Heh, I made a setup Destroyer with the 900-health mega shield, a shield regenerator, the Ballista artillary cannon, and the other long range one (forget its name at the moment) that cost $350-400 and could kill even fighter fleets.
What do you think? you like it? you dont? you preffer the old one?
It is the reglamentary Praetorian Space Suit, mostly used by fighters and corvette pilots, but everyone in Praetorian Industries have some variant of that suit.
In other news iām posting the current v1.2 Changelog (and the v1.1 too). Praetorian Industries v1.2 is pretty close to its release date!
Praetorian Minefield System Added (composed by 2 hulls and 4 Modules, all of them with data hidden and very hard to unlock and use propely by common players.)
Plasmatic Flamethrower Fixed, now it will not shot like a shotgun.
Radioactive Flamethrower Fixed, now it will not shot like a shotgun.
Bio-Warfare Rocket Launcher Added.
Multivector Missile Launcher Added.
Added Minefields to several starbase-defense scenarios. You will find them in HARD Mode.
Added 50% more of Hull Integrity to every Praetorian Starbase/Shipyhard. Just to be sure.
Fixed the error were scenario 16 gets unlocked by scenario 14. Now it is unlocked only if you beat scenario 15 (final entrechment), as it should be.
Urantia Project added. Composed by EX-Urantia Battlestation and 1 module.
EX-Syluminia Diplomatic Shuttle Added
EX-Varus Assault Corvette Added
EX-Centuria Medium Destroyer Added
EX-Vylon Lightweighted Target Dummy Ship
Updated the EX-Immanis Omega Class Shipyard with pulseglows
Accelerated the Flamethrowers speed, now they look more realistic.
EDIT:
Coding a few scenarios, after that: v1.2 Release!
EDIT: @Dafradle: There was an admin from Moddb that wanted to see PI Mod in Desura. Therefore i tried to do it. Something went wrong, and never tried againā¦ and iām soooo lazy :B
There are very few modding ideas that iāve not applied to Praetorian Industries Mod, yet. This is one of them:
(warning, large image, higly recommended to open it in a new tab)
And iām going to try to make it possible for PI Mod, let me know what you think about it! ;D
Sounds cool.
But i think that it can be like this too:
-Player deploy zones is at upper left and bottom left.
-AI starts at the middle left.
-Red zone is at the right side.
But Iām not sure if the deploy zone have to be a āsolid areaā.
thatās probably because its mixed with frigate squad, which allows frigate weapons on fighters, so they probably had ion canons, regardless if the just and corbett canons they still would have won
The original idea was exactly that, but the problem that forced me to change to corner-style is this:
Each team can have only ONE deployment area, any size, any place, but just one.
Iām planning to add it for 1.2 with the Proving Grounds Scenario Pack, currently composed by 3 scenarios, were you are something like an annoying Pirate Capitain wich likes to assault the secret Praetorian Prototypes Testing Fields.
When I was making new Alliance frigate, I have noticed 2 identical copies of ultra-fast zapper beam, this tiny little green beam.
I donāt think that it should be like that, or maybe itās something with my filesā¦
Given that your GSB install is fresh but you are clearly using modded content, this should have been posted in the relevant modās thread. Iām relocating your post to that thread in Gratuitous Modding so that you and Praetors can find the problem.
Thatās a very common error of v1.0, cuz there are a few modules that were having typos. This error in particular is generated when there is a typo at the weapon sound effect code line OR when the sound file is not located were it should. Also, if you downloaded v1.0, you may have to do this:
Search: ā¦/gratuitousspacebattles/Praetorian Industries/data/sounds/music/
Copy the sound file called āprae_battleā
Paste it in: ā¦/gratuitousspacebattles/data/sounds/music/
I just need to know from which link and when you downloaded PI Mod so we can find the error easier.
If you are playing the latest version (v1.1) we may easily find the error. If you are playing v1.0 i strongly recommend to download the v1.1.
In short, Praetorian Industries v1.2 means: Minefields, Battlestations, Shuttles, Frigates, Fighters, Modules, Weapons, NPCs, Scenarios, Loadscreens and more to play with!!
This is v1.2a. The upcoming v1.2b will offer several new scenarios that iām making, i just didnāt wanted to delay more v1.2 release ;D
Consider changing your deployment so it does not overlap the players deployment.
Reason: If the player deploys a ship with a particular weapon that āwarpsā in on the enemy deployment, the game could hang. (Edit: more detailed explanation below)
Warn people that they need a large amount of memory for missions with Mines.
Reason: Probably not an issue for a majority of people out there, but if you have limited resources in memory or hard drive space for the swap file, the game could lag when fighting in a minefield.
Based on the error - It looks like it is from the Classic Dreadnought mod.
Try enabling/installing the Classic Dread mod or tracking down the ship that uses that particular module.
Thanks. Unfortunately I now have that stupid audio error again, Iāve already tried Praetorsā fix and it still crashes whenever I load up one of his missions.
Okaaaay, seems like i forgot to correct the player deployment areas, fixing, sorry -.-
EDIT: Wait a second, after a fast check, i didnāt found any wrongly coded deployment area, my idea was to make them like that. What do you mean Darkstar? What scenarios are needing such changes?
(the mod link stills avaliable in the first page, just in case you guys noticed that iāve removed the one of above)
Aside the recent issues, what do you guys think about v1.2a? Do you like the new stuff? Comments? Thoughts? Ideas?