Tuesday, November 18, 2014

Rebels vs Imperials Mod List

The following are all the mods Arron had turned on when he gave me the map to host for the Rebels vs Imperials video... no idea what is actually needed... SO GOOD LUCK!

Industrial Thruster (Sage)
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=318305397

Access Door (Sage)
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=302948422

Armor Without Edges Addon
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=298844838

}DT{ 1x1 Solar Panels
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=309458952

Accumulators
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=302869640

Dark Mechanicus - Orb Cockpit
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=303417641

Letters Mod
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=298550266

Azimuth Industries Mega Mod Pack
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=330397602

Armor Ramps [By UncleSte]
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=328494103

Landing Gear Small
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=305407372

Small Ship Mega Mod Pack
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=305329302

Dark Mechanicus - Corner Thruster
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=312188432

Eikesters Decorations and more - Part I
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=312976851

Azimuth Thruster
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=317532394

not7CD's - Torpedo Hull Set 0.3
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=315267087

(Semi-Functional) Railgun (Paladins Hammer)
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=320805665

Azimuth Weapons
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=324925721

LS-18 SABRE Engine (Sledge & Hammer)
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=320804757

Fusion Reactor (Godzilla)
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=320794687

Battery Drop Pod (ARC Cell)
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=320788868

Azimuth X-Large
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=321945593

Azimuth Shield
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=326282818

Blast Door Sections
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=300571927

Dark Mechanicus - HellBlade Thruster
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=306322478

FarEasternHeavyIndustries
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=301831849

DCY Wyvern Engine
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=300821535

Kolt16 Mod Pack (Cleaned up, debugged, and repaired for Steam Workshop)
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=297953295

Laser/Plasma cutter 2.0
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=296437598

AI Core
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=294620323

SANCHINCORP(hoverbike)
Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=296661800

Tuesday, November 11, 2014

Synthetics in Star Citizen (Please?)

I know that CR has said in the past he isn't too keen on robot crew members, or the idea of ship computers/AIs flying the ship, and by too keen I mean he is pretty much apposed to it, with some of it even being in the lore. The Spectrum Dispatch even directly gave out bits of information on Star Citizen's past, failed, AI controlled ships, and platforms.

But what about Synthetics such as those from the Alien franchise or Blade Runner, of course with a few serious tweaks. They would mostly look, and act human, just like other human npcs you would hire, except be slightly more resilient to damage. Now this would of course be massively game breaking if they were just better than a human npc in every way, which is why the above mentioned tweaks would mostly be negatives compared to their movie counterparts.

To fix said issues, I have a few solutions, one, you can't buy them, you would have to rent them for X amount of time, in that way, it would be the same as hiring a normal npc human, except maybe slightly cheaper. Of course, at first glance, this just seems like another problem introducing synthetics would cause, that's why they would have to be limited. I'm not talking about limiting the number of them, but their abilities. Not as good as a npc human at conversation, not able to react on the fly to quickly changing situations, not ideal as a gunner or a pilot. Of course you could try to steal one, or just refuse to pay the fine, upon which time, if the synthetic doesn't get a command to continue working for you after the X amount of time you already payed for has been reached, it will stop following orders, and attempt to make it's way off of your ship peacefully. Only trying to leave once you next land somewhere. Now you could try to re-program them, but I would suggest this be next to impossible, if not impossible. This type of synthetic is more grown, than just built with metal and screws, you would almost have to be a engineer and a medical genius to do such a thing.

When it comes to interactions, you would have the option to tell them what to do, much the same as a npc human, but they would be more reliable to follow said orders, except not as quickly, or not as well if it's a complex, but non technical task, Shooting, piloting, boarding/defense actions, possibly not even being able to engage in combat. Think of the majority them as bargain bin workers, you rent them from a big company that pumps them out, if they get destroyed, no one cares too much, but you can hire them to do the dirty work. Don't want to have a human in the bowels of your Reclaimer, sorting through the rubbish? Get a synthetic, if he gets pulled into a machine, loses an arm, gets itself blown up while checking a derelict, or manages to get lost while exploring a big ship, and can't be found.. possibly having been sucked out of a faulty airlock without telling anyone, you just have to pay a small replacement fee to the company, on top of your normal rental price. These cheap, dime a dozen synthetics could ideally be rented in bulk, so if you need allot of people to maintenance your ship, or run lower level systems out of site, you could get a fair few with a bit of a discount.

Ideally there would be more expensive versions you could rent, ones that would closer match a human npc, possibly even better, but ideally much more expensive than just hiring someone. These would be named, unlike the cheaper ones, which might just be given call signs, or numbers, these would have their own name, and a more advanced personality. Hopefully there would even be different models, think of the Bishop line from Aliens, there are many of them, they all have the same model name, but you get to know one, and it gets to know you. If your friend thinks it's a good worker, then he could hire a Bishop of his own, except it's personality would vary somewhat in small ways, but you would know it could still perform as well as the one your friend had. Would also be nice if these self assigned themselves a name, that way if you stop renting one for a while, it goes back to the company, you could in the future, request the same exact synthetic by name, provided it's not busy working for someone else now.

These more advanced versions would lack the ability to take an extra bullet, or survive as long in a vacuum as the cheaper ones, but be capable of doing more complex things, maybe even reliably fight in some space combat and hold a conversation as well as a npc human. Still not the sort of thing you would want to fly your ship, but maybe allow it to man a turret from time to time. In the Star Citizen lore, there is allot against combat AI, so I don't think we will ever see Synthetics being used for combat roles at all, but for complex, non-combat ship functions, maybe small amounts of piloting, and system management they could be extremely useful.

I originally was thinking it would be nice to have to worry about faults, causing them to do somewhat destructive things, or betray you, but I think the chances of that happening on the cheap models should be non-existent, since it's never fun to find your ship destroyed by a random roll of dice to see if your synthetic crew goes nuts. As for the more expensive ones, I think there should be some chance for them to do odd things, just like you would expect form a npc human you hired, except maybe half the chance of the human, and never really something that would cost you too much time, or money.
--------------------------------------TLDR-------------------------------------
TL;DR In the end, I really just want my npc crew members to be synthetics, not really for any massive benefit, but just because I love the idea of synthetics serving on a ship. Would love to have low level, relatively cheap synthetics down in the hold, looking after cargo, or basic ship operations, and far more expensive, and intelligent ones, up on my bridge, or in my medical bay, ones on par with npc humans. Nice synthetics that I can have a small conversation with, trust to man my ship, and bleed white blood if shot, or torn apart by a machine... or dangerous living cargo that I happen to be keeping.

I know it's extremely unlikely we will see anything like this, and if we do, it will either be the Arc Corp AI already hinted at, adn even then almost surely would be a new stretch goal or something like that, but a man can hope, and dream.

AI lore: https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12977-News-Update-WILL-WE-NEVER-LEARN Special thanks to Agent_Mothman for linking me to it. Well worth the read, and actually gives me hope of seeing some Synthetics in Star Citizen.

Wednesday, July 23, 2014

Some mad ramblings after watching a positive review of Dead Space 3 (A game, not worthy of the name.)

   As a middle of the road co-op shooter, I would say it deserves a 6.5, as a Dead Space game, it deserves a 2.5 - they got rid of so much that made the originals brilliant. The derelict ship textures & feel were alright, but I think the amount of rot on the ship themselves was overdone considering the ships were depressurized for so long. As for the stuff on the planet... bad, over bad, over bad.


-----------------------Spoilers for all Dead Space games after this point--------------------

   To call thew new "necromorphs" necromorphs in this game is an insult to all that has come previously... They have the most boring & bog standard zombie esq enemies coming at you for so much of the game, instead of the brilliant and classic necromorphs from the previous game. Even Dead Space 2's zombie children were clearly touched by the Markers, where as so much of DS 3 had glowy eyed zombies.. that broke in half & then walked backwards with testicles flailing at you in the most un-interesting way possible.

   The story had it's fair share of good points, the "Turn it off" and the whole confusion around what that actually meant. The restoration of Rosetta was also pretty interesting, if painfully cheesy at times. The sad thing is though, for every positive, there are countless negatives. The betrayal, as every Dead Space game has, was done not for a religious reason, not out of dedication, buy because someone was a stupid twat. . . 

   Heck the main villain even felt week in comparison to the previous villains, DS 1 saw Mercer & the one lass who betrays you. One a scientist, the other just a Unitologist. Both dedicated to bringing eternal life to the rest of the galaxy. In Dead Space 2 you have the las who tries to trick you into making more Markers, but instead of for the government, for the Unitologists, and director Tideman, who actually believed he was doing the right thing for humanity, and mainly his station by doing Marker research. DS3, you just have a man who claims to be a man of science, and most of his dialog is actually fairly good, except he doesn't sound like a man of religion at all! Where is the mindless dedication that the previous "villains" had to the Marker.

   Speaking of villains, let us not forget the standard human enemies. In Dead Space 2, as I approached the Government sector, I fretted the idea of having to fight other humans, that has never been what Dead Space has been about, never. I was so pleased when I got there to find out that the devs found a way around such a boring conflict. A little sad to see how easily the government sector was overrun, but still glad I didn't have to shoot any of them. Come to Dead Space 3, and luckily we are not fighting Earth Gov... but we are fighting these rubbish Unitologists - who no matter where they are fighting, always appear to be in cold weather gear... how strange *eye roll* . Which I guess would be fine, considering where you spend most of the game fighting them... but what isn't fine, is the suicide bombers. 

   Remember Dead Space 2? Under the church? What was there? Oh right... it was an assortment of "cryopods" or at least some sort of cold storage pods. To keep their corpses from expiring, from degrading, to insure that in the end, they can be reborn, and live forever in unity. . . If a religion has such a dedication to rebirth, and so much of that involving the body being saved.... Then why in Altman's name would a Unitologist purposefully blow their body into tinny, useless chunks! It's an insult to all of the beautiful ground work that Dead Space 2 did!

   Speaking of groundwork lost, let us not forget one of the most classic & iconic things in Dead Space. No, I'm not talking about the necromorphs, I already talked slightly how they insulted their original design by making bog standard "zombies" above. No... I am talking about the weapons, particularly the Plasma Cutter, & the Pulse Rifle. Remember them? The plasma cutter,with it's fairly specific look, and the pulse rifle, with it's awesome 3 barrels.  What is that you say? They still have them in Dead Space 3? Why, that's great news, I will have to ... oh, no... now I remember, they live on in name alone. The Plasma Cutter may still have most of it's function, but with every pointless weapon in DS3, you can take it apart and rework it... Something if you look at the original wonderful design of the Plasma Cutter you could never do... As for the "new" Pulse Rifle... Someone slap whoever decided to call a standard, fairly boring weapon the same thing as something that was so beautiful, & accurate in DS 1 & 2.

   Oh... and don't forget ammo, thank Heaven's you mentioned it in the above video. I remember when DS 3 was in the works, the game appeared to come out of no where, I didn't think it too odd, I was happy to have a third game... but as I looked into it, I began to despair. At the time though, I still had hope, as the devs said "don't worry, the universal ammo system won't hurt anything" I waited, I figured I would judge when the game came out... What a wonderful mistake that was. If only we had all payed attention to what was being shown, the trailers with rock music in the background, the high action, nonsense being shown. The appalling human combat.... Maybe the fan outcry could have stopped the game from being released, and cause an entire re-work. Unfortunitly that didn't happen... no one managed to save it....

   Right, and speaking of saving something... How about your progress good sir? Would you like to save your progress in the game? Good just kindly watch the corner of your screen at all times to see if you have saved. What is that? You want to find a save station & stop playing because this insult to the Dead Space franchise has made you feel ill? Well, if it has made you feel ill, maybe once you finally decide to come back & play some more tomorrow to find out what happens in the story, being set back 10-20 minutes because you were not sure when your last save was, will make you enjoy the game more! If you are going to remove the somewhat ancient, but enjoyable save system from 1 & 2, for the love of God, allow the player to save anywhere.

   On the subject of anywhere, don't you love being able to go anywhere in a predominantly single player experience? What?! You can't! You have to play in co-op to be able to experience all of the story!? Oh, they made co-op only sections because it is story that pertains to the second character, well.... that's fine.... I didn't really find the character particularly interesting anyway.... You know... it's not like he still speaks to you, or randomly shows up in a fair few cut-scenes even when you are in single player making you want some back story.

   Hrm, yes, back story, what a strange thing, that is so lack luster on how so many people managed to get into this derelict space ship near the beginning of the game.... and why NONE of them have a EVA suit on... Hold on a second, so your telling me you have been hiding in this small room, for... how long... waiting for rescue without EVA suits on.... You know this ship/station doesn't have any real power right.... There are necromorphs outside, they could have tried to break those large windows behind you, and.. wait... how did you get into this station in the first place if you don't have any EVA equipment!

   Also, how did he get hurt again.. right, ok, that sucks... Good thing he survived the landing, and then you abandoned him in a building, a mere 40 feet from a heated checkpoint house with a bed! You... If you don't know what I'm talking about here, I'm talking about the nice old engineer bloke, who for the first half of the game is wounded, and after crashing on the planet, is left to freeze to death in a building, within throwing distance of a small, heated room where he could have stayed alive till they found him a proper EVA suit... Oh right, EVA suit, those things they should have already had, I forgot.

   Oh wait no, it wasn't an EVA suit was it, it was a cold weather suit at this point, because your space EVA suit doesn't work. Unless you put it back on again after you unlock the cold weather suit... then it works, because the machine fixed it I guess.... Still doesn't change the fact that everyone else should have already had an EVA suit on if they had some how managed to get from Ship A (Their original exploration ship) to Ship/Station B (Where you find them hiding in an apparent observation room.)

   Ah, observation. The thing that the convergence spheres were best at. The thing I loved them doing. I always adored how the Markers were in many ways, a silent enemy. They never spoke to you, they never moved. They always used your memories, or your own mind to do so.... So when you play through the DS3 DLC.... & suddenly the eternal forces (Convergence Spheres) start directly talking to you well.... I can't say I was too happy. I was glad to have some of the original Dead Space back, actually I was very happy. To see things twisting around you, and strange things happen again.... But... well when the spheres are directly talking to you, not using a proxy... it sorta takes away their magic, and suddenly they just seem as uninteresting. You might say, well,  how were they supposed to talk to Issac... I don't know, how about his countless "friends" who died in this game already!? Why not have them whisper to him..

   Then let us not forget, the very end of the DLC... Where the Convergence Spheres have suddenly drifted all the way to Earth..... and are floating around it like Jelly fish.... Really impressive... yeah... they look just like Gods now.... Brilliant.

   DS 3 does have some good stuff, but the amount of bad is just impossible to ignore. If you have ever considered getting a Dead Space game, but 1 & 2, they are both brilliant & beautiful games, but never, under any circumstances buy Dead Space 3.

Sunday, February 23, 2014

If you care to get your hands on any of my custom models for Space Engineers, you now can, just follow this link, & the links on the following page.

http://forums.keenswh.com/post/sages-models-6775458?pid=1281701910#post1281701910

Tuesday, January 28, 2014

This is needed code/script/nonsense for models to work in Space Engineers.
To understand where to put this stuff, watch this video.

--------------------------XML Doc----------------------------

<?xml version="1.0"?>
<Model Name="CryoPod">
  <BoneGridSize d2p1:nil="true" xmlns:d2p1="http://www.w3.org/2001/XMLSchema-instance" />
  <Parameter Name="Centered">false</Parameter>
  <Parameter Name="RescaleFactor">0.01</Parameter>
  <Parameter Name="RescaleToLengthInMeters">false</Parameter>
  <Parameter Name="SpecularPower">10</Parameter>
  <Parameter Name="SpecularShininess">0.8</Parameter>
  <Material Name="CryoPod_M">
    <Parameter Name="SpecularIntensity">0</Parameter>
    <Parameter Name="SpecularPower">2</Parameter>
    <Parameter Name="DiffuseColorX">255</Parameter>
    <Parameter Name="DiffuseColorY">255</Parameter>
    <Parameter Name="DiffuseColorZ">255</Parameter>
    <Parameter Name="Texture">Textures\Models\CryoPod_de.dds</Parameter>
    <Parameter Name="NormalTexture">Textures\Models\CryoPod_ns.dds</Parameter>
  </Material>
</Model>

----------------------Cube Blocks code------------------------

 <Definition>
      <Id>
        <TypeId>CubeBlock</TypeId>
        <SubtypeId>CryoPod</SubtypeId>
      </Id>
      <DisplayName>CryoPod</DisplayName>
      <Icon>Textures\GUI\Icons\Cubes\CryoPodIcon</Icon>
      <CubeSize>Large</CubeSize>
      <BlockTopology>TriangleMesh</BlockTopology>
      <Size>
        <X>1</X>
        <Y>1</Y>
        <Z>1</Z>
      </Size>
      <ModelOffset>
        <X>0</X>
        <Y>0</Y>
        <Z>0</Z>
      </ModelOffset>
      <Model>Models\CryoPod</Model>
      <Components>
        <Component Subtype="Construction" Count="8" />
        <Component Subtype="InteriorPlate" Count="12" />
        <Component Subtype="SmallTube" Count="4" />
      </Components>
      <CriticalComponent Subtype="Construction" Index="0" />
      <MountPoints>
        <MountPoint Side="Top" StartX="0" StartY="0.8" EndX="1" EndY="1" />
        <MountPoint Side="Bottom" StartX="0" StartY="0" EndX="1" EndY="0.2" />
        <MountPoint Side="Left" StartX="0" StartY="0" EndX="0.2" EndY="1" />
        <MountPoint Side="Right" StartX="0.8" StartY="0" EndX="1" EndY="1" />
      </MountPoints>
      <PhysicsOption>Box</PhysicsOption>
      <BuildProgressModels />
      <BlockPairName>CryoPod</BlockPairName>
      <ExcludedAreaForCamera />
      <CenterOffset xsi:nil="true" />
    </Definition>