gunnyfreak131

gunnyfreak131

Joined Member # 4648722
1 Posts 5 Replies 122 Reputation

hmm how hard would it be to just slap together some parts from other ships and call it a day? what softwares can you use to edit .mesh files? Regarding no visible hardpoints... I get by -_- FF Cobalt: the rectangular box thing between the 2 guns looks kinda like a torp bay Disciple: there's this big circle of the team colour on the belly of the ship that passes for a beam generator Skirmisher: the curved sides of the

7 Replies 20,037 Views

thx. ya, the cap boats have enuff imo.... it's the frigs and cruisers that bother me.. HEAVY CRUISER with 3 machine guns -_- something needs to change :P

7 Replies 20,037 Views

Hi all, noob here, just started modding so I'm trying to make a mod that adds more weapons to ships (so they feel more like multi-purpose star-ships like homeworld or n:tji rather than tanks or generic RTS units like starcraft or C&C) the problem I have right now is the only way I found to test these ships are to research all the way to them and build one, this, ofc, can get rather frustrating as I work higher up the tech tree (starting with light frigs, already

7 Replies 20,037 Views

well, yeah.... but I'm talking about the tec in particular if memory serves... tec get 8 lvls of health on 2lab, 3lab, and 5lab respectively the advents have their counterpart (shields) at like 2lab, 5lab, and 8lab darn.... forgot the vasari.... but the point's the same

8,423 Replies 15,673,159 Views

hmm... does anyone else find the game too easy to steamroll across with fully leveled TEC health? my lvl 7 (i think) marza has practically starbase level health atm and AI don't seem to put money into that kinda stuff... (my light frigs has more health than their heavy cruisers......) nub here so maybe I just missed something, figured i'd post this here anyways..

8,423 Replies 15,673,159 Views