Interesting. DOesn't sound all that incredibly hard.
DareArkin
To increase survivability (and change the feel of) light frigates and scout frigates, I increased their speed and gave them the fighter combat moves. (Sweeping turns, etc. It's actually kind of fun- they now run only a fraction below most of my rebalanced missiles, meaning they can dodge for a long time.) Catch is, they make a strafing run on a target and smack into it, stopping dead- and getting turned into ash. Any ideas on how to let them have true fighter physics- passing through the edge
well, the great thing about this is there is an unused, pre-included ability I rewrote. Makes life easier.
Quick question about DS- I have a mod I've been working on for a very long time (Several months now) aimed at rebalancing the game 'just the way I like it." However, I really like things you've added, like the freeport station for example, and such. As well as several of the new celestial bodies. The thing is, I added a new ship per faction and a lot of stats. Does anyone know how I could dump my mod onto this somehow, to get the benefits of both? <p
I reworked the abilities to ONLY target starbases and CapShips. Retooled the cooldown a touch. Thanks, you have no idea how much this helped. The modding continues. XD
You're awesome. Seriously :D
Woo! ALMOST there! One question. I don't remember -ever- seeing these before. Are they used by anything else, or would my complete repurposing be okay? They seem to be vestigial items from Beta, but I can't be sure.
And how do I copy the effects from the attacks of those two ships? Is there a way? Would it be possible to fire the 'ability' from the same spot as the regular weapon? Etc? x.x I seem to have more questions than when I started...
Now, to get this straight. Means I'd have to make an entirely new ability, right? edit; sorry, what I mean is. >
Like that speedboost ability on the Kodiak. It doesn't consume any antimatter... has a decent cooldown...?
GOT to be a way, I'm not giving up NOW. Maybe an ability? Make it use the same animations as normal firing for the ship's weapon, target capship only?
Is there any way to add a weaker secondary then? edit: Or not, that'd still target frigates. Grr.
Gah. So it's impossible? Damn.
I know I saw something with a list "Capship" "Frigate" "Structure" etc. But I can't remember how/where it fit in!
okay, so that'll open it up, good- getting closer. But how do I open it ONLY to capships?
Weapon WeaponType "Missile" damageEnums AttackType "ANTIMODULE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "ENERGY" WeaponClassType "PLASMA" DamagePerBank:FRONT 120.0000
Quite simply, I'd like to allow the anti Structure Cruisers (Ogrov and Solanus) to target cap ships as well as structures, so as to fit more with a mod of mine.
I made some capship models larger, but now the engine effects look tiny by comparison. However, I can't figure out how to fix it in particleforge. Help?
well, either?
I made several models larger (as I felt it made capships more ominous) but the engine effects are now forked. How do I make the engine plumes larger?
so how do I do that?
Simple question. How do I make it so things like "Space Junk" and "Asteroid Belts" actually have things IN them, instead of a single rock or something? It just doesn't feel like it's got the needed effects.
How'd you optimize it?
Ye gods- something I did minidumped it. maybe the cosmetics just aren't worth it. XD
Twilight- I don't think so. I think all you can do is make it invulnerable- but it still takes healing.