense for missiles, so I don't have to rely on lasers or really derpy anti-missile missiles. [thumb]https://upload.wikimedia.org/wikipedia/commons/1/19/Close-In_Weapon_System.jpg[/thumb] I don't think it'd be too hard to implement, since missiles are physical objects and can actually be shot down with shells and whatnot. Speaking of which -- I designed an anti-missile system of my own. It's still kinda clunky, but it works: [thumb]http://images.akamai.steamusercontent.com/ugc/422564671271370218/AF6900864F739019540607430D5EB52F61FBA337/[/thumb] It's a balloon deployer with an automatic control block that checks every half-second if the balloons are deployed, attached to a small engine that heats up a missile decoy on the bottom. Here they are in action: [thumb]http://images.akamai.steamusercontent.com/ugc/422564671271360764/45ECA1B57DFBF82AC60C628E4A1A3B5718F7E4EA/[/thumb] Still trying to figure out how to spawn them without having the "10/10 lifetime spawn" cap. Any ideas? My flagship has it so when an automatic control block detects a hostile missile within 2000 range, it'll quickly deploy these decoys. They spawn from the roof of my completed command ship (finally), which I'll be using in the campaign. (Kinda beat up a bit in this picture from testing). [thumb]http://images.akamai.steamusercontent.com/ugc/422564671271359065/55D4B51621AAB8502D7E94FC435D8134991868B4/[/thumb] 1x Front facing double barreled AP/HE cannon on a swivel base 4x Fast-travelling, forward-facing long-range fragmentation torpedoes 28x Long-range Infrared HE missiles And 2x spawners that construct my decoy balloon countermeasures for incoming missiles. :D
[QUOTE=Suitcase;48533486]-post-[/QUOTE] Honestly it'd probably be easier and cheaper to set up some IR flare decoys instead using smaller vehicles.
[QUOTE=Tea Guy;48533683]Honestly it'd probably be easier and cheaper to set up some IR flare decoys instead using smaller vehicles.[/QUOTE] Like, just have them attached to my ship somewhere?
[QUOTE=Suitcase;48533735]Like, just have them attached to my ship somewhere?[/QUOTE] Set up a second mainframe with a transmitter set to frequency 2, then set up a missile system with a weapon controller set to receive on frequency 2. Build a missile warner and connect it directly to the second mainframe using 6 way AI connector blocks (place warners facing in every direction for maximum detection). After that place an automated control block next to the weapon controller with a effect radius of 2, then set on detecting hostile missile within range with the effect of firing weapon systems. Set the weapon controller maximum/minimum distance to engage to zero, then configure the missile blocks to fire Sticky IR flares (the more on a missile the hotter of a target it becomes) with an optional variable thruster set to low ramp and thrust, just so they dont shoot away from your ship faster than the enemy missiles can target them.
[QUOTE=Tea Guy;48533793]Set up a second mainframe with a transmitter set to frequency 2, then set up a missile system with a weapon controller set to receive on frequency 2. Build a missile warner and connect it directly to the second mainframe using 6 way AI connector blocks (place warners facing in every direction for maximum detection). After that place an automated control block next to the weapon controller with a effect radius of 2, then set on detecting hostile missile within range with the effect of firing weapon systems. After that set the weapon controller maximum/minimum distance to engage to zero, then configure the missile blocks to fire Sticky IR flares (the more on a missile the hotter of a target it becomes) with an optional variable thruster set to low ramp and thrust, just so they dont shoot away from your ship faster than the enemy missiles can target them.[/QUOTE] Shit, that's a good idea.
Alright, I'm back from the drawing board. [thumb]http://images.akamai.steamusercontent.com/ugc/422564671271832936/F55B7EA2BF879841906630323B52EF5DF7879189/[/thumb] My current setup is 4x front facing anti-missile rockets -- very quick and maneuverable; they also have two ejectors each, but are mainly only good for protecting the front of the ship. On my main deck behind the turret, I have 2x upward-facing silos with the same setup as on the roof, except they have one-turns installed, so they can target incoming missiles in different directions. Behind the front-facing launchers on the roof are 2x upward facing, 2-block silos that launch slow, 50-speed double IR flares. So I distract the enemy missiles while mine take them out without receiving barely any damage to my ship: [thumb]http://images.akamai.steamusercontent.com/ugc/422564671271831052/FA12E501D7C155E617DFEE5E179BD4BF3421DE32/[/thumb]
[QUOTE=Saber15;48523676]Holy shit, how? My lawndart fighter which has as small of a cross-sectional area as possible with a sleek fuselage still only tops out at 125m/s, and only increases to 140m/s with twin engines. [t]http://i.imgur.com/QLlyRjL.jpg[/t] The current version doesn't even have the blue protruding wings.[/QUOTE] Simple: 100 block long custom jet engines. It's simply raw power. That's the only way to break past about 150m/s with any vehicle no matter how sleek you go.
Is there a way to have balloon units not fall down when put out of play in the campaign? I have cheap satellites that use balloons and a ACB to hover at 450m above the ocean, but as soon as the game puts them out of play the balloons pop and it falls into the sea. The only way to keep them up is keeping them in play, which tends to slow the game quickly over long distances.
[QUOTE=Mrfantasticool;48536943]Is there a way to have balloon units not fall down when put out of play in the campaign? I have cheap satellites that use balloons and a ACB to hover at 450m above the ocean, but as soon as the game puts them out of play the balloons pop and it falls into the sea. The only way to keep them up is keeping them in play, which tends to slow the game quickly over long distances.[/QUOTE] Is your control block set to deploy balloons when spawning? Have you tried with every 0.5 seconds as well? Edit: Alternatively, try using a rotor.
[QUOTE=Twistshock;48537122]Is your control block set to deploy balloons when spawning? Have you tried with every 0.5 seconds as well? Edit: Alternatively, try using a rotor.[/QUOTE] Iti s set to reinflate the balloons when the altitude drops below 400. When it is active in play they work fine, but as soon as they are taken out of play I guess the ACB process stops and the satellites fall out of the sky. When I develop a more expensive satellite I will try rotors or jets, I just needed a version that doesn't require any upkeep during the start.
[QUOTE=Mrfantasticool;48537635]Iti s set to reinflate the balloons when the altitude drops below 400. When it is active in play they work fine, but as soon as they are taken out of play I guess the ACB process stops and the satellites fall out of the sky. When I develop a more expensive satellite I will try rotors or jets, I just needed a version that doesn't require any upkeep during the start.[/QUOTE] Rotors don't require any power by default, though they can be set to drain power in exchange for more thrust. My friend has a ~8 block wide radar dish that is lifted into the air with a heliblade spinner that is set to automatically turn on when it spawns in, lifting it to about 400m.
This game is pretty great, it's just a shame that a lot gets lost in the mechanics that need to be simplified or explained bit. I see I need to study the mechanics a bit more, but I really don't get the AI.. It seems like it wants to do a broadside attack regardless of how the ship is built, and the movement is really odd. And I can't get the Ai to control turrets. It says it controls the weapon but that it can't aim at the target even though I can hit the target myself.
[QUOTE=Mrfantasticool;48536943]Is there a way to have balloon units not fall down when put out of play in the campaign? I have cheap satellites that use balloons and a ACB to hover at 450m above the ocean, but as soon as the game puts them out of play the balloons pop and it falls into the sea. The only way to keep them up is keeping them in play, which tends to slow the game quickly over long distances.[/QUOTE] give them the order to go that high in the map, just hold right click and drag and you can tell them an altitude
FP Co-op campaign when? Also, I can try to host something later today if any US guys wanna join, i've got a fairly decent computer.
when join in progress becomes a thing I guess.
[QUOTE=Oscar Lima Echo;48551301]This game is pretty great, it's just a shame that a lot gets lost in the mechanics that need to be simplified or explained bit. I see I need to study the mechanics a bit more, but I really don't get the AI.. It seems like it wants to do a broadside attack regardless of how the ship is built, and the movement is really odd. And I can't get the Ai to control turrets. It says it controls the weapon but that it can't aim at the target even though I can hit the target myself.[/QUOTE] By modifying the parameters on the Naval AI card (press Q on it), you can adjust the 'broadside' angle. I have my battleship a the hull-mounted BFG set to have an optimal broadside of 25 degrees; it'll go over and under that, but generally only a couple degrees and usually only momentarily. The 25 degrees allows the main cannon to fire (arc of 90 degrees), along with the side turrets and sometimes the rear turret.
If anyone wants to play with me and another FPer PM me, have room for one more in our campaign
[QUOTE=Glitchman;48553487]If anyone wants to play with me and another FPer PM me, have room for one more in our campaign[/QUOTE] I wanted in on that shit but you never answered my pm :frown:
I might be down for some Co-Op Campaign. My other buddy bailed on me.
If I get enough interesting right now I'll host a 4 player server, I have super awesome internet and my computer is okay so it should work fine thinking rules are all vehicles must be built in that campaign to make things more interesting
I'd be willing to play for an hour or so, I just wish join in progress was a thing.
Okay, have a few people. Room for one more
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