Delta Centauri

Development areas for Allegiance core (IGC) design.
raumvogel
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Post by raumvogel »

That code doesn't show the sporked turrents.
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TurkeyXIII
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Post by TurkeyXIII »

My shameless plug necroed the thread, huzzah!

What do you mean sporked turrets?
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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TurkeyXIII
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Post by TurkeyXIII »

Double-post because I think I'm the only person who reads this forum :doh:

Beta version 0.3 is done and starting to show signs of polish. Downloadable here.

Changelog:
CODEchangelog dc 0.2 to 0.3

bug fix: flag platform is now the last station on the list (thanks Zapper).
bug fix: The following ships can now use lt boost as well as std boost: Belts
scout, Belts adv scout, lxy fig, belts sf, belts asf, belts sb.
removed: SRM seismic
change: MRM seismic moved to Garrison. Stats chaged to (from):
range 1495m (1875m)
scale 4 (6)
cargo payload 15 (20)
Usage mask as AB missiles (as Killer Swarm)
Damage 750 (500)
Damage modifier vs Asteroids 20 (15)
Damage modifier vs everything else nerfed hard (1)
new: Strange tech. See below for details.
change: Treasures list:
Researchable tech removed
Ammo and Fuel added
Strange tech added
new: Aleph Res 2, same upgrade as per CC.
new: Assault Res 0.75. Pre: Adv sup and aleph res 1.
Same stats as Aleph Res 1 except:
damage radius: 750 (1000)
effect: Resonator one side (Resonator both sides)
missile range: 1020 (1700)
new: Fake Res. Pre: Adv tac and aleph res 1.
Same stats as Aleph Res 1 except:
damage: 0 (5000)
damage radius: 0 (1000)
bug fix: Faction AB missiles are available with a captured tactical, as well as
captured garrison and supremacy.
new: Enh scout. Researchable at garrison, $7500. Same stats as scout except:
hull 225 (200)
sig 65% (75%)
energy 1500 (1200)
sensors 2600m (2400m)
change: Adv scouts
prerequisite includes enh scout
relays lead
energy regen 75 (60)
hull 250 (225)
pack size 4 (2)
research cost $10000 ($7500)
change: Figbee stats: new (old)
speed: 90 (70)
thrust: 900 (1000)
mass: 45 (40)
scale: increase 30%
bios f/b fuel: 5 (6)
turn rate: pi/5 (pi/3)
turn torque: 84.823 (226.2)
Turret: AC (none)
lead: removed

sy: Corvette: Anti-ship turrets, 80m/s, giga has lxy instead
Destroyer: Hunter-Killer or Killer-Swarm missiles, 80m/s
Dreadnought: Anti-base turrets, 48m/s
dry: Cruiser: Upgraded Corv, 90m/s, giga has none
Missile Frigate: Tactical Nukes, 54m/s, giga has none, prereq dest
Super-Dreadnought: Upgraded Dreadnought, 54m/s, giga has none
Assault ship: Cloak, Largerip, 100m/s, giga has in sy
*See below for more details on Delta Centauri shipyards.

bug fix: Belters keep skycap and other shipyard tech if the shipyard is lost.
These are tied to the belters garrison/starbase as per other belters
tech parts.
typo fix: bios enh fig rip cost 900 (700).
typo fix: some missiles had 1 hitpoint, increased to 20 or 40.
change: IC station upgrade devels take 3 minutes instead of 2. This now matches
CC/DN.
bug fix: rixian energy weapon range bonus reverted to particle lifetime, as per
energy weapon range GA.
change: hvy cloak 1/2 mass changed to 8/6 from 10/10.
change: lxy stealth energy regen increased to 100 from 90.
change: sig cloak 2/3 energy usage reduced to 110/100 from 120/120.
change: IC miner build time increased to 120s, bios miner build time reduced to
60s. This matches CC.
New: Assault Res 2.5: supyard supertech
mountable on superdreadnoughts, frigs
damage radius: 2500
damage: 10000
effect: Resonator one side
prerequires:
dry, advsup, starbase, asslt res 0.75, aleph res 2, super dreadnought
cost: 4 mins, $15000
New: XRM EMP/Nerve Gas: expyard supertech
mountable on frigates
Damage: 60000, same DM as SRM EMP
effect: capture
range: 4950
prerequires:
dry, advexp, starbase, HTT, nerve gas, missile frigate
cost: 4 mins, $15000
New: Hvy Cloak 3: tacyard supertech
mountable on assault ships only
sig reduction: 0.9
Energy Drain: 100, inf for assault ships
prerequires:
dry, advtac, starbase, Sig cloak 3, Hvy Cloak 2, assault ship
cost: 4 mins, $15000
change: Carrier drone build times increased to 120s (90s) except bios to 60s.
Belter carrier drone cost reduced to $4000 ($5000).
New: Adv Carrier. Prerequires shipyard. Same stats as carrier except:
Speed: 75 (50)
Sig: 150% (200%)
Scan: 3600 (2400)
Energy: 3000 (2000)
Regen: 120 (80)
Hitpoints: 4500 (3000)
Rip time: 40s (60s)
Change: Assault ship prerequires Adv Carrier.
Change: Shipyard and drydock are now the same size
Change: Seeker 1/2/3 lock radius 0.39269/0.39269/0.52359 (0.17453/0.17453/0.26179)
bug fix: Gigacorp no longer gets free boost1/dis1/sky1 etc when capturing another
faction techbase. This resolves an issue where two levels of tech were
researchable at the same time.

Treasure list details:
CODEInstead of leaving free enh tech parts floating around the sectors, the Delta Centauri
treasures list contains unusual items that are unavailable anywhere else. They are
recognisable by their ? icon when floating. These parts are generally more powerful
than their buyable counterparts, but somewhat less predictable. Below is a rough
indication of what sorts of parts are in the treasures list.


2 types:
Deployables = {prox, probes, SRMissiles, MRMissiles, LRMissiles, Resonator}
Mountables = {gatt, mini, dis, util, sniper, emp can, booster*, nan, sml shield}

Deployables have 4 variants, the best of which are better than lvl3 tech strength.

Mountables have 3 variants, the best of which are between lvl2 and lvl3 tech strength.

prox:
-caltrop stats but with more damage
-prox1 lifetime/radius but dmg > mp2
-A weaker but barely visible minefield that reduces ship sig when mounted
-800m radius and 5 min lifetime, very low dmg, raises ship sig when mounted

probes:
-0.5/500, teleport probe with 1 min activation, 5 min lifetime, no warn drop
-0.2/1000, packs high-damage weapon. Think AC3 tower
-0.15/1000, rescues pods, EWS3 cargo size, RP icon
-2.0/1000, ~outpost sized, 10 000 hitpoints

SRMissiles:
-2x the dmg of df3, but 1/2 the accel
-dumbfire 2 QL
-Lower Accel, double lifespan, double CM resistance, much better turn radius
-fit 5x as many missiles, but each missile deals 1/3 df3 dmg

MRMissiles:
-long-range, low-sig
-as per seeker2 but cargo size 2 (instead of 5)
-extra range and CM resistance
-Giant scale, takes twice the cargo of seeker, deals amost twice seek3 dmg

LRMissiles:
-Hunter2 with much higher CM resistance and faster lock time
-2x damage as hunter3 but 2x cargo size also
-Killer DM and damage, hunter3 tracking
-Higher turn radius but negative launch speed

Resonator:
-Whole sector both sides, but 150 damage (tickles)
-res2-esque but using anti-base DM
-res3-esque but using EMP can DM
-Seismic DM with 3-4k radius

Mini:
-1/6 RoF, sprite change, mini3 sound, mini2 < dps < mini3
-2x RoF, mini2 sound and particle, large dispersion (0.03)
-mini4 except 75m range

Gatt:
-Gat2 with 900m range
-PE Gat 2.5
-dmg < gat1 but Dis DM

dis:
-AoE, relative particle speed, half particle speed
-Sniper1 particle, sniper2 energy use
-minigun1 DM and dps

util:
-same RoF and similar dispersion as 2nd mini idea(above). Utl2 energy/shot.
-AoE
-1/10 energy usage

sniper:
-lower RoF, ~2.5km range
-sniper2 but half range and negative sig
-sniper1 but 3x dps, 500% sig and 6x energy consumption

emp can:
-same as regular emp1 but galv DM and dps
-Lower RoF but longer range (2-2.5k) and larger AoE. Skycap sounds
-tf's anti-sheild cannon except uses ammo and deals 1/7 the damage

booster:
-sig -65%, very high thrust, very poor efficiency
-thrust = lt boost 2, very little fuel consumption, lt boost mask
-thrust = boost3 but takes 10 sec to reach full thrust. lt boost 1 efficiency
-boost3 except 50% sig
*Booster has 4 variants, but there's no strange lt boost

nan:
-long (1-1.5k) range, no spread. Sniper-nan2
-uses ammo instead of energy, slightly more dps than nan2
-repairs 5x as much but uses 10x the energy and 1.0 sig

sml shield:
-~med shield 3 hitpoints, tiny recharge, 8 mass, 0.75 sig
-total hp 1/2 of ss1, but recharges to full in 5 sec, 0.25 sig
-barely any hitpoints, -20% sig

Shipyard details:
CODEDelta Centauri Shipyard

There are a total of 7 types of capital ship. Each ship type needs to be researched
independently. There is one station upgrade development to upgrade the station to
drydock. All shipyard research, including the station itself, costs 50% more than
its equivalent in other tech paths.


Shipyard (enh-level) ships:

Corvette: 3 skycap turrets, front-mounted AC, seeker missiles and prox. Designed
to be the workhorse of a shipyard team, corvettes are the quickest and
cheapest way to get your pilots into a capital ship. Cost: $2000 each.

Destroyer: Front-mounted AC and the ability to carry XRM hunter-killer, LRM Killer
Swarm and resonator missiles. For long range support and defence, destroyers
allow a single pilot to carry formiddable firepower, but at greater
expense. Cost: $3000 each.

Dreadnought: 3 PW Sledge heavy weapon turrets. Designed for anti-base offensive
operations, dreadnought turrets can kill stations and capital ships easily,
but the ship is vulnerable to craft small enough to evade the guns.
Cost: $4000 each.


Drydock (adv-level) ships:

Cruiser: This upgrade to the corvette mounts 4 skycaps instead of 3, and is faster
with a tougher hull. Cost: $2000 each.

Missile Frigate: XRM cruise missiles and SRM tactical nukes. Advancing the
destroyer's concept of a one-man capital ship, missile frigates carry a
devastating quantity of anti-base firepower. Cost: $6000 each.

Super Dreadnought: This upgrade to the dreadnought mounts 3 sledges instead of 2,
and is faster with a tougher hull. Cost: $4000 each.

Assault Ship: Front-mounted AC, 2 skycap turrets and a collossal scan range,
assault ships primarily function as mobile teleport receivers. They are
less armoured than other capital ships of their level, so do not fare as
well in direct confrontations. Cost: $5000 each.


New Parts:

PW Sledge: Low rate of fire, high damage, high particle spread. Best used against
captial ships and stations. Mounted on dreadnoughts and super dreadnoughts.

EW Point Defence: High rate of fire, high particle speed, and enough AoE to destroy
incoming missiles. It does very little damage to anything else, however.
Mounted on Corvettes and Cruisers.

PW Piker: Short-range, heavy damage class weapon only for rixian destroyers. It
allows rixian destoyers to get up close and personal with enemy capital
ships.


Changed Parts:

PW Lancer: AoE radius reduced, DM vs capship hulls reduced.

LRM Killer Swarm: Turn radius increased slightly, DM vs capship hulls reduced
slightly, DM vs lg shields increased slightly.

XRM Hunter Killer: CM resistance increased.

SRM Tactical Nuke: Upgrade available with drydock instead of shipyard.

XRM Cruise: Only one level of missile, researchable in drydock.


Faction-specific notes:

Bios: As per other bios techbases, the drydock starts advanced and costs 1.5x as
much to purchase. All capships can mount heavy cloak.

Gigacorp: Cannot upgrade the shipyard. They get lxy corvettes instead of normal
ones, which have more hull and an extra skycap mount. Their assault ships
are available without a drydock. All other drydock tech is unavailable.

IC: The shipyard constructor is available without a prerequisite techbase. Corvette
research comes free with the base, and cruiser research comes free with the
upgrade. Individual ships cost 20% less.


Anti-capship weaponry:

Expansion: PW EMP cannon drops shield very quickly, but does no damage to hull. PW
minigun deals moderate damage to hull, but barely any to shields. A
combination of weapons is required.

Supremacy: EW Disruptor does increased damage to shields but much less to hull. PW
gattling gun does less damage to shields but more to hull. A combination of
weapons is preferred.

Tactical: LRM Killers are effective against all capship armour types.

Other: SRM EMP is enough to neutralise capital ship shields in one hit. SRM
anti-base damage vs capship hulls has been increased. Skycap and AC turrets
do slightly less damage to capship hull.

TLDR: Tweaks, bux fixes and a shipyard revamp.

Also, a question about artwork: I've used a few weapon models and particle sprites from other factions (tf, GT) for some of the new equipment in this core. Is there some sort of copyright rule that I'm violating here, or is that kind of artwork available to use?
Last edited by TurkeyXIII on Thu Apr 01, 2010 6:15 am, edited 1 time in total.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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notjarvis
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Post by notjarvis »

TurkeyXIII wrote:QUOTE (TurkeyXIII @ Apr 1 2010, 04:57 AM) Also, a question about artwork: I've used a few weapon models and particle sprites from other factions (tf, GT) for some of the new equipment in this core. Is there some sort of copyright rule that I'm violating here, or is that kind of artwork available to use?
I'm pretty sure your fine to do that.....

http://www.freeallegiance.org/documents/FAOTOS.htm

Try point 7. When stuff is uploaded to FAO is freely usable I think.....
TurkeyXIII
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Location: Melbourne, Aus

Post by TurkeyXIII »

Your link seems to suggest that, but I have heard ancient legends of a mighty warrior named Noir who went to war with the trojans because somebody wanted to use his icons. Or something like that.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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notjarvis
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Joined: Tue Jun 03, 2008 11:08 am
Location: Birmingham, UK

Post by notjarvis »

TurkeyXIII wrote:QUOTE (TurkeyXIII @ Apr 1 2010, 10:48 AM) Your link seems to suggest that, but I have heard ancient legends of a mighty warrior named Noir who went to war with the trojans because somebody wanted to use his icons. Or something like that.

That was just Phoenix, which used custom models noir had paid for (i'm not entirely sure the legal position concerning phoenix has been totally clarified). As long as you stay away from Phoenix you should be fine.
Raveen
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Post by Raveen »

No, it was all the artwork that was unique to DN (icons included). Noir claimed that it was all his IP (regardless of the license) and threatened to try and hold this up in court at least once.

However Noir is inactive and has been for a long time and CC is based off DN with no controversy so far.
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