• From The Depths v1 Create Your Own Millitary Fleet
    450 replies, posted
So I got this game and it's pretty sweet [img_thumb]http://i.imgur.com/sRfFUYm.jpg[/img_thumb] Made the USS Monitor as a test boat.
i need this game [editline]16th August 2015[/editline] this game also definitely needs a demo so I can actually figure out how to play it before buying it instead of spending a week afterwards.
What a fucking AWESOME night. So for the passed two days or so, I've been going through the campaign, co-op, with my buddy. We've basically gone into it blind, with only knowing the basics of the game. We got lucky early on and took a second resource ring (and platform), and ended up bum-rushing a Riverhome and scrapping it for thousands of resources. So, I started by figuring out how the FUCK missiles worked. I just couldn't get them to work... I used my old standby, tried-and-true design for the proof of concept: [thumb]http://images.akamai.steamusercontent.com/ugc/1457265578248494046/4D25AE381315018BD52D08EDA18FB2CDCE95C7F8/[/thumb] Once I figured out that mechanic, I build my Missile Barge. It has 32 5-block IR Missiles that DO NOT STOP FIRING AT ALL. By the time one Silo runs dry, the other is restocked. Also, this ship is cheap enough (mostly wood; metal plates cover the important bits) to build quite easily in the Campaign; it's worked quite well for me. I love missiles.... which is good, because I am still awful at designing turrets. [thumb]http://images.akamai.steamusercontent.com/ugc/1457265578248474626/ACB09BB769A5C045A5A097786584F8B42E877EC7/[/thumb] It works quite well. [thumb]http://images.akamai.steamusercontent.com/ugc/1457265578248480383/D6175A0404DAF340636B722E524A330338888CA3/[/thumb] My buddy designed a neat Sub to go Adventuring with me; it's equipped with long range missiles, and can surface with balloons attached to a hotkey: [thumb]http://images.akamai.steamusercontent.com/ugc/1457265578248477731/86F574BC468DE3A35A208D851E02ED99660EBD4E/[/thumb] [thumb]http://images.akamai.steamusercontent.com/ugc/1457265578248478199/FF57B4397B1FAC572539EF7F79427CFA85263334/[/thumb] So we moved north from the second resource ring -- killed some DW ships in the process. We came upon an island with houses(?!) on it, and proceeded to murder the populace. Whilst doing that, our platform that we previously took control of got obliterated; so we rushed back and wiped out the attacking fleet. They used that Kalmar Paddle/Battleship, which, unbeknownst to us, we accidentally resurrected after the battle using that whole "Blueprint/repair" mechanic. What a goddamned waste of resources... it blew through all of our Crystal. So, we retrofitted it as a resource ship and parked its fat ass in the ring, since our platform no longer existed. This is it under construction... what a waste of time. [thumb]http://images.akamai.steamusercontent.com/ugc/1457265578248483081/C742540BC6C1BFFD0153592A748A701C23F24C85/[/thumb] I haven't been hooked like this for a very long time. I know it's been a good night of plundering when I get off of the Skype call and it's lasted 9 hours. Thanks again for everyone's advice and help, btw! <3
[t]http://i.imgur.com/11irstH.jpg[/t][t]http://i.imgur.com/qhg6yMI.jpg[/t] gotta go fast [t]http://i.imgur.com/6ycz3mP.jpg[/t] BEEEEESSSSS
Man I wish my vehicles weren't just boxes with weapons
I've been trying to get basic monitors/ironclad designs down in the vehicle editor (ignoring engine components for now) and I keep running into obvious weight problems. On one hand, if I stack it up with metal, the deck is regularly awash and it teeters forward and back like a weeble-wobble. On the other hand, if I cut back, I end up compromising the defensiveness that makes an Ironclad, well, an [I]Iron[/I]clad. Any tips?
[QUOTE=Zillamaster55;48478816]I've been trying to get basic monitors/ironclad designs down in the vehicle editor (ignoring engine components for now) and I keep running into obvious weight problems. On one hand, if I stack it up with metal, the deck is regularly awash and it teeters forward and back like a weeble-wobble. On the other hand, if I cut back, I end up compromising the defensiveness that makes an Ironclad, well, an [I]Iron[/I]clad. Any tips?[/QUOTE] On my boats that run into weight issues but where I can't really expand their buoyancy chambers, I've layered the bottom of the exterior hull with wood. My big gun boat uses that, and it noticeably rose up in the water with the wood hull.
[QUOTE=Zillamaster55;48478816]I've been trying to get basic monitors/ironclad designs down in the vehicle editor (ignoring engine components for now) and I keep running into obvious weight problems. On one hand, if I stack it up with metal, the deck is regularly awash and it teeters forward and back like a weeble-wobble. On the other hand, if I cut back, I end up compromising the defensiveness that makes an Ironclad, well, an [I]Iron[/I]clad. Any tips?[/QUOTE] My monitor above is mostly light alloy, only the turret and outer skin above the waterline are heavy metal. Of course I tell the crew it's all heavy metal, though.
I have no clue how to do campaign, should I just jump right in, or design a few vehicles beforehand?
[QUOTE=ZnT00;48479497]I have no clue how to do campaign, should I just jump right in, or design a few vehicles beforehand?[/QUOTE] I'd recommend having a vehicle that can take on a Deepwater Guard Vanguard Refit, and also anti air capability, before starting out. If you're playing alone, you'll probably prefer to do all your vehicle designing in the builder anyway. The AI will give you about 30 minutes to an hour real time to get your shit together before the first attack arrives, and the default fortress is woefully inadequate.
[QUOTE=subenji99;48479646]I'd recommend having a vehicle that can take on a Deepwater Guard Vanguard Refit, and also anti air capability, before starting out. If you're playing alone, you'll probably prefer to do all your vehicle designing in the builder anyway. The AI will give you about 30 minutes to an hour real time to get your shit together before the first attack arrives, and the default fortress is woefully inadequate.[/QUOTE] I usually end up stripping down most of the fortress, leaving only the repair tentacles, engine, and resource extraction (also I add crystal trays). You'll get a ton of useful parts from it to build a proper boat or plane.
My AI doesn't work. I've set up a weapons controller by my custom turret, and it says it's connected to the turret and my mainframe (via receiver), I've got Target Prioritisation and Aim Algorithm on the Mainframe. I dunno how to make AI choose different targets. I put a Tracker on top of my Mainframe and it successfully locks onto enemy constructs, but my turret just sits there and doesn't fire? Am I doing something wrong?
[QUOTE=loopoo;48479743]My AI doesn't work. I've set up a weapons controller by my custom turret, and it says it's connected to the turret and my mainframe (via receiver), I've got Target Prioritisation and Aim Algorithm on the Mainframe. I dunno how to make AI choose different targets. I put a Tracker on top of my Mainframe and it successfully locks onto enemy constructs, but my turret just sits there and doesn't fire? Am I doing something wrong?[/QUOTE] Make sure that both the turret base and the actual firing piece / multipurpose laser / missile controller are both on the same weapon group. [editline]17th August 2015[/editline] Also as far as I know the Tracker doesn't have a purpose ATM.
Ah, turns out it requires the Naval Card, which I didn't put in. How do I control where my ship goes, cause right now it's just hell-bent on hunting enemies down and I can't give it waypoints or anything to follow! How can I also make the AI fire at a different enemy?
This is a dumb question, but... How do I make my sub [i]sink[/i]? I've got some stabilzers, propulsion, airpumps, and hydrofoils, but I'm unsure how to actually lower it into the water :v:
[QUOTE=loopoo;48479781]Ah, turns out it requires the Naval Card, which I didn't put in. How do I control where my ship goes, cause right now it's just hell-bent on hunting enemies down and I can't give it waypoints or anything to follow! How can I also make the AI fire at a different enemy?[/QUOTE] If you zoom out a bit on the map you can give it movement orders, which it will follow til it detects an enemy. AFAIK, to give it movement orders while in combat or while zoomed in on the map, you need a Patrol card and give it either a PATROL or FLEETMOVE order. I don't think you can change the AI's targeting easily besides telling it to "Ignore Salvage", which causes it to cease firing at (IIRC) weaponless enemies til all armed enemies are eliminated. [editline]17th August 2015[/editline] [QUOTE=ZnT00;48479870]This is a dumb question, but... How do I make my sub [i]sink[/i]? I've got some stabilzers, propulsion, airpumps, and hydrofoils, but I'm unsure how to actually lower it into the water :v:[/QUOTE] The sub usually should be heavier than water, for starters. Make it out of standard metal, otherwise you'll need to use lots of lead blocks to weight it down. To sink, you can either use hydrofoils (controlled with U and J in boat mode) in conjunction with the main propulsion to drive the nose of the sub either up or down, or use propellers on the top and bottom of the ship to rise and lower, or adjust the buoyancy, which is slow but allows you to hover at a constant depth. To adjust your buoyancy, use a Complex Controller and give the Air Pumps a complex controller input by pressing Q on them and clicking on one of the controls that pop up; Green is increase, red is decrease. I usually use the Up and Down arrowkey. There's a couple of default subs in the game, like the Steel Striders "Tadpole" and Deepwater Guard "Pequiono" or something weird like that. You can spawn them (albeit as enemies) in the Vehicle Designer in the enemy spawn menu (X) or by looking for them in the load list.
[QUOTE=Saber15;48479871]You can spawn them (albeit as enemies) in the Vehicle Designer in the enemy spawn menu (X) or by looking for them in the load list.[/QUOTE] You can spawn any vehicle in the designer on whatever team you like by clicking on the faction name on the right hand side that will give you a drop down list of all the factions you can spawn it as, including the player team. Just make sure you do this when you click through the factions on the left hand side because it will default it to the faction you selected. [editline]17th August 2015[/editline] Does anyone know how to get your ships to not ram everything? I'm trying to get a nice fleet set up but they all just smash into each other trying to get into formation without stopping, and when I just want them to idle around a fortress they prefer to plow through it at full steam. I'm using patrol cards but they don't seem to try to go around obstacles at all.
-snip- I'm dumb, of course it is.
[QUOTE=Tea Guy;48480172] Does anyone know how to get your ships to not ram everything? I'm trying to get a nice fleet set up but they all just smash into each other trying to get into formation without stopping, and when I just want them to idle around a fortress they prefer to plow through it at full steam. I'm using patrol cards but they don't seem to try to go around obstacles at all.[/QUOTE] Adjust the idle approach distance on the naval card. I configure my fleets to be spaced far apart and roughly aligned to prevent them from ramming each other or trying to shoot through each other. My friend puts in Automated Control Blocks to cut the throttle or steer his ship away when it tries to do something stupid. He has a submarine that is completed automated via ACBs. Upon detecting an enemy ship, it will submerse to a depth of 60m or 10m above the seafloor, whatever is higher.
[QUOTE=Saber15;48479871]The sub usually should be heavier than water, for starters. Make it out of standard metal, otherwise you'll need to use lots of lead blocks to weight it down. To sink, you can either use hydrofoils (controlled with U and J in boat mode) in conjunction with the main propulsion to drive the nose of the sub either up or down, or use propellers on the top and bottom of the ship to rise and lower, or adjust the buoyancy, which is slow but allows you to hover at a constant depth. To adjust your buoyancy, use a Complex Controller and give the Air Pumps a complex controller input by pressing Q on them and clicking on one of the controls that pop up; Green is increase, red is decrease. I usually use the Up and Down arrowkey. There's a couple of default subs in the game, like the Steel Striders "Tadpole" and Deepwater Guard "Pequiono" or something weird like that. You can spawn them (albeit as enemies) in the Vehicle Designer in the enemy spawn menu (X) or by looking for them in the load list.[/QUOTE] Taking this into consideration, I've managed to create a sub that stays at a set depth! [img]http://i.imgur.com/XunBYsD.png[/img] It's kinda fugly, and it's still WIP, but it's my first functional sub so :toot: Working on adding some torpedoes now [editline]17th August 2015[/editline] how to make functional torpedoes :huh:
[QUOTE=ZnT00;48480313] [editline]17th August 2015[/editline] how to make functional torpedoes :huh:[/QUOTE] Use the torpedo propeller and torpedo sonar, obviously. :v: Missiles by default seem to be positively buoyant at 0m depth. To make them hover at a set depth, there's a component (Buoyancy pack or something, can't remember) that allows you to set it to hover a depth or make it positively or negatively buoyant. Torpedos work best with the depth setting, while depth charges work best with the buoyancy. You can also add a magnet to the torpedos to make them turn a bit better; they are pretty bad at hitting moving targets. [editline]17th August 2015[/editline] I enlarged my destroyer and turned the main gun into a fixed mount. [t]http://i.imgur.com/6Qw9zSg.jpg[/t] [t]http://i.imgur.com/feT4tME.jpg[/t] The orange line about 2/3rds along it is how long it used to be. [t]http://i.imgur.com/OmaGw6Z.jpg[/t] vrooooosh
[QUOTE=loopoo;48479743]My AI doesn't work. I've set up a weapons controller by my custom turret, and it says it's connected to the turret and my mainframe (via receiver), I've got Target Prioritisation and Aim Algorithm on the Mainframe. I dunno how to make AI choose different targets. I put a Tracker on top of my Mainframe and it successfully locks onto enemy constructs, but my turret just sits there and doesn't fire? Am I doing something wrong?[/QUOTE] more info on this - if a player has the same weapon slot selected as the ai, the ai won't take control of it. To select specific targets for the ai to attack, first your mainframe needs the relevant card installed (which you say you have), then - though it can be finicky - look at a target and hold q - a pop out menu around the target should show and "all target" should be an option.
Following Saber's design philosophy, I tried to build a ship around the gun, it actually worked really well, and gave me my first "real" ship. I'll maybe add some missiles/torpedoes and then it should be done! [img]http://i.imgur.com/xruzivw.png[/img]
[QUOTE=subenji99;48480960]more info on this - if a player has the same weapon slot selected as the ai, the ai won't take control of it. To select specific targets for the ai to attack, first your mainframe needs the relevant card installed (which you say you have), then - though it can be finicky - look at a target and hold q - a pop out menu around the target should show and "all target" should be an option.[/QUOTE] That's why! Thanks so much. Also, in campaign, I've set the AI to first time difficulty, yet they still obliterate my babby wooden ship that has some missiles and a big "fuck-you" turret. Even when the AI works properly, they blow me to hell before I can even dent them. Any tips?
[QUOTE=loopoo;48481493]That's why! Thanks so much. Also, in campaign, I've set the AI to first time difficulty, yet they still obliterate my babby wooden ship that has some missiles and a big "fuck-you" turret. Even when the AI works properly, they blow me to hell before I can even dent them. Any tips?[/QUOTE] Post a picture of the ship and we can tell you how to improve it.
So, how do I go about starting off in a new campaign? I don't know anything about how to make the starting fortress better, and it turns out my new boat, named: "Fuckoff" is pretty dang expensive.
[QUOTE=ZnT00;48481243]Following Saber's design philosophy, I tried to build a ship around the gun, it actually worked really well, and gave me my first "real" ship. I'll maybe add some missiles/torpedoes and then it should be done! [img]http://i.imgur.com/xruzivw.png[/img][/QUOTE] You should probably smooth out the gun mount, as it is low-flying incoming rounds will ricochet off your wood deck and bounce straight into the gun. :v: Also, consider lengthening the barrel of the gun; damage is proportional to barrel length, and it'll eliminate the danger of hitting yourself without having to faff about with firing angle restrictions. [editline]17th August 2015[/editline] [QUOTE=ZnT00;48481580]So, how do I go about starting off in a new campaign? I don't know anything about how to make the starting fortress better, and it turns out my new boat, named: "Fuckoff" is pretty dang expensive.[/QUOTE] Delete most of the starting fortress bar the engines, resource/oil extractors, and the repair tentacle docks. You can use the resultant materials to build a much nicer starting boat, but be careful when deleting the fortress radar array as a mis-click can send the whole array crashing into the ground. Here's what mine looked at after stripping it down: [t]http://i.imgur.com/A3zH2Ky.jpg[/t] After removing most of the parts, I added some more resource extractors and oil drills, a crystal tray, downsized the engine, and added more repair tentacles.
Also, you can time accelerate to some degree to get a stockpile of resources. Just keep an eye on what the DWG is doing, because they will strike first if you dawdle. To accomplish that, extend the radar higher. The higher the radar dish is, the more map it'll uncover. It doesn't actually have to spin, But take a look at the spin block + acb - it's a good example of a working setup.
Argh, my wooden ship is perfect except for the annoying fact my propellers insist on trying to make me fly. If I add lead blocks in all sorts of places (I've tried so many setups), it still doesn't work as: 1) I'll either be too front heavy, so the minute I stop thrusting forwards, my bow will sink beneath the water 2) the excess weight will cause my ship to move at a crawl 3) the fine line between ship-sinking-when-still and too-heavy-to-go-fast is very difficult to manage. Any advice? Got a typical piratesque ship, can't take a screenie at the moment. I added propellers at the back, below the waterline, as when they're above, I get annoying choppy motion (4m/s to 12m/s back to 4 over and over). I even tried adding propellers to the sides like a catamaran sorta thing but that only helped a little, but kept pushing my bow out of the water.
Try adding a propeller set to "main(reverse)" pointing up on the bow. Adjust its thrust percentage until the ship behaves itself.
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