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cw4:cpack:docs:7f65b557-95b9-47d0-807a-5d05b1b426db [2022/05/03 02:29] – [Version number and download link] Version update Vertu | cw4:cpack:docs:7f65b557-95b9-47d0-807a-5d05b1b426db [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
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- | < | + | < |
+ | < | ||
+ | [[http:// | ||
- | ====== Vertu Air Units (VAUs) CPACK - Vertu ====== | + | ====== |
:WARNING: Full details are provided. There will be lots of text but if you take the time and diligence to read it, every last bit of information about the VAUs CPACK is here. | :WARNING: Full details are provided. There will be lots of text but if you take the time and diligence to read it, every last bit of information about the VAUs CPACK is here. | ||
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* [[cw4: | * [[cw4: | ||
- | * [[|V-Battlestation]] | + | * [[cw4: |
- | * [[|Auto-Station]] | + | * [[cw4: |
* [[cw4: | * [[cw4: | ||
- | * [[|R-Fighter/ | + | * [[cw4: |
- | * [[|MBF]]((Mobile.Battle.Front)) | + | * [[cw4: |
- | * [[|HCPPCAS]]((Highly.Charged.Photon.Pulse.Cannon.Assault.Station)) | + | * [[cw4: |
- | * [[|Tesla/ | + | * [[cw4: |
* [[cw4: | * [[cw4: | ||
+ | ===== -Important information- ===== | ||
<color # | <color # | ||
With PAC_MODE enabled, the Summoner and RESTOCKv will be removed from the build menu after loading into the mission outside of the editor. This happens when clicking " | With PAC_MODE enabled, the Summoner and RESTOCKv will be removed from the build menu after loading into the mission outside of the editor. This happens when clicking " | ||
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===== Summoner ===== | ===== Summoner ===== | ||
{{ : | {{ : | ||
- | The summoner is a frail and expensive | + | The summoner is a frail and expensive |
* Costs 200 Liftic to build. | * Costs 200 Liftic to build. | ||
- | * Can store up to 2,000 Liftic . | + | |
+ | | ||
* 1 HP. | * 1 HP. | ||
* Causes a healthy lag spike when first ever placed in a mission. | * Causes a healthy lag spike when first ever placed in a mission. | ||
- | * Explodes if summoning is interrupted by changing the summon type. | + | * If summoning is interrupted by changing the summon type mid summon, the summoning will cancel and the Summoner will have to recharge before being able to summon again. (As though it finished summoning). |
- | * Requests Liftic | + | |
* It becomes a very sad day when the Summoner dies with over 1,000 Liftic in storage. | * It becomes a very sad day when the Summoner dies with over 1,000 Liftic in storage. | ||
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* Can use it's shield very mobile and tactically. | * Can use it's shield very mobile and tactically. | ||
* The fired projectile will stun anything that can be stunned at the impact zone. | * The fired projectile will stun anything that can be stunned at the impact zone. | ||
- | * NO AI! | + | * Only has AutoRestock and low HP AI. |
* 80 HP. | * 80 HP. | ||
* Generally very low supply maintenance espeshally when the shield is offline. | * Generally very low supply maintenance espeshally when the shield is offline. | ||
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* Long range. | * Long range. | ||
* Cheap to summon and supply. (Though Greenar Mothrs aren't the most consistent and stable source of Liftic so beware). | * Cheap to summon and supply. (Though Greenar Mothrs aren't the most consistent and stable source of Liftic so beware). | ||
- | * NO AI! | + | * Only has AutoRestock and low HP retreat |
* 40 HP. | * 40 HP. | ||
* Has a " | * Has a " | ||
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{{ : | {{ : | ||
A beacon marker that can be placed literally anywhere and will be the location VAUs go to when low/out of ammo if their Auto Restock AI is enabled. | A beacon marker that can be placed literally anywhere and will be the location VAUs go to when low/out of ammo if their Auto Restock AI is enabled. | ||
- | * When placed, will provide VAUs it' | + | * When placed, will provide VAUs its location for them to go to when low/out of ammo. |
* Completely free to place. | * Completely free to place. | ||
- | * Will auto-set it's build limit to 1 on Gameload or a frame after it's imported. | + | * Will auto-set it's build limit to 1. |
- | * Will regularly use it' | + | * Will regularly use ammo as a way to check if it has access to a source of energy packets. If it uses all of it's ammo, it will tell the VAUs to go to the RiftLab instead. |
* If Creeper is nearby the RESTOCKv beacon, VAUs will not restock at it and instead at the RiftLab. | * If Creeper is nearby the RESTOCKv beacon, VAUs will not restock at it and instead at the RiftLab. | ||
* Damaged VAUs will not retreat here. They will instead retreat to the RiftLab. | * Damaged VAUs will not retreat here. They will instead retreat to the RiftLab. | ||
- | + | * VAUs will descend on to the RESTOCKv to ensure they are in range. | |
- | Confidence note: The Fighters WILL ALWAYS be in range of a Pylon (and RiftLab) that's under the RESTOCKv | + | |
---- | ---- | ||
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====== -LORE- ====== | ====== -LORE- ====== | ||
<tabbox Summoner> | <tabbox Summoner> | ||
- | A quantum communications system that uses the <color #aa55ff>< | + | A quantum communications system that uses the <color #A000A0>**< |
- | The Vertu economy revolves around <color #aa55ff>< | + | The Vertu economy revolves around <color #A000A0>**< |
- | The more Greenar in a single transaction, | + | The more Greenar in a single transaction, |
<tabbox Vertu General Purpose Space Fighter> | <tabbox Vertu General Purpose Space Fighter> | ||
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<tabbox [EXPERIMENTAL] Vertu Reactor Fighter> | <tabbox [EXPERIMENTAL] Vertu Reactor Fighter> | ||
- | < | + | One day. The all important question was asked. //<color # |
All VGPSFs have a shield designed to absorb energy weapons, 10% of the reason being that lasers are good against mass,, and 90% because lasers fire at the speed of light and are one of the few things that can hit a Fighter doing a V3-90* change in vector motion while ALSO being good at cutting armor. The idea was, armor counters basic damage, maneuverability counters Anti-Tank weaponry heavy enough to tear the armor, and the cheap shield to reduce the effectiveness of lasers just enough to make the armor not instantly vaporize.\\ | All VGPSFs have a shield designed to absorb energy weapons, 10% of the reason being that lasers are good against mass,, and 90% because lasers fire at the speed of light and are one of the few things that can hit a Fighter doing a V3-90* change in vector motion while ALSO being good at cutting armor. The idea was, armor counters basic damage, maneuverability counters Anti-Tank weaponry heavy enough to tear the armor, and the cheap shield to reduce the effectiveness of lasers just enough to make the armor not instantly vaporize.\\ | ||
<color # | <color # | ||
- | There was only 1 option, increase power output. The Fighter has a heat sensitivity issue. The one thing Fighters are bad against, heat based weapons like Flame Throwers or hot plasma weaponry. So gotta make sure the Reactor can cool easily in many many situations... Just make it exposed and have cooling mechanisms connect the Reactor rather than hull.. Alright.. if we need to expose <color # | + | There was only 1 option, increase power output. The Fighter has a heat sensitivity issue. The one thing Fighters are bad against, heat based weapons like Flame Throwers or hot plasma weaponry. So gotta make sure the Reactor can cool easily in many many situations... Just make it exposed and have cooling mechanisms connect the Reactor rather than hull.. Alright.. if we need to expose <color # |
Pump all the energy you can muster into the latest Paragon shield. A shield that can at any moment, swap into a different shield type at the cost of efficiency.. which is countered by the new reactor. Alright, got a nearly unstoppable shield unless the enemy specifically brings weapons designed to obliterate shields. Oh wait... <color # | Pump all the energy you can muster into the latest Paragon shield. A shield that can at any moment, swap into a different shield type at the cost of efficiency.. which is countered by the new reactor. Alright, got a nearly unstoppable shield unless the enemy specifically brings weapons designed to obliterate shields. Oh wait... <color # | ||
...\\ | ...\\ | ||
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---- | ---- | ||
====== Version number and download link ====== | ====== Version number and download link ====== | ||
- | Current version: 2.7.12 | + | <color #0088FF>Current version: 2.8.12.2</ |
- | [[http:// | + | [[http:// |
- | + | <color # | |
- | <color # | + | * Creation of defend location markers! Current plan: If the location marker finds Creeper nearby, the VAU Social AI script will tell all VAUs with AI to go to that location. Will probably be a kind of radio-tower-like model that can be destroyed by the Creeper. |
- | * Creation of defend location markers! Current plan: If the location marker finds Creeper nearby, the VAU Social AI script will tell all VAUs with AI to go to that location. Will probably be a kind of radio-tower-like model that can be destroyed by the Creeper.\\ | + | |
- | * Addition of AutoRestock AI to the Battlestation and Auto Station using GetConnectedToRiftLab while moving to either the RESTOCKv beacon or Rift Lab. Current plan is to have them wonder to their restock location and if ever connected to the Rift Lab, stop, all the while adjusting their hover height so their intake never goes under terrain.\\ | + | |
* Addition of proper AI to the Battlestation and Auto Station: Rouge, Hunter, {[and possibly for Battlestation only] Leader-Rouge, | * Addition of proper AI to the Battlestation and Auto Station: Rouge, Hunter, {[and possibly for Battlestation only] Leader-Rouge, | ||
- | * The fixing | + | * < |
+ | * Summoner description text format update. | ||
+ | \\ | ||
+ | < | ||
< | < | ||
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