View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0025944 | AI War 2 | Gameplay Idea | Dec 14, 2021 8:28 pm | Feb 20, 2022 8:14 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Summary | 0025944: Modular ships "switching frames" | ||||
Description | - Some ships (like RCC in DLC2) can switch to an "alternate frame" for their line, which transforms them into a different ship type (like we do with centerpieces) and has different sub-modules. - This is specifically to support things like different weapons that also benefit from different techs. - This is actually pretty consistent with the necromancer in DLC3, incidentally. This would be a new button in the fleet menu, mainly. | ||||
Tags | No tags attached. | ||||
related to | 0025941 | resolved | Chris_McElligottPark | Modular ships core code and interface. |
child of | 0025887 | resolved | Chris_McElligottPark | Parent: Todo prior to DLC3 full testing ability (and the new DLC1 additions) |
|
I have decided not to do this for fleet ships. Fleet leaders already have it, but the extreme number of modules that are possible with every fleet line makes this really not needed. Further notes below: * Modules have come to AI War 2! ** The loadouts system is now in place, and is ready for the xml designers to start adding things to new ships. ** As part of this, the spire that you get as part of the Fallen Spire (or Spire-Infused) games are all now modular, and their existing starting modules are a mix of their old guns and the weapons from the (now-retied) Spire Railgun Shop by Lord of Nothing. Thanks again to Lord of Nothing for giving those to us. ** Still todo: adding bubble forcefields, health, and shield health from modules. Weaponry, cloaking, tachyon, etc, all already work. Also some form of prefixing or name adjusting based on selected modules needs to be figured out. *** Note: I am not planning on adding any sort of "base frame switch" mechanic. Because of the extremely large number of modules that we can have now, that really seems unneeded. Flagships already have that capability anyway, so this is really just referring to things that are modular and yet not a fleet leader. * A guide for creating modular ships in xml has been added here: https://wiki.arcengames.com/index.php?title=AI_War_2:Xml_Modding_Modular_Ships * If you have unspent module points on a unit, then there's a notifier that shows up at the top of the screen, letting you quickly cycle through all of those without having to dig in menus. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 14, 2021 8:28 pm | Chris_McElligottPark | New Issue | |
Dec 14, 2021 8:28 pm | Chris_McElligottPark | Relationship added | related to 0025941 |
Dec 14, 2021 8:28 pm | Chris_McElligottPark | Relationship added | child of 0025887 |
Feb 20, 2022 8:14 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 20, 2022 8:14 pm | Chris_McElligottPark | Status | new => closed |
Feb 20, 2022 8:14 pm | Chris_McElligottPark | Resolution | open => won't fix |
Feb 20, 2022 8:14 pm | Chris_McElligottPark | Note Added: 0064628 |