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Re: A question about Q-Ships
The increased speed was a reflection of improved engines, to better serve as a raider.
The cloaking suggestion you made was a good one, though I'm curious as to how to go about it. Any suggestions? |
Re: A question about Q-Ships
All you have to do is add the cloaking abilities to the hull entry in VehicleSizes.txt. You could even cut and paste them from one of the mines.
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Re: A question about Q-Ships
Is this more along the lines of what you were suggesting?
Name := Small Q-Ship Short Name := Small Q-Ship Description := A transport ship outfitted as a commerce raider or armed transport. A transport ship outfitted as a commerce raider or armed transport. Code := SQ Primary Bitmap Name := TransportSmall Alternate Bitmap Name := TransportSmall Vehicle Type := Ship Tonnage := 300 Cost Minerals := 250 Cost Organics := 100 Cost Radioactives := 0 Engines Per Move := 1 Number of Tech Req := 1 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 1 Number of Abilities := 5 Ability 1 Type := Cloak Level Ability 1 Descr := Prevents level 3 Active EM scans. Ability 1 Val 1 := EM Active Ability 1 Val 2 := 3 Ability 2 Type := Cloak Level Ability 2 Descr := Prevents level 3 Passive EM scans. Ability 2 Val 1 := EM Passive Ability 2 Val 2 := 3 Ability 3 Type := Cloak Level Ability 3 Descr := Prevents level 3 Psychic scans. Ability 3 Val 1 := Psychic Ability 3 Val 2 := 3 Ability 4 Type := Cloak Level Ability 4 Descr := Prevents level 3 Gravitic scans. Ability 4 Val 1 := Gravitic Ability 4 Val 2 := 3 Ability 5 Type := Cloak Level Ability 5 Descr := Prevents level 3 Temporal scans. Ability 5 Val 1 := Temporal Ability 5 Val 2 := 3 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 1 Requirement Min Crew Quarters := 1 Requirement Uses Engines := True Requirement Max Engines := 6 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 20 Name := Medium Q-Ship Short Name := Medium Q-Ship Description := A transport ship outfitted as a commerce raider or armed transport. Code := MQ Primary Bitmap Name := TransportMedium Alternate Bitmap Name := TransportMedium Vehicle Type := Ship Tonnage := 600 Cost Minerals := 400 Cost Organics := 200 Cost Radioactives := 0 Engines Per Move := 1 Number of Tech Req := 1 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 4 Number of Abilities := 5 Ability 1 Type := Cloak Level Ability 1 Descr := Prevents level 3 Active EM scans. Ability 1 Val 1 := EM Active Ability 1 Val 2 := 3 Ability 2 Type := Cloak Level Ability 2 Descr := Prevents level 3 Passive EM scans. Ability 2 Val 1 := EM Passive Ability 2 Val 2 := 3 Ability 3 Type := Cloak Level Ability 3 Descr := Prevents level 3 Psychic scans. Ability 3 Val 1 := Psychic Ability 3 Val 2 := 3 Ability 4 Type := Cloak Level Ability 4 Descr := Prevents level 3 Gravitic scans. Ability 4 Val 1 := Gravitic Ability 4 Val 2 := 3 Ability 5 Type := Cloak Level Ability 5 Descr := Prevents level 3 Temporal scans. Ability 5 Val 1 := Temporal Ability 5 Val 2 := 3 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 2 Requirement Min Crew Quarters := 2 Requirement Uses Engines := True Requirement Max Engines := 6 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 30 Name := Large Q-Ship Short Name := Large Q-Ship Description := A transport ship outfitted as a commerce raider or armed transport. Code := LQ Primary Bitmap Name := TransportLarge Alternate Bitmap Name := TransportLarge Vehicle Type := Ship Tonnage := 900 Cost Minerals := 550 Cost Organics := 300 Cost Radioactives := 0 Engines Per Move := 1 Number of Tech Req := 1 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 6 Number of Abilities := 5 Ability 1 Type := Cloak Level Ability 1 Descr := Prevents level 3 Active EM scans. Ability 1 Val 1 := EM Active Ability 1 Val 2 := 3 Ability 2 Type := Cloak Level Ability 2 Descr := Prevents level 3 Passive EM scans. Ability 2 Val 1 := EM Passive Ability 2 Val 2 := 3 Ability 3 Type := Cloak Level Ability 3 Descr := Prevents level 3 Psychic scans. Ability 3 Val 1 := Psychic Ability 3 Val 2 := 3 Ability 4 Type := Cloak Level Ability 4 Descr := Prevents level 3 Gravitic scans. Ability 4 Val 1 := Gravitic Ability 4 Val 2 := 3 Ability 5 Type := Cloak Level Ability 5 Descr := Prevents level 3 Temporal scans. Ability 5 Val 1 := Temporal Ability 5 Val 2 := 3 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 3 Requirement Min Crew Quarters := 3 Requirement Uses Engines := True Requirement Max Engines := 5 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 40 |
Re: A question about Q-Ships
I think he suggested cloacking level 1 instead of 3, so, with the use of components, you eventually can reach cloack level 4...
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Re: A question about Q-Ships
Perfect. How do they play in the game?
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Re: A question about Q-Ships
And almost as important--how do they look? They should look like mass-produced freighters. They should be functional-looking, but also cool-looking. http://forum.shrapnelgames.com/images/smilies/smile.gif
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Re: A question about Q-Ships
They look the same as a normal transport, of course. That's the whole point.
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Re: A question about Q-Ships
They function quite well, though they do look like any other transport.
The purpose of the Level 3 cloaking ability is to completely confound an enemy about it's true nature. |
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