![]() (Eventually, there will be a menu panel specifically devoted to managing plugins, which will list all available plugins and let you reorder or disable any of them, as well as showing a user-provided description of each plugin.) If two plugins define the same image or data, which one is used will depend on what order the plugins are loaded in, and currently there is no way to control that. For example, if an image appears by the same name in a plugin and in the original game data, the image from the plugin is used. ![]() a ship, a planet, etc.) is defined in a plugin, it can 1 override or modify the game's base definition of that kind of entry. Plugins can contain any of the same data that the game's ordinary data files contain. If you're on Windows, Notepad++ is a good, free text editor you can use. The data file format is represented by how indented each line is, so editing the data in a word processor like Microsoft Word or in a program like Notepad that does not support automatic indentation will be difficult and frustrating. When editing the game data, you should use a text editor that is designed for writing computer code. Polygonal collision detection algorithms.Motion blur rendering using OpenGL shaders.Using frame tweening for smooth animations.Tricks for creating special blending modes.At least your FTL charges faster with the augment, just in case you get out of there ASAP. The second version has 20 HP, with just 2 standard Charge Laser I, still the same artillery but only 1 level on it, 4 levels on Engines, 2 on Piloting, and no Shields (you'll get it at level 2 when bought) or Cloak. The 4 Charge Laser I are the 1 power version. The first version I kept the same layout visible, with the removal of the second artillery the addition of the missing systems some room floors, glows and station positioning fixes and some door removed to not have people passing through a computer and something similar. ![]() I have 2 versions: a complete recreation and a nerfed version. Thankfully the hull image, the room layout with the mounts and the starting setup are still visible, so I was able to recreate this ship from scratch. So, for this one I actually don't have the original. If you get a teleporter, TURN OFF THE ARTILLERY, cause if you don't and the 3 missiles fire and kill your people/destroy the ship, without a clonebay you just lost them.Įdit: Pictures Slightly off, i moved the artillery to the very front so you can add a extra system - thanks to stylesrj! If you get all 4 charge lasers powered, you can fire 8 shots, enough to take out even the flagships shields(weaken them, but much lower level 1-2) Upgrade Shields and sensors, if you can see when the enemy is firing a shot(Missiles top threat) you can time your cloak Normal Double Artillery Weirdness(Upgrading does not work) No miniship(too lazy too do, might make it eventually if i really like the ship) It has 1 extra room(2x2) that can hold anything else and one of the 2x1 rooms can hold a battery (no this is not op, the shield counteracts it, without this losing the shields means gg) ![]() Mind control, cloaking, 1 artillery(triple missile) (the second one doesn't fire just for symmetry)Īnd yes level 8 engines with, if you man the engines over 50% dodge. The ship does come with titanium system casing so you may get lucky, in my run i lost it in the first fight but made it to the flagship and beat it twice( by that i mean the first 2 stages) This means that if your shield takes damage you can't upgrade it/repair it, so if its level 3 it will always have 1 level shields unless you take more damage on it. They are accessible except by enemy teleporters (Pretty nice trap actually XD) The ship comes with 2 1x1 rooms, not connected to the main hull. I got the hull from steamtex, he posted (and some other amazing hulls i will probably use) it in "The Shipyard" Post, so i assume he's not using/has used it. (Edit, I'm Dumb didnt include download XD): Introducing a new ship from Tarazed Co.(Endless Sky Reference):
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