Vagamus

Vagamus

Joined Member # 2458423
3 Posts 9 Replies 134 Reputation

thats a good idea. i'll have to look into it. it might be a good idea to limit to 1, make it really costly, and then also have more of a payout. had thought of this but not enough to do it yet. still seeing what the ai does with all this, if anything. its really nice to have a flagship with perks heh. whole reason behind this was my hatred of losing my flagship in combat, or designing a ship for 4 hours only to be able to mount 4 weapons on it <img src="http://images.stardock.

13 Replies 6,847 Views

thats a good idea. i'll have to look into it. it might be a good idea to limit to 1, make it really costly, and then also have more of a payout. had thought of this but not enough to do it yet. still seeing what the ai does with all this, if anything.

13 Replies 6,847 Views

Ok, so here's what i ended up doing. I made flagship hulls, edited versions of all 3 of the huge hulls, a little better than regular huge hulls, about 12 times more expensive. 800 space on all of them. Made two modules out of the most basic support module. (They do all minimally increase logistical range too. A nice secondary perk.) One is a general hull mod that scales with ship size, it costs as much as a tiny hull, which is 25, and on a tiny hull it adds about 21

13 Replies 6,847 Views

Excellent idea kyro. i think i'll impliment that and see how it does Edit: Well i tried this, but it doesnt work like you'd think. I did the 100 size / -50 sizemod values and what i pretty much ended up with was a module that takes up no space, and doesnt add any. I tried negative number in the size catagory and it worked as expected. Seems the only way to limit ai usage would be to make them prohibitively expensive. It's meant to be a one-ship flag vessel anyhow. I s

13 Replies 6,847 Views

If we make them prohibitively overpriced, maybe that'll limit ai use. Either way, how do you make a negative capacity module... sounds like that might be what i want.

13 Replies 6,847 Views

Yeah that is basically what i want. The last time i did that though, the pieces scale to the size. I'd like to keep the large hull fitting sizes, but get a lot more fits on the hull. Can that be done by just editing the hull size now?

13 Replies 6,847 Views

Is there a way to modify a hull, even just a stock hull, to add a miniturization fraction, or is there a way to make a module that enhanced miniturization for that specific design? I'd like to mod in a way to produce really expensive but very spacious ships, the intent being a truely terrifying flagship. Anyone do this or got any idea if its even possible?

13 Replies 6,847 Views

Hi all, Thought i'd submit what i've done lately. Azrael Class - General Purpose Attack Cruiser Maul Class - Designed to be a Flagship, ended up being a long range force recon ship. Mercury Class - Fast Attack / Response ship, mean

764 Replies 1,033,622 Views

Crap. So no easy way to size em up or anything? Can't just create a new type or something that has a set size up value? That stinks.

3 Replies 2,984 Views

This work is indeed fantastic Coplann. If I may make a request, can you make a Warlock and a Black Omega X? I love them so much, i'd appreciate it.

94 Replies 47,820 Views

What i'm looking to do is create a subset for each ship size that is basically the same hull with more space for components. Essentially so I can create a really bad mofo of a flagship. What i did originally was simply copy and paste, lets say in this case, the huge hull in the gc2types file, and then I added more space, hitpoints, and made it cost more. The result isn't what i wanted, it basically created a "bigger" hull in numb

3 Replies 2,826 Views