I'd like to know if the dev's have looked into moving ships yet. Mr. Fraser said he'd look into it, I'd love to know what progress has been made. I am trying to make a pds style mod and that requires lots of things soase doesn't support yet without masive juryrigging: 1. targetable ship sections on capitals 2. Ships that can spawn other ships 3. Tracking turrets 4. of course ship motion during combat, any naval commander will tell you "a stationa
derenek
some ships have an ability already that forces other ships to stop targeting them for a brief time. Extend the time limit on that and couple it with a particle effect that will make the ship see thru. Plenty of mods already have that, although it is usually thought of as a texturing bug, however in this case you can use the bug to your advantage to give the cloaking effect visually.
put an ondeath trigger to activate an aoe weapon, then set the weapon range and damage.
If you can use particle effects as actual emplacements, cant you just double the number of guns on any given ship? Then have the particle system assigned to the turret have zero damage when it shoots and create a particle effect that is invisible beyond the ship's hull. That way the turret wil actually be like an autocannon beam with most of it's length invisible. This will force it to constantly point in the correct direction. Then use the standard hardcoded gun emplacements to do the
ok, so it will only be quasi-targeting. In HW all ships had weapon's emplacements and engines that coud be taken out individually. I don't think sins ships have anything similar, however I was thinkinh that some weapon systems be tied to special abilities and those abilities would only be able to be activated if the ship is above a certain health%. Then as the ship takes more damage more weapon systems would go down, and eventually at say 30% health, the stardrive would shut down and th
the only thing i can think of that werks on a specific target's death is experience gain. See if you can reword the experience gain string to do some ability.
so if I switch out all my frigates to be defined as fighters they'll use the fighter's strafe ai? Can I get the standard shipyard to spawn fighter craft then?
I've been replaying HW2 to get some ideas. All the ships in HW move and have cool moving turrets. Did anyone get the moving/tracking turret code working yet?
ships seem to move to a further range when missiles give the highest dps so far in the ships I've coded. Then they move closer when the wave cannons r on, then back out again when phase missiles r the highest dps. I just need to find a way to get the graphics not to show the huge pause though....
it's not rocket science folks. 1. Good Game+(Larger number of people capable of playing it=a)=x 2. Good Game+(a-number of people who have older machines)=x-y with any number greater than 1 x-y Any decent businessman would prefer x to x-y period.
then the chance to hit will b equally low? I've never been in combat where artillery strikes where it supposed 2.
yeah minidump all over the place
you have to change the star to a colonizable entity. Then place a phase disrupter there in map edit files.
or you could just rebalance the weapons placement and timing on ships. Ships already move to get their best shot at the opponent, whether it be direct frontal or broadside. It depends on where the greatest dps is at the time. Set the weapons at different points with different ranges and rate of fire. Either frontal or broadside. The ships will continuously move around to get their best angle of fire. This can probably be done to any ship that can hold more than one weapon system.
Just make it so it needs to be a capital ship, frigates wouldn't have the necessary space to house a weapon that large.
[quote who="EvilleJedi" reply="9" id="1959344"]The exe errors are probably because you don't have the latest version the mod will only work with 1.1 and up, it would be a huge amount of work to downgrade it to older versions and would take away from fixing bugs. ( I have to make a decision about entrenchment though, because I have it pre ordered and would like to use the new features, but I don't know how modding will change with it released.) I have no idea about
The Star Wars mod kicks some serious butt! Just to make sure everyone knows I have nothing but the highest regard for evillejedi. I am not here to cast any aspersions.
There r a few ways, all of which are lame and most require tattling or raising a fuss with the BSG creators.
yeah, that's why i am asking. it doesn't seem to make any sense, evillejedi doesn't strike me as the type to do that.
Hey eville, awesome job. Hey I was told at the Fleet Commander forums that you had a hand in shutting down a battlestar galactica mod for another game. I was told because there was fear that you would try and shut down a bsg mod for sins that some of the support we might need may not be forthcoming due to fear you'd try and shut us down as well. Is there some way you could tell us what happened back then? and if you have plans to try and shut down the sins BSG mod? I'd like to think this is a
Maybe on fleet size there ciuld be a change made where the max fleet research size coincides with the exact amount of supply u would need to field the max number of capital ships, this way the idea of there being a tradeoff between capital ships and smaller ships would b upheld.
is there a way to code to have a station chosen randomly from a predefined set? That way you could have multiple stations for one use and it would make every planet look a little different. So I suppose first you'll have to choose which stations belonged 2 which set.....
Will there be a way to adjust the max fleet sizes down? In the star trek universe ships cost a crapload more to produce and maintain, so fleet sizes are much smaller.