Aurora 4x
C# Aurora => C# Suggestions => Topic started by: Oitaul on November 02, 2020, 03:23:50 PM
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I was wondering what the chances are of adding new weapon types? Specifically something like a ship mounted cannon. I was thinking of something similar to the halo 11a2r1 naval coilgun battery. I don't know if this is possible in the game with out it is made, but I have been imaging a game with missiles and those large guns and I think it will be a great addition to the game.
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Turreted railguns...go for it.
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The game never defines what any of its weapon systems look like, that's up to the player's imagination. All it really does is give a bunch of different profiles, and then you can match the one you think is most appropriate for your idea with one in the game. And, if you really want to, you can edit the database to change the name...
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Turreted railguns...go for it.
Railguns (and particle beams and plasma carronades) can't be turreted.I was wondering what the chances are of adding new weapon types? Specifically something like a ship mounted cannon. I was thinking of something similar to the halo 11a2r1 naval coilgun battery. I don't know if this is possible in the game with out it is made, but I have been imaging a game with missiles and those large guns and I think it will be a great addition to the game.
From the wiki, it looks like the weapon you are describing is a fairly small, fast firing weapon, right? That makes it sound like a turreted gauss cannon, to be honest.
If you are looking for something like the Halo MACs, I often headcannon that particle beams are actually mass driver weapons, and railguns are particle weapons (since charged particles repel each other, it makes sense for them to disperse fast, while kinetic weapons really shouldn't have any range fall off at all). You can use the rename component option to call all the particle beams MACs.
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I used database editing in order to make turreted railguns a reality. I also made a variant called the heavy railgun with less shots and more per-shot damage as well as integrating advanced railguns into the standard tech tree.
So far I have not encountered problems in my game doing this despite multiple combat engagements involving these new weapons. When creating turrets that shouldn't exist it helps to create a "dummy" laser turret for each weapon you want and read around the database to give it the properties you want. You could have something ridiculous like a quad particle lance turret. You could also make a burst laser variant that has multiple shots but weaker per shot. As long as they have one of the existing archetypes you can do whatever you want with the DB. Just make sure you understand what each field does so you don't destroy the save and make a backup.
Note that DB editing like this requires a lot of discipline on your part to not completely muck up game balance in your favor. Also don't report bugs relating to combat if you are literally using modded weapons. Edit: actual just dont report bugs related to ships that use modded parts in any way.
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Railguns are already in the game, as are gauss (coilguns). That said, I think a cannon weapon could have a distinct role - it could not require any power to fire similar to gauss weapons, for instance, which would give it a role as a secondary on ships without power plants or as a backup weapon intended to keep firing if power plants were destroyed.
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Railguns are already in the game, as are gauss (coilguns).
I think Droll was referring only to turrets as railgun couldnt be installed on that in the vanilla game.
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Turreted railguns...go for it.
Railguns (and particle beams and plasma carronades) can't be turreted.
Huh, I thought that was only in VB6? I guess you can tell how often I use those weapons.
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Turreted railguns...go for it.
Railguns (and particle beams and plasma carronades) can't be turreted.
Huh, I thought that was only in VB6? I guess you can tell how often I use those weapons.
Yeah as I said you need to mess around with the DB in order to get railgun turrets, carronade turrets etc.
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But you don't need to do that because turrets are really only useful for PD use. In Sci-Fi, we often see ships with weapon turrets that fire at other ships but in Aurora terms, those would be hull-mounted weapons. And as Elvin said, all the names can be changed to fit with your story. There is no need to have two dozen weapons that are just blue beam, red beam, yellow beam, white beam. Remember that as you research the higher rates of fire, gauss cannons start shooting as often as rail guns do.
Do you want a fast-firing weapon in a 360 turret? That's a Quad Gauss Cannon Turret which you can then rename as "halo 11a2r1 naval coilgun battery". Do you want a slow-firing big cannon that goes BOOM? That's (an Advanced) Spinal Laser and/or Particle Lance which you can then rename as "galaxy wave cannon" or whatever.
The only obstacle here is your imagination, so let it fly wild!
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But you don't need to do that because turrets are really only useful for PD use. In Sci-Fi, we often see ships with weapon turrets that fire at other ships but in Aurora terms, those would be hull-mounted weapons. And as Elvin said, all the names can be changed to fit with your story. There is no need to have two dozen weapons that are just blue beam, red beam, yellow beam, white beam. Remember that as you research the higher rates of fire, gauss cannons start shooting as often as rail guns do.
The only obstacle here is your imagination, so let it fly wild!
But I want railgun turrets
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But you don't need to do that because turrets are really only useful for PD use.
Do you mean that your designs have turrets for PD and just loose lasers for attack?
Just out of curiosity
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But you don't need to do that because turrets are really only useful for PD use.
Do you mean that your designs have turrets for PD and just loose lasers for attack?
Just out of curiosity
Your energy armed ships should probably be about as fast as the enemy ships they are shooting at, so putting anti-ship weapons in turrets is unnecessary. At least, that's why I don't put anti-ship weapons in turrets.
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But you don't need to do that because turrets are really only useful for PD use.
Do you mean that your designs have turrets for PD and just loose lasers for attack?
Just out of curiosity
Your energy armed ships should probably be about as fast as the enemy ships they are shooting at, so putting anti-ship weapons in turrets is unnecessary. At least, that's why I don't put anti-ship weapons in turrets.
That I know, however in early designs turrets are the only way to match enemy ships' speed. Probably in later designs and with higher calibers, turrets can be avoided mostly for displacements costs than actual gameplay mechanic as to protect your cannons you will have to armor the turrets making excessively and unnecessarily expensive.
At least this is my experience.
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But you don't need to do that because turrets are really only useful for PD use.
Do you mean that your designs have turrets for PD and just loose lasers for attack?
Just out of curiosity
Yes, in principle that's how it goes. As TheTalkingMeowth said, beam ships need to catch their target first so there's little need to use turrets as they are fast already. PD escorts often double up as close range brawlers though, if the situation requires it.
But I want railgun turrets
Sure sure sure :) But what's the difference between a railgun turret and a quad GC turret?
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But you don't need to do that because turrets are really only useful for PD use.
Do you mean that your designs have turrets for PD and just loose lasers for attack?
Just out of curiosity
Yes, in principle that's how it goes. As TheTalkingMeowth said, beam ships need to catch their target first so there's little need to use turrets as they are fast already. PD escorts often double up as close range brawlers though, if the situation requires it.
But I want railgun turrets
Sure sure sure :) But what's the difference between a railgun turret and a quad GC turret?
I'm sure you know, but the difference is that a railgun turret is about 4x better. Cause a railgun is smaller than a full accuracy gauss turret. And costs less research. And might just be cheaper?
Steve said somewhere that the reason railguns can't be turreted is that, if they could, gauss cannons (and, shortly thereafter, missiles) would be obsolete.
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Yeah its a balance consideration. However the great thing about aurora for me at least is that it need not be balanced for it to be very fun. That is why I really appreciate that the DB remains open despite the frakkery that it can result in bug-wise. It allows me to make my own fun.
Edit: Did this reply get modded for profanity? My f-word seems to have changed to BSG speak.
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>> Your energy armed ships should probably be about as fast as the enemy ships they are shooting at, so putting anti-ship weapons in turrets is unnecessary
Conversely, when I do a missile heavy game, I often let my missile ships be pretty slow (lots of space in the magazines and launchers), and let mt beam ships keep the same fleet speed, and use beam turrets to preserve the tracking speed. You do need a bit of a tech advantage I find though, because if your opponent has too much of an advantage, you won't be able to hit them or run from them
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Yeah its a balance consideration. However the great thing about aurora for me at least is that it need not be balanced for it to be very fun. That is why I really appreciate that the DB remains open despite the frakkery that it can result in bug-wise. It allows me to make my own fun.
Edit: Did this reply get modded for profanity? My f-word seems to have changed to BSG speak.
Excuse me, this is a Christian server! Praise the Lords of Kobol.
Serious answer: I'm pretty sure there is an automatic filter of some sort; similar to the link filter.
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The only modification need i thing will be to use ammunition for rail gun, gust gun . For plasma comrade maybe plasma tank and a new resource, the plasma that can be harvested by ship to add "munition" during a log deployment far form home base.
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The only modification need i thing will be to use ammunition for rail gun, gust gun . For plasma comrade maybe plasma tank and a new resource, the plasma that can be harvested by ship to add "munition" during a log deployment far form home base.
I don't think DB edits alone will suffice for a major mechanical change like that. You could try to jury rig a missile launcher to perhaps behave like a gun by DBing a missile to be very cheap and small ammo. Same with plasma I suppose. However doing this means you are stuck with the missile damage pattern.