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Mods / Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
« on: February 24, 2012, 09:16:08 AM »Anything else I should change while im at it? Maybe some more independents too?
Shore!
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Anything else I should change while im at it? Maybe some more independents too?
Tying to make a ramming ship. What I think will help is putting a weapon on in front that has short range, does anyone have any idea which weapon/weapon-hints are going to make it charge at the target ?
I kind of like this. But then, something would have to be done about how easily you could then catch up to the enemy fleet again and extort them again a few seconds later
Personally, I don't see how coordination effects the max speed at all. I can see it effecting the acceleration or turning without a doubt, but not the max speed. Think about it, maneuvering does not lower the actual max speed of ships, it lowers how fast they reach that speed because everyone needs to turn at the same time or speed up at the same rate to avoid being separated and they need to reform the formation. The only case where the max speed would be reduced is if everyone was constantly flying back and forth from left to right of the fleet and the leader wants a perfect formation.
If you have five cars with similar max speeds going down a road with four intersections, they don't slow down when they all reach the exact same speed, they slow down when they have to turn corners and wait for others or when waiting for others to get up to speed. If they're all in formation and all can go at least 100mph, what's stopping them from going 100mph?
well, i think it would still fit fine...
cause it is not a real upgrade system, if you have a MK.I there is no way to make it MK.II
the only way to aquire it is to actually buy or capture a MK.II
there can still be old leftovers... old and cheap
and a lot of the high tech blueprints might not be available to certain manufacturers...
so a certain manufacturer might only have acces to blueprints of the MK.II while another
(maybe Tri Tachyon) has access to a MK.V blueprint but it will cost a lot more
And maybe... on your adventure through the galaxy... you meet someone really smart, a scientist,
who developed a blueprint...
so that after certain quests you have acces to a modell that noone else has, an "elite" version
I started game from beginning 3 times. All tree times i got to capital ship in few hours. And i did buy capital ship. For me getting to the capital should be much more slower. Or put capital price higher. And i'm not talking about finished game I'm talking about now. Little "extreme difficulty" button would be nice
My ISD is 500 and it seems pretty good. But the sheer number of guns that are supposed to be on these things is just insane. I pack a lot on there but it's still not really representational of the 50 ion cannons and 50 turbolaser emplacements they actually have. I think once you send me your stuff and I integrate it with mine you'll be pretty happy with the scaling.How big did you make the star destroyer so I'll have a frame of reference for the other ships?
My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.
e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
See.. that's the point, the Tempest would not have another Modell
The tempest already is a modern craft, it's a top piece of technologie
this is basically to have improved modells of outdated ships available that can compete with the more modern ones
Going to try my hand at a few thing I had floating around in my head and wanted to hear any suggestions on how to make these fun
A ship that is essentially a...
shield ball - has no weapons but is there to just provide shielding
shield wall - very large radius covers other ships
half-way shield ships- the shield will only cover part of the ship and the rest will stick out.(weapons out side of shield)
Ramming ship/guided missile
what will happen if weapon emplacements are place off of the ship?
Interesting... I put the my own numbers for fighter and when I go on a mission screen there is error:
[highlow_bots_lowbot_chaser_Standard] is not a valid fighter wing id.
But in the codex I found my fighter wing standing in claw formation with all the necessary statistics. Where is a mistake? In the definition of the mission or?
Alex? How it's ok in Codex but in mission is error?
would u kindly tease us about what's on this "maintenance release"?
maintenance stuff... so... bug fixes and stuff lol
yea i know it's going to be bugfixes, but im hoping there's going to be some balancing as well. besides, if it's only bugfixes, there's bugs that i want to be fixed before others.
Now, I have been one in the past to beg for a hotfix release, but this time, I would like to ask a serious "why?"
It depends on what you mean by "hotfix". To me it means a release within a day or two to address game-breaking issues. Something like a random and frequent crash, for example, would qualify.
What I'm aiming to do now is make a release within a week (or two, on the outside) - with a bunch of bug fixes and some feature improvements. Since I'm in the middle of some of those right now, yeah, it'd be something of a pain to cut a build (before someone chimes in about code branching - I'm familiar) - but more importantly, I don't think there's anything that can't wait a week or so.
Plus, I do so love "torturing the anxious people"
How big did you make the star destroyer so I'll have a frame of reference for the other ships?
My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.
e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.