Dark_Ansem

Dark_Ansem

Joined Member # 5627135
25 Posts 253 Replies 15,158 Reputation

agh, no pitch shift, nor volume controls %... nor is allowed randomization (I think) or sequence play max_instances = maxnumplayingsimultaneously Volume_Saturation_Distance = minAttenuationDist ? what is treshold?

2,761 Replies 7,623,459 Views

but a future dlc is planned. hoenstly, one can't make a suggestion that is immediately turned down. new ships: engine can't handle it new research: trees too long new planet types: we already have them. what else could be a DLC of a spacecraft fighting game? a campaign? but I'd rather not have a dlc of campaign ALONE, with newer stuff.

130 Replies 318,811 Views

New DLC suggested planet types. Urban: Similar to Star Wars' Coruscant, lots of population but little room for factories/green/natural resoures. Little crystal, but lots of metal and even more credits. Nebula: Akin to magnetic storms, but they also cloak units against each other unless they are very close. Wild: akin to greenhouse, but can host very little population. lots of metal and cry

130 Replies 318,811 Views

4 types? WHERE?? Death Star 1 Death Star 2 The Tarkin The Hutt weapon? yes, but the eclipse mk2 http://starwars.wikia.com/wiki/Eclipse_II has not only the tower, but also a different engine array :P then again, I'm a star wars nazi, so probably other users won't get all crazy as I am :P are you also remaking the textures to be on-par with SOSE&

579 Replies 1,629,818 Views

[quote who="GoaFan77" reply="57" id="3398863"] Quoting Dark_Ansem, reply 56 is it normal that, in-game, there is a slight delay between the visual effect of the hit and the actual decrease of shield/hull? Yes. A. Weapon effects are purely cosmetic, the game doesn't actually care when a ship gets hit most of the time. B. The game doesn't update hull/shield numbers on the infocard all the time to save resources. The game does properly d

60 Replies 154,913 Views

[quote who="Nomada_Firefox" reply="360" id="3398895"] Yes but it is not alone.[/quote] good, good! :):) are you also going to put in the Eclipse II model (the one with the different engine array AND the command tower on top of the superlaser)? EDIT: can we see the 2 Death Stars too, pleasE?

579 Replies 1,629,818 Views

testing that now then :) no isse apparently. selected ship, moved it, had it damaged by pirates (they are way too strong to be just a nuisance). no dev error message, CONCERNING THAT.

2,761 Replies 7,623,459 Views

is it normal that, in-game, there is a slight delay between the visual effect of the hit and the actual decrease of shield/hull?

60 Replies 154,913 Views

8000 for shields, not tried anything else yet. just put a ridiculous number for hull health: 2000000, and a more ridiculous one for shields. 100000 apparently it works, even with the normal exe, as the DEV exe wouldn't allow me to use mods.

2,761 Replies 7,623,459 Views

[quote who="ZombiesRus5" reply="1966" id="3398766"] Quoting Dark_Ansem, reply 1965how high can we go with ship stats? for health, hull, shield, weapon damage etc. Assume you can go as high as you want until the DEV.exe tells you otherwise.[/quote] what's the highest you have done?

2,761 Replies 7,623,459 Views

[quote who="wbino49" reply="96" id="3398445"] Quoting Turchany, reply 95 Quoting ZombiesRus5, reply 94aw I am apparently the only one who wants to see the Horrors which have driven the vasari away Everyone wants to see them. Just not in a small DLC where they can only turn out to be lame based on the absolutely limited scale of such things, it is just a DLC, changing smaller things ti enhance gameplay, not totally changing everything, putt

130 Replies 318,811 Views

ahh I'm glad I'm not alone :D care to post a random: capital ship, titan, starfighter, frigate, space station stats, from what you believe is the most accurate fanfic source?

13 Replies 34,167 Views