Cpt.BenSisko;5161225is the color calculator included with the beta? and am I one of the beta testers??
It is. You're the 3rd beta tester. I hope you don't mind? ;) tSk, k_merse, I'll soon send you a mail. The ZIP thingy didn't work, the mail service doesn't accept .exe attachments. I'll try using another compression format, probably 7zip. I hope the mail service doesn't block that.
I have one word for the Color Calcultor...AWESOME!!!!!! I edited the light color for several torpedos and its perfect!!! Great job Terra!!! I'm gonna try some of the other calculators as well!!!
Update... I've chosen the 20.12. as release date. Dear beta testers, if you wish to do a beta report, send it in a few days before this date (to give me enough time to change things if necessary). If you aren't a beta tester, prepare for the Modder's Toolbox... soon available only at A2files. :nodding: Stay tuned - there's some more pre-release information coming in the next days.
The rate of fire is just that. It is not connected to the damage done. A weapon with rate of fire 8.0f will fire every 8 seconds. The f at the end lets it be modified by something like the upgrade building to fire faster or something like having a skeleton crew to make it fire slower. If you have a phaser at 100 damage and rate of 0.5f then you deal 200 damage per second (assuming your ship's gunner doesn't miss). The bio-pulse functions much unlike a phaser in this regard.
Update... more or less.
Here are some additional pics from my last testing phase. Probably the last pre-release stuff. There's not much to show, but if you are interested in those tools... take a look at these pics.
In-Action shot of the Color Calc, doing a color conversion. The standard RGB value here is 55.255.55, a nice green (which would translate to #37FF37 in standard notation, if my memory serves me right). The Color Calc tells us that the A2 notation would be 0.176 1 0.176 ... you can shorten it to three decimal places if you like. Now, put these values into the lightColor command in your Romulan pulse phaser ODF (for example) and it will emit some nice light using the color we chose in the beginning.
And here's the Hitpoint Calc. I've entered a value of 550 for the Hull HPs (a.k.a. maxHealth) and various percentages: 120% for the Shield HPs. 15% for life support, 5% for weapons, 10% for the other systems. Okay... then the Shields have 660 HPs. The life support has 82.5, the weapons have 27.5, the other systems have 55. After doing that calculation I decided to calculate the Shield reload rate. Put the 660 into the Maximum Value field. I want a total reload time of 120 secs, so if the shields are at 0% it should take approximately 120 secs to reload them to 100%. I press the upper button and get a reload rate of 5.5. If you like to exactly balance your mod, this can spare you a lot of work.
Okay. Today's the 15.12. so the Modder's Toolbox will be released on Sunday. If you are interested in these tools, stay tuned... it's only a few days from now. If you aren't... well, it's the 4th Advent Sunday, certainly something to look forward to, right? ;)
See you then.
Last update. The Modder's Toolbox has been released. Nothing else to say yet, I'm gonna wait what people think about my stuff. Have fun.
Last update. The Modder's Toolbox has been released. Nothing else to say yet, I'm gonna wait and see what people think about my stuff. Have fun.
Awesome Terra, I'm going to have to use this for my mod, balance is sooo important and it's something I haven't even thought about yet, my first goal was just to get everything ingame, this should be very helpful, and in some cases even help justify the existence of a ship ingame!
Fireball_VI;5181222Awesome Terra, I'm going to have to use this for my mod, balance is sooo important and it's something I haven't even thought about yet, my first goal was just to get everything ingame, this should be very helpful, and in some cases even help justify the existence of a ship ingame!
I'm glad you like it. :)