Been working on the SV, repositioned the up and down thrusters for a slightly better handling remodelled a few places here and there and gave it a paintjob... though I still can't decide between these two. Any ideas or opinions? (ignore the yellow bits, those are ports for additional stuff when it gets upped to T2 durign gameplay)
If ya're gonna be a Space Person, ya're gonna have to get used to 3Dness sometime. Totally agreed... it's as if the Armor has no actual "Armor Stat"... Good thing that makes sense... /sarcasm @Hummel-o-War *Screws up my Dragon Face into my best attempt at Puppy Dog Eyes I can manage...* Pwease...? :3 I'd understand if it'd take at least a couple Alpha Versions for the Devs to have time... but at the least, is it at all feasible...? *Pours on more Begging Eyes...* Instant NU*. "Safety" & "Minigun" is an Oxymoron in my Shamelessly Biased Opinion! *NU = Never Used... Pokémon Battle Terminology.
That is a nice burnt red, but it does not really work with the even grey - try much lighter or much darker and then give it two tones. Dark grey + darker grey and/or light grey and white. There is a lot you can do with that color.
Well took the new updated Treefrog for a spin that @Robot Shark had updated. Mining was a lot easier this time around. The three drills cut like a butter knife Headed to the moon. Looking for the Maintenance Console Looking back at the CV wondering if it could handle what was coming. It held it's own in the battle and won. It did take some damage though. Spoiler: More damage Bombs that didn't explode Had to fix the poor thing before I could keep going. Only lost 2 blocks, one ventilator, one 2 x 2 sliding door. Hey at least it was easy fix's. That was all I did last night as it had gotten late.
Took the advice I was given and played around with the colors on my SV untill I was finally satisfied. Then I realised the SV Warp Drive might be actually small enough to fit in so I moved the internal stuff around a bit untill I got the space to fit the Warp Drive in... and I didn't put it there. But it's ready for the upgrades. Now only remains the signal logic for the thrusters and few other things and I have a new SV that can progress with me
Great idea, now that the roof is no longer flat the rocket turret should be able to shoot over them. Done, and blueprint updated. Any other feedback?
What was the change from the blast doors to the roller doors for? So I get to have another left over CV in my game with each update lol. At this rate I will be able to teleport all over the place. Frogs to the left of me frogs to the right of me. Stuck in the middle... Oh right different song. I'm so going to be KneeeDeep in frogs
That was the other thing I forgot to tell you. After just downloading your new update. Your switch for the boarding ramp is still broken.
Bit of a WIP base I was doing. Built the central area while in survival and then blueprinted it. It did have a underground area but I got rid of it since that would def not work in a normal game if spawned. The ring with the turrets I had to do in creative cause the land area in my survival game would require me to dig out the area to do this, I didn't want to waste the time to do that so in creative I went. Boy familiarizing myself with the copy/paste/cut and all the other stuff in the N menu gave me quite the headache. I cannot remember the last time I used it. For when I finally finish this thing I plan on it just being a frame/shell with no turrets.
Yeah, it takes a bit getting used to, but it can be really powerfull. Just yesterday it saved me from remodelling 2/3 of my SV design, just cause I build the sides one block too large.
Today I did more config work (no surprises, I need RG done by the time A12 hits public). I finished up the items for now. I made a SoundGun to test sound effects, using the alternate fire mode mechanic to load it with a half dozen sound effects at a time. I added a set of new Alternate Firing Options for several turrets while manned and fixed SV weapons. Unfortunately due to bugginess, SV's had their disabled since it traps players in an infinite reloading loop if they have more than one gun and try to reload in Mode #2. Turrets work fine with it though. Cannon Turrets can alternate between AP and Incendiary rounds; pulse laser turrets can switch to anti-personel "flak" mode that scatters hundreds of little laser beams instead of one big one. CV/BA Artillery Turrets got a new type of ammunition for their secondary firing mode: EMP Warheads. Massive damage to shields but slow-moving, deals no damage to blocks or entities. Firing one of these things sends out a big energy shockwave. Deals about 40% T2 BA shield charge, but CV's can't use it in atmosphere and in Ship vs Ship combat it's pretty easy to dodge. So it's a risky gamble to use. (Oh, and the AI's emp turret uses a similar, weaker, more spammable weapon) Finally, I moved onto reworking the AI. I switched out ripper dog's sound effects for something that's NOT a spider. I boosted the stats that needed boosting. Zirax on patrol can now SEE you, when you try to snipe them from 200m away. It pisses them off and they'll run at you until you're within weapon's range, they find cover and unload on you. Zirax snipers don't spawn in the field normally, but if they did they'd be able to shoot back at you as soon as you shoot them or their friends. Aside from boosting their detection range and reducing their panic loss so they don't forget about you as soon as you walk around a corner, I also increased their movement speed (situationally) to match the player. When they come at you, they'll be moving at the same sprinting speed as you. Hitpoints have been reduced to compensate and I introduced a lower accuracy rate on their weapons so they're not quite so aimbotty. Raptors and Ripper Dogs also got a speed boost and spiders run away faster so you get less chance to shoot them in the ass when you scare them off for a bit. Finally, I got onto drones. Which for some reason must have their speed settings somewhere else, or hardcoded. So now I have to track down where the devs hid them since my first attempts didn't seem to work. That's a minigunner shooting me at 130 meters. There's a sniper on the edge of the pit behind the tower that's also shooting at me, which is about 170 meters. Of course, they didn't see me until I got in front of them, since they don't have 360 degree vision, only 110 from their face. I also gave a flamethrower to an older version zirax who's not in use and added him to the spawner list. He's still found in spawners on old POIs, so that should be fun if you run into one and won't break any POIs or other aspects of the game if something gets overwritten in an update.
Today I built an interactive cockpit for the CV: [media] Too bad that parking assistance is not yet available.
Pretty Much done at this point, cept for texturing and painting inside. Wasn't sure what colors to go with it besides my usual Green Blue Black or Green Blue and Red in darker tones or not. Yellow blocks are obvious locations for putting turrets. Edit: Kinda wish there were more texture choices besides what we currently got and things merged well together to give and get a seamless look.
Yeah. They're blank except they reference the Zirax Minigunner's stats. So I just switched out their gun for the Flamethrower. They're also still in use in a few older POIs.
Sorry I have changed it so many times, but your feedback is greatly appreciated. There were two reasons I removed the blast doors. First, they are not airtight, so you have to use forcefield blocks with them if you want to maintain an airtight seal. Second, they clip through the thin blocks I used to cover them. Well shucks, I have fixed that and put the blast doors back in with the latest update.