Hmm, the coat of arms displayed on the city theoretically tells you who it belongs to, but it's true that it doesn't name the place.
Not a glitch, the splintery edges are only there as long as the ship isn't valid, so it's there as another indication that it's half done.
Building -> Training. Good point.
Yeah, continuous beams are one of those things where I have no purpose for them myself but they're an obvious addition. May put them in with the additional monsters currently planned for 9.4.
What would ricochet effects look like / do?
Modding tutorial: Basically, yes. It's just a lot of work. For now, please do feel free to constantly message me with questions. I really don't mind if you email me once an hour with another modding questions.
Custom projectiles should be fixed in the next beta, planned to be out today or tomorrow. Same with the crashes, I hope. :)
So I'm writing this to indicate some of the custom environments I was referring to I'm my earlier post.
DESERT
Basically, a barren wasteland with things like cacti and sand dunes in the background. Landships and fallen airships could easily get submerged in the sand if their not careful enough... Come in two variants, BADLANDS and DUNE SEA.
SUSPENDIUM PLAINS
Now here's the cool one... to get the rough idea, this is flat grassy ground where suspendium dust has accumulated so much, that there are DOZENS of suspendium islands on either side. Only a fast and light ship could maneuver those harrowingly tight spaces.
a new biome type that will have vastly high-formed ground, as, of course mountains. only the highest-flying ships can fly over them, making boarding, bombing, and melee tanks and aircraft difficult to use, but still possible, and make any gun-based craft or aircraft carrier highly valuable.
CANYONS
another new biome that would have most of the terrain raise up to a moderate height, and would have a vast and deep gap of terrain in the middle, making boarding and melee tanks useless, but may have some tactical advantages...
VALLEYS
yet another new biome, similar to the canyon concept, but with a decent slope, making use of a boarding or melee tank possible, but challenging.
TRENCH CITY
a more silly idea, a mostly flat biome with several trenches, making for a more basic map, but more war-like
...yep. Just tested it, my laser cannon still functions. Built to last. It's a little glitchy, as it was when I designed it, but it functions. There was "support" for lasers after min & max distance were in play, in mid v8 I believe. So almost 1 Year this has existed. Celebrated the full functionality of that and the ability of 360 degree targeting.
Try downloading CTF. You don't need Workshop access to do so - or even an account. You don't need to subscribe. It's free and you can take the elements and even resell them.
I see that you're using the barrel graphic and a fixed shooting distance to make the beam weapon work. That's really neat, I would not have thought of that.
Oh of course, setting the minimum and maximum distance in identical fashion will keep the "Hit" at the Lasers edge, although this can lead to "sporadic" beams without tweaking of other elements.
After further testing in the official version, playing with speed and accuracy can help reduce the "random" nature of the beam.
The design of the beam is unique in that it merges with the barrel, as opposed to "just the tip".
The Pre-Alpha version was designed in a "Coloring Book" fashion, where the practical application of the script helps users who need inspiration or a new edge to their mod. The modules "naked" for design.
Users should feel free to take them, as I've abandoned all the sizes and looks in that sample version of the mod. It was intended for advanced public testing purposes only.
Another interesting note is the "Charge" effect, not seen elsewhere, used on another module in the kit. I encourage users to give it a look, as the animation can get tricky with that type of effect.
Air Admiral
Things I feel could improve the overall experience of the game if implemented/fixed.
*Perhaps all cities could have a subtitle indicating what nation controls them? It's sorta hard to tell at the moment. (At least for me)
*There's this weird glitch were if you delete modules, the splintery edges appear with interconnected modules.
*Possibly Change "Building" to "Training" Dragonrider. Remind me how you build living creatures again.
*Make mod support for continuous beams and ricochet effects, maybe?
Anyone can provide their own Suggestions/Bugs.
Commodore
Suggestions:
okay, this isnt for the game necessarily, but can we get a more in-depth modding tutorial? i just cant figure it out even with the current one.
Bugs:
as i have heard, custom projectiles currently dont show, and also the game crashes from time to time...
Aerial Emperor
Commodore
today or tomorrow?, AWESOME! :D
Air Admiral
Ricochet effects would probably mean bullets "Bouncing" from target to target. And TODAY? YES!
Air Admiral
So I'm writing this to indicate some of the custom environments I was referring to I'm my earlier post.
DESERT
Basically, a barren wasteland with things like cacti and sand dunes in the background. Landships and fallen airships could easily get submerged in the sand if their not careful enough... Come in two variants, BADLANDS and DUNE SEA.
SUSPENDIUM PLAINS
Now here's the cool one... to get the rough idea, this is flat grassy ground where suspendium dust has accumulated so much, that there are DOZENS of suspendium islands on either side. Only a fast and light ship could maneuver those harrowingly tight spaces.
Commodore
to add to that effect, how about:
MOUNTAINS
a new biome type that will have vastly high-formed ground, as, of course mountains. only the highest-flying ships can fly over them, making boarding, bombing, and melee tanks and aircraft difficult to use, but still possible, and make any gun-based craft or aircraft carrier highly valuable.
CANYONS
another new biome that would have most of the terrain raise up to a moderate height, and would have a vast and deep gap of terrain in the middle, making boarding and melee tanks useless, but may have some tactical advantages...
VALLEYS
yet another new biome, similar to the canyon concept, but with a decent slope, making use of a boarding or melee tank possible, but challenging.
TRENCH CITY
a more silly idea, a mostly flat biome with several trenches, making for a more basic map, but more war-like
Let me know what you think, guys
Commodore
...yep. Just tested it, my laser cannon still functions. Built to last. It's a little glitchy, as it was when I designed it, but it functions. There was "support" for lasers after min & max distance were in play, in mid v8 I believe. So almost 1 Year this has existed. Celebrated the full functionality of that and the ability of 360 degree targeting.
Try downloading CTF. You don't need Workshop access to do so - or even an account. You don't need to subscribe. It's free and you can take the elements and even resell them.
Pretty "BOSS", if you ask me.
Have a look.
Thanks!
Aerial Emperor
Psyringe, where does one download this CTF mod? I tried looking for it on these forums, on Steam, on ModDB, on Google.
Commodore
Alright;
You can download the CTF_v0.03 Pre-Alpha HERE.
It has a functional laser, and was uploaded July 19th, 2016.
You can find free assets including modding tips and resources HERE.
Other than the music it's all Royalty Free. Enjoy.
I'm going to go flip Conquer The Galaxy now.
Aerial Emperor
Thanks for the links!
I see that you're using the barrel graphic and a fixed shooting distance to make the beam weapon work. That's really neat, I would not have thought of that.
Commodore
Oh of course, setting the minimum and maximum distance in identical fashion will keep the "Hit" at the Lasers edge, although this can lead to "sporadic" beams without tweaking of other elements.
After further testing in the official version, playing with speed and accuracy can help reduce the "random" nature of the beam.
The design of the beam is unique in that it merges with the barrel, as opposed to "just the tip".
The Pre-Alpha version was designed in a "Coloring Book" fashion, where the practical application of the script helps users who need inspiration or a new edge to their mod. The modules "naked" for design.
Users should feel free to take them, as I've abandoned all the sizes and looks in that sample version of the mod. It was intended for advanced public testing purposes only.
Commodore
Another interesting note is the "Charge" effect, not seen elsewhere, used on another module in the kit. I encourage users to give it a look, as the animation can get tricky with that type of effect.