You forgot to put Strike Craft(fighters/bombers) in with the list. So you can only have 5 cap ship and 2 strike Craft.
Kilsonx
Well right now, No not possible due to the fact that there is no script engine. We keep bugging them maybe we will get one but until then no. You could do the space monster as a new ship, and put it to randomly be added when the map is generated. Such as the militia Fleets are. But you can not have them appear after the game starts. Hope this answers some of your questions.
Lol well great minds think alike, it works but its not exactly what I want. . Thanks Uzii
AsmodaiX What Im trying to do have diffrent quality of capital ship for a race Capital Class - Crew Cost # note this is just to illustrate what Im talking about Battleship 1 Fleet Carrier 1 Dreadnought 3 Super Dreadnought 5 Fleet Flag 10 So at the start the player could build the Battle ship or the Fleet Carrier, but would not be able to build the Dreadnought or higher class capital ships. <
Somedeadguy, well that is cool. So the Ai can figure out which weapons are most effective. With out having to mod in new behavior to get a ship that is broadside based to use its weapons right instead of pointing at the the enemy with the front of the ship.
One reason I think that there defending it so harshly is there is a Game in the works called honorverse Remember looking at it it wont be out for a wile, Think its a 4x turn based game. [link="http://www.rulethehonorverse.com/"]Honorverse Game[/link]
And the problem right now is only two fighter/bomber slots are available. You can not have three types of Strike craft on a ship/station. Hope they let us add more.
Thanks Uzii, I'll try that, There is just some stuff that I wish was in a easy place to change. Was hoping that it was possible so only one or two of the capital ships were available from the beginning. But Thanks again Uzii
Ok I have searched through all the files and I can't find one that dose what I want. I would like to increase the Crew cost on certan Capital Ships. So a player will not be able to pick them from the start. Im affrade it will be in the not available entityType file. Any help? Thanks
But right now your limited to 5 capital ships. . . Has any one found a work around yet? No Scripting what so ever. . . But besides that yes .
I may be missing something but I cant find where you can set the population groth for an race? Is this possible? I would like to set it so That a race has almost no poputaion groth. Thanks
Running it on a Macbook Pro 17in HD, Intel Core 2 Duo , 2.6GHz, 800Mhz FSB, 4M L2 Cache w/ 4 gigs ram and an 256MB NVIDIA GeForce 8600M GT. Intel High Def Audio. Running Windows Home XP SP2 The only problem I have is that the game will not start in full screen I have to Tab out and back to get it to load. . . Think its the sound drivers, Updated them no joy Still have to tab out and back to get SoSE to load. . Have no problem running it at max after that. <b
Sounds like the Colossus From FS2 - take forever to build but once done you have a ship that kicksA and takes names. Think it would be build in stages, and Researched in Stages. In the order of Frame Work - Space Structure Power Plants - Anti-Matter Reactors Primary Weapons- Main Guns Installed Shield Installed- Primary Shield Installed Phase Drive - Installs Phase Drive Maneuvering Drive - Lets ship Turn In Place Secondary Weapons- Anti-Capi
Walmart.com List SoaSE release date as the 14th.
Well if Im going to sacrifice the ship then Kenny :) Main Battle Ship Memor Morior = Remember to Die Exspectata Nex = Welcome Death Velox Nex = Quick Death Terminus of Totus = End of All Vita Terminus = Life's End Purgo of Universitas = Cleanser of Worlds Carriers Plures nex = Many Deaths Effervo = Swarm Parum Vesica = Little Blades Legion
Most of this is about the TEC/ TC. The current ships of the TEC were they in use 10 years ago? Where they used in the same way as they are currently in the Time Line? Such as the Cobalt? how long has the design been in service? I can under stand most of the Capital Ships would have not been in use/ designed. Im wandering mostly about the Frigates and Cruiser Class of ships. Next, about Phase Space. . Would it break the Lore if I said that Dark matter
Well I think what they did was make the game engine run really really well. Next we just need to bug them (The Developers) After all the Nerf crys and O'No's get done. . One thing Im going to change is the balance. . . And this game looks ripe for a storytellers fun time in space. I was really looking forward to having ingame scripts. . . But We can always bug(nag, pester,annoy, bother) them to put it in. .
[quote] You're quite right; the largest Cap ships in HW2 had PD. No they didn't. Capital ships were bomber-chowder. [/quote] IIRC The Battle Cruiser had 2 Ion Lances for PD. BFM Some of the mods to HW2 had the ships decked out like WWII ships. . Looked a lot like some of the battle footage form the Pacific. With Gauss rounds sprouting from ports flak shel
Thanks Psugar, Well there goes my Idea. . . all twenty two pages. . . "crys" Well as soon as I go pick up my copy from a local game store I will start bugging you all to put in map scripting. . at most once a day. . or per hour . . . or per minute which ever comes first. . . For # 2 I wanted to isolate players from part of the map, Till a certain event occurs. For # 3 What I was thinking of is for the Player to make a persona such
What can you do with in game scripting? What are its current limits? Thanks
Thanks Ron, I was hoping that the scripting would be robust enough to allow the community to mod in there own campaigns. The reason I posted this is because some of the developers post seam to indicate that robust campaigns could be made using scripts to drive events and modify the players experience.
Hello, I have a few questions regarding the limits of the script for use in game. 1. Through scripting can I take the players units and move them to a new map? 1b. Can the status of the first map be saved and reloaded by the script? 2b. If so how many sub maps would be possible? 2. Can phase lines be turned on and off through scripts? 3. Through scripting can in game customization be implemented? * 2b. Can abilities and bonuses be add