I'm also a bit curious how a weapon sprite would violate the licence?
The A2WepsProj proceeds apace. I am finally beginning to get the ranges I am satisfied with, including the Specials. I would like very much to thank Tain_Ebaran for graciously allowing me to use his Romulan Plasma Torpedo Mod as a part of this project. Hopefully when I am done, the Rommies will have their signature weapon available on all cruisers and above.
Some pics of the Romulans in action.
Last one is my favorite. One of the ways in SFC3 to escape from a Plasma Torp was to jump to warp at the last second. It did not always work, but I wanted it as a viable countermeasure in A2. The torp will continue on an intercept course here, but has no chance of catching the target. Naturally, as long as the enemy ship is running away, it is not firing at us. and will be far enough away where as the Griffin is cloaking that it will not get a shot at unshielded hull. I'd say that is win-win for the guys in green, wouldn't you?
I wanted the Plasma Torp to have a chance of missing the target, as shown in the third pic. When it does, it will continue on it's last trajectory until it expires. Currently, the only real problem I have is A2's annoying habit of ignoring physical objects in between the shooter and the target. It can be strange to see a projectile this large pass through another ship enroute to the target but, some things cannot be changed. (yet!)
All in all, I successful test which will allow the Romulans to have their signature weapon in A2 as soon as the A2WepsProj is completed. Oh, yeah. One last thing. Who says Griffins are wimpy ships? Not when I'm done with them. :lol:
Alrighty then! Who's up for a video? Wanna watch some brave Centurions of the Imperial Fleet defeat a pack of smelly Klingons and their meddling, talkative Starfleet allies? Remember kids, the Tal Shiar are your friends. They only do the things they do to keep the Star Empire strong and healthy! So, the very next time you have an incorrect thought, turn yourself in for re-education and, while your at it, enlist proudly in the Imperial Fleet to help the Tal Shiar keep the riff-raff where it belongs.
-In line and completely subservient.
Let's watch now! Who wants popcorn? I know it's an Earther treat, but it is quite tasty anyway.
Sometimes, but only sometimes, I frighten myself. -thunderfoot
The plasma torp is kinda imba when used on all ships. In my mod, only the D'deridex, Norexan and Scimitar carry them.
firewarrior1705;4640470The plasma torp is kinda imba when used on all ships. In my mod, only the D'deridex, Norexan and Scimitar carry them.
The Plasma Torpedo is supposed to be a wonder weapon. It is also supposed to suck every last erg out of a warp core and be damn difficult to hit anything with because it moves so slowly. This is why I am Beta Testing the mod. All of this was intended to be a a part of A2 Physics Project. I prefer a much slower-paced, much more tactical game than most people. I prefer a smallish fleet of decent ships which I can micro-manage effectively, rather than a fleet which fills half the screen and shoots photons like a Gatling gun.
When this is used in conjunction with A2PhysProj, and the Improved AI it will be balanced, I suppose.
Or it will scare the hell out of you but thats kinda the same thing :D
I was playing around with the new Rommie plasma torps and decided to try adding in the "forceInvalidatetarget" command line to them. The one which prevents a fleet of bcruise2's from swanning in and sucking every last crew member off your StarBase in one go. I was trying to get the plasma torps to fire more along the lines they do in SFC3. After trying this for a bit and not being entirely satisfied with the results, I went back to adjusting reload times. Which are still not quite where I want them. The plasma torps still fire a little too quickly, I think.
On a whim, I added the 'forceInvalidateTarget' command to all of the weapons and got something quite unexpected. Fleets no longer massed fire on one target simultaneously. Instead they fired at it sequentially, if they fired upon one target at all. This being due to the game engine finding a target for the next ship which was better than the original, I think. Sometimes the sequence was very short and the firings took place very closely together. So closely it seemed like they were massing fire like in the stock game. Sometimes it went on for quite a while, to the point where you would want to hurry it along.
It seems ships will still mass fire on a single target if you tell them to. But when left to their own, they will fire in a random order at random targets within an enemy fleet. This is all very preliminary and not completely certain. It does seem interesting as a possible way to prevent the game from expending your line of battle's full broadside on that plucky little scout ship which has ventured too close.
What I am wondering about is this - If this works out the way I think it will, and there is no reason currently to believe it will not, would it be a worthwhile addition to the A2 Weapons Project?
To be honest only playtesting will tell the tail. It sound cool and I for one can't wait o have a look.
forceInvalidateTarget works. Not quite the way I thought it would, but it does work. I haven't completely finished play testing, but so far the battles are most interesting. I may be able to recreate an A2 version of the combat sequence from DS9's episode 'Sacrifice of Angels'. I think I'll do a video tomorrow to let everyone see what changes are currently in effect. I am getting closer to my goal of making A2 a little more tactical in nature and not so much a game of "move Mega fleets 1,2, and 3 adjacent to the enemy's mega fleets and blast away". I like a good slugfest as much as the next fellow and seeing the screen littered with shattered, burning hulks can be fun. But I've always wanted the kind of precise fire control over my fleets this may offer.