Author Topic: Custom Map #1176: Ship Alooone 2. By: FOXX  (Read 347 times)

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Custom Map #1176: Ship Alooone 2. By: FOXX
« on: July 07, 2018, 12:19:52 pm »
This topic is for discussion of map #1176: Ship Alooone 2


Author: FOXX
Size: 334x280

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Acually 2 Ships. The HQ and 1 Upgradable Ship. Let's Create Another Custom Ship. Your Upgraded Ship needs to be Rebuild. Sorry -> No way Around This. More Info on Forum #EditStruc #FastBuild #ProximityEmitters

FOXX

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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #1 on: July 07, 2018, 12:21:07 pm »
Scripts by Kajacx

Some general info:

- You Start with 0 Scrap, ShipLevel 0 and 2 LevelPoints.

- The 2nd Level is Reached at 50 Particles. Each Next Level Increases with every 25 Particles Destroyed by the Upgradable Ship.

- You get a game event tag if you don't have enough Scrap to Upgrade or Level to Unlock.

- Each time you Upgrade your Ship your Upgraded Ship needs to be Rebuild and If the Upgradable Ship has an AmpGem on it you have to pick up the AmpGem after each Upgrade. Sorry, but there was no other way for this.

         
(click to show/hide)

Enjoy :)
« Last Edit: July 13, 2018, 06:32:33 pm by FOXX »
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FOXX

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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #2 on: July 07, 2018, 12:21:57 pm »
My Ending Ship and Stats


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GoodMorning

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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #3 on: July 07, 2018, 07:17:57 pm »
May I request an option to reduce the ship to the basic form, dropping all scrap? It could be very useful.

(click to show/hide)

Also, for that table, you can use this syntax:

Code: [Select]
[table]
[tr]
[td][/td]
[/tr]
[/table]
« Last Edit: July 07, 2018, 11:28:14 pm by GoodMorning »
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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #4 on: July 07, 2018, 09:34:54 pm »
Actually ... never mind. This was my final ship.
A narrative is a lightly-marked path to another reality.

chwooly

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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #5 on: July 07, 2018, 11:06:13 pm »
Really like the concept.

I would recommend that you keep the instructions in the start dialog just for those people that don't play the full series or come to the forum.


Cheers

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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #6 on: July 08, 2018, 06:06:44 am »
Really like the concept.

I would recommend that you keep the instructions in the start dialog just for those people that don't play the full series or come to the forum.


Cheers

That is a good idea Chwooly -> will be doing that for the coming Maps.

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FOXX
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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #7 on: July 08, 2018, 06:11:45 am »
May I request an option to reduce the ship to the basic form, dropping all scrap? It could be very useful.

(click to show/hide)

Also, for that table, you can use this syntax:

Code: [Select]
[table]
[tr]
[td][/td]
[/tr]
[/table]

There will be an option to Undo the last Upgrade on the ship - But why would you get rid of ALL the Scrap at once?

For the table i just copied your example because i struggled with the setup. But i will have it with coming maps. Thanks GoodMorning.

Greets
FOXX
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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #8 on: July 08, 2018, 06:13:48 am »
Actually ... never mind. This was my final ship.

Euh, that implies that you didn't upgrade the Ship?
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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #9 on: July 08, 2018, 09:04:35 am »
Can you add only cannons mods or missile mods with out the plasma? Not that big an issue  :o since I can turn off plasma but they do eat a lot of energy, and I do like to have 1 or 2 available. Not 8 or 9  8)

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Re: Custom Map #1176: Ship Alooone 2. By: FOXX
« Reply #10 on: July 08, 2018, 09:49:20 am »
Can you add only cannons mods or missile mods with out the plasma? Not that big an issue  :o since I can turn off plasma but they do eat a lot of energy, and I do like to have 1 or 2 available. Not 8 or 9  8)

Yes, that is a possibility - will add a Standalone Cannon and Missile to the Modules in the next Maps.

Greets
FOXX
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