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MINES IN SINS (100% COMPLETE!!! TEASER PICS INCLUDED VIDEO UPLOADED!!!!!!!!!!!!!!)!

MINES IN SINS (100% COMPLETE!!! TEASER PICS INCLUDED VIDEO UPLOADED!!!!!!!!!!!!!!)!

MINES ARE NOW FULLY FONCTIONAL!!!!!!!!!!!!!!!!!!!!!! 

 

 

 http://files.filefront.com/Video+3avi/;12542573;/f

 

Well this is a nice topic..MINES! Entrenchements masterpiece..well I've been toying around files and wondered if we didn't already have all the tools to create such devices!

OK they will not be invisible..but in RL when are mines EVER INVISIBLE! To the contrary, their fat-ass pieces of metal cramped together in the hopes that a ship cant outmanouevre them..their not there to kill but more to dissuade and lose time going around (even though they do a pretty good job at killing ;)!

So the idea..well ideas as I have 2:

1) Create a new ship with a simple mesh in the form of a ball with spikes (which I already have) and call it a mine. Secondly create a minelayer ship with the ability to spawn that mine! (like Ive done with so many ships..just a matter of changing the frigate spawned!

Now the thing is to give your mines no lifetime (ie.last forever) and give them a modified version of timed explosives which you can only cast on friendlies! that way, you set the mine and activate the timed explosives ability (which is currently on your minelayer) to simulate the activation time of the mine.

 + about this method) Looks like a real mine, massive explosion for massive AoE (Area of Effect) damage.

- about this method) Mines only last as long as the times explosion delay.

2) is basically same as one except ability is ON MINE and with no delay period..so you manually detonate it when ships gets close gets close! For those of you sdaying..well the vessel will be smart enough to just counter the mine...think again!!! ADD PHASECLOAK ability to your mine..and vessels will just wonder past!! and thats when you cast Timed explosion! BAMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MEGA DAMAGE! Only way to counter is to use a minesweeper (coming soon) with a "disable ability" ability that does AoE spread (which their is one..so thatll work):D  which would disable the mines and allow the enemy fleet to blow them up harmlessly!

+) Perfect damage, you detonate at your time and mines last forever if untouched

-) You have to get away from whatever you were doing to remotely activate the mines when an ewnemy approaches

 

that leads to my question..is their no way to add a triggertype that says when enemy gets in range??? If so..well give that to your timed explosives ability and VOILA!!! MINES ARE IN!!!!!

 

So what does everyone think???????

 TEASER PICTURES!!!!

1) MINE UP AND PERSONAL

2)

MAGINOT LINE SINS STYLE

3)

MINES AWAY!

 

Justin S.

87,844 views 32 replies
Reply #26 Top

YES, MY MINE CODING WORKS PERFECTLY, SINCE AUGUST 6TH

   Now read the nasty chain of events that kept me from wanting to release them since...

 

In the summer, we were all in 1.05, and several modders claimed to have mines, but secretly PM'ed me to get them, but wouldn't lift a finger in helping me with the parts I was still unfamiliar with, like a simple conversion of my mine graphics into SINS format that I had to do by hand (no blame here, there were legitimate reasons, very bad timing, one modder was to start on a month-long trip, etc)...  Of course, those were my version-6 mines, which I didn't test properly and were no good, and it was several weeks before I stumbled on the magic code... 

...and just after getting the code down, I set out and did the by-hand conversion of my mine-mesh, which gave me the crazy idea of coding a mesh generator in a programming language...  In the first week of my generator, I was trolled-on by one of the modders who secretly wanted my mines, so the two reasons to share my code were abruptly eliminated, the incentive to trade, and the need to trade.

Also, around that time, Stardock announced that the 1.05 explosion system was flawed (in the 1.1 change list), which explained the rest of the quirks of the mine-system, so it only made sense to wait for 1.1...

Now the only thing left is the fact that Impulse only works on computers with internet and superuser access, which I currently don't have access to...

Sorry for holding the players hostage for 4 months...

Reply #27 Top

All my coding is done, even the new minefield generators I started when 1.1 was set to release...   Technically all the code is still grouped in my "experiments" folder, but assembling the mod "proper" is the easy part, which will wait until my 1.1 is installed (if Stardock didn't insist on forcing Impulse on us, you'd be playing with my mines as we speak)

...or rather, their assimilation into about 10 mods would have started already...  ...whether or not I said they could...  oops   ...

Anyway, I recognize the fact that although they are a coveted feature, mines by themselves won't last long as a mod, because of all the other goodies out there...

Reply #28 Top

Helioforge, you've mentioned modders attempts to recover your mines on several occasions.

You should watch the Stargate episode "Gemini" again, and replace the word "Cypher" with "Mines"!

Reply #29 Top

oops, I needed another (not blaming anyone) disclaimer on that last "oops", but wasn't quick enough...

   That was a good episode, but if you're implying that kind of deception, you should watch the "World Series of Poker", you get to see everyone's hands at the same time, AND see all their antics to trick the other player into folding...

   So instead, replace player with modder, and cards with mods, and try to figure out who has what without looking at the cards on screen!

Reply #30 Top

Last year's was so much better, with the Bulldozer tossing chairs up into the air whenever he doubled up!

 

A quick way to ruin the legitimacy of both mods is to toss up a third MINE-MOD, with alternate graphics.  There was this nice piece of debris that always looked somewhat like a mine in disguise.

Reply #31 Top

Hevad Khan was an excellent change from the usual banter, but I thought Jamie Gold was brilliant in his obsessive truthfullness in a field of manipulative liars and thieves...   To see him win simply because the other players forgot how to trust was the most ironic thing since Hellmuth won his first!

 

   I don't think you can get away with faking a mine-mod after saying that though, but it would be a massive disaster if you stumbled on the secret code to making them work...  ...or if I left SINS modding behind only to give you the code, Fleetalex :)

 

Oh, have you ever played Space Empires 4?  The other races want you to join them in trade alliances, and sometimes you get the holy-grail of knowledge with all the starcharts of the galaxy, but others just use the opportunity to flood your space with colony ships to take over your territory... ...then they send you messages as to their ancient claim on that sector of space, just after they plug up all the jump-points with defenses...

Reply #32 Top

I don't know about Space Empires 4, but the premier of Leverage was on last night and it looked good!

I think that's why you haven't released the mines yet, you have leverage!