Well that sounds pretty good, would love to use the Freelancer music when I release the first version.
Wintercross
I don't run away and try to drag things out, on the contrary I group my remaining few ships and fight to the last one. I like to put up one final fight, not send my opponents on a merry chase around the galaxy. I'm not going to quit just because the odds are against me, I'll make my last stand and BRING the end faster by scuttling all but one planet, and mass the fleet at that one planet for my last stand.
Was wondering if someone knows how to get an ability to fire from more than one point either simultaneously or in quick succession? I'm wanting to make a dual forward beam weapon as an ability
I too was thinking about how to balance and limit the capital ships. There is (as far as I know) no way to make 'starbases' use supply. Then the thought occurred to me; give them an 'upkeep' cost, by making them produce 'negative trade income'. It means if you build capitals without being able to support them, your economy will crash into the ground preventing you building more ships until you cut back on your capitals. Of course the limit o
[quote who="Yholl" reply="6" id="3317986"] Nice! The Discovery ships fit in perfectly with vanilla Freelancer, I hope they give you permission. If you do get permission, would you give the house factions some of the mod fighter and capital ship types, like the Liberty Assault Carrier, or will you use them just to fill in the holes of the factions which don't have enough ships?[/quote] I hope to as it will help provide a bit more diversity in the hou
I have a way of making the limit of starbases praticaly non-existant meaning you can have as many capital ships in a grav well as you want. sins traditional fighters work fine alongside the 'frigate' type fighters. I have ways of limiting weapons fire so that weapons that can't fire on the traditional fighters cannot shoot the frigate type fighters either. Also, squads will be greatly limited compared to traditional sins, with Academies housing
Ah yes... good point, thanks for that =P
Mod Home Forum is setup: Sins of the Sirius Sector Home Thanks to Danmangames for hosting the foum ModDB Page: Sins of the Sirius Sector on ModDB </stron
I always play to the last ship... Though I rarely play online. I actualy enjoy holding out for as long as possible against overwhelming odds. Makes for a good tale afterwards. Quiting when your losing is just lame. gather your remaining ships and fight your last stand for crying out loud.
at 7DS we have larger planets, grav wells and jump distances/galaxy scale It just feels a heck of alot better and also means we can have absolutely massive titan-like ships that look right in scale to the regular ships. Sure it still isn't exact true to life scale, but it looks good.
Weapon WeaponType " Missile " damageEnums AttackType "ANTIMODULE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 450.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 12000.000000 PreBuffCooldownTime 20.000000 CanFireAtFighter FALSE SynchronizedTarget
Was wondering if someone could help with something... I want to set up a starbase to have an ambient 'engine' noise like regular ships and if possible an exhaust particle too. tried just adding the respective entries but it doesn't seem to work on starbases. Any ideas?
I still think that STTC would have been better as the ultimate ability on the VL titan.
I realy think making it the VL titan's ultimate would have been perfect and more fitting to their theme. Just have their massive ship eat up the resources instead of having to colonise first. I was kinda dissapointed to find out this wasn't the case
Yeah, as far as I know you can only force abilities to fire forwards. I like to use it for heavy forward/spinal mount guns =D
I personaly think titans keeping their level is stupid. If your enemy loses their titan it should cause more trouble than just rebuilding it. The way it is now there is no reason to not suicide run your titan at the start to get it's levels up. If it lost it's levels when killed people would be more protective of their titans and not use them stupidly. Also it sucks when you have an enemy virtualy wiped out, and they rebuild their darned highlevel titan
I'd rather see the starbase phase jump moved to a starbase upgrade (that uses say, 3-4 upgrade points) instead of a global research. It would be foolish to remove such an interesting element of the game, it just needs better balancing. If it was made an upgrade, when you build a oky it doesn't automaticaly get the phase jump ability, you have to buy it (per starbase you want to jump) and in doing so you have to sacrifice other upgrades you might ha
I think it's a shame STTC was bound to abandoning planets... I was originaly under the impression that the VL Titan would consume planets. Having it as an ability would have been much better in my opinion. Would have also opened the doors for more modding fun.
the ability should be an idividual starbase upgrade, not a global research. That would go a long way in improving balance.
Since I never bought diplomacy... it was totaly worth the $20 for me =D
auto-transfer of savegame files would be good too.
I support this
[quote who="SemazRalan" reply="6" id="3183144"] Gravity Well Edge to "free roam" to next Gravity well. [/quote] Totaly this! Travelling at this slower speed should also not get picked up by phase detection allowing for stealthy attacks!
Well thats the thing about starbase upgrades, it doesn't have to take only one slot. It can take more as to limit what other abilities the starbase can get. My point was it should be set up to prevent getting level 3 on both weapons and defence.
I think the best way to balance it would be if the phase jump ability was a starbase upgrade that you had to buy. That way it would take up extra resources, plus an upgrade slot.