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-   -   ship designs boring and too similar (http://forum.shrapnelgames.com/showthread.php?t=15873)

Phoenix-D October 10th, 2003 11:53 PM

Re: ship designs boring and too similar
 
Speaking of bullets, I really hope MM makes bolts able to miss in a patch; right now they're tracking is so pathetic they always miss, but when they're able to lead, not being able to miss might be a bit unbalanced. And strange!

And can you adjust the length of beams anywhere?

macjimmy October 11th, 2003 02:24 AM

Re: ship designs boring and too similar
 
While I'm here, a quick question about guns...
I've got 2 PDC on my ship. When I get shot w/ 2+ torps, only one is shot down because both of my PDC target the same seeker. I don't suppose there is any way to make the PDCs target different seekers?
Are beam/bolt weapons allowed to be heavy? Can you make light torps? I suppose I could mod it and find out, but feeling too lazy http://forum.shrapnelgames.com/image...s/rolleyes.gif

macjimmy October 11th, 2003 02:33 AM

Re: ship designs boring and too similar
 
Another question:
Several component types from SEIV that took awhile to research are avaliable pretty much from the start. The engines are the main thing I'm thinking about here. In SEIV, quantum engines represent quite a bit of research. In SF, they are available from the start. Is there any way to change this, so that certain components are only available for sale after a certain stardate, or something along those lines?

Suicide Junkie October 11th, 2003 02:41 AM

Re: ship designs boring and too similar
 
Bolts don't track, they only lead...
So, if you're far enough away, any changes in heading or speed by the other vessel can cause your whole volley to miss.

When I'm being chased by an angry squadron of meson bLaster carrying fighters in my mod, a series of zig-zags helps reduce the damage since when I zig, the bolts already in space are leading against my zag http://forum.shrapnelgames.com/images/icons/icon12.gif
In practical terms, at best I can avoid maybe a half to a third of the fighter swarm's attack. Against a single ship with a single incoming fire vector, I can do much better http://forum.shrapnelgames.com/images/icons/icon7.gif

-----

You can't change the length of beams... They have fit the distance between your ship and the enemy...
Moddable duration would be very nice, and I'm suggesting it now.

-----

Any weapon will fit only in slots where the component says it is allowed.
Go to main_components.txt, and just add the names of other slots to the comma-separated list of allowed placement locations.

Or, you could just make a second "Heavy Mount" component, that is identical except that it fits in heavy wepaon slots, does double damage and is 50% bigger http://forum.shrapnelgames.com/images/icons/icon12.gif

Which, incidentally is what I did for my mod... http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie October 11th, 2003 02:44 AM

Re: ship designs boring and too similar
 
Quote:

Originally posted by macjimmy:
Another question:
Several component types from SEIV that took awhile to research are avaliable pretty much from the start. The engines are the main thing I'm thinking about here. In SEIV, quantum engines represent quite a bit of research. In SF, they are available from the start. Is there any way to change this, so that certain components are only available for sale after a certain stardate, or something along those lines?

<font size="2" face="sans-serif, arial, verdana">There is a minimum level setting in the components.
Currently, the main difficulty in getting the advanced engines is price and simply them not showing up very often in stores.

You could also make some of them extremely rare by only giving them out as payment after particularily difficult missions.
Perhaps a "deliver-the-scientist" type mission.

[ October 11, 2003, 01:45: Message edited by: Suicide Junkie ]

clark October 11th, 2003 02:44 AM

Re: ship designs boring and too similar
 
Engines... or certain stuff can be modded to appear based on skill level (experience).

There is a percentage chance for appearance in the spacedocks... play with that.

edit-beat to the punch:)

[ October 11, 2003, 01:45: Message edited by: clark ]

macjimmy October 11th, 2003 02:50 AM

Re: ship designs boring and too similar
 
Doh, I forgot to check your mod out... I bet most of the stuff I'm talking about is in your mod in one way or another already http://forum.shrapnelgames.com/images/icons/icon10.gif
I've got it downloaded, but I was going to finish the game first. Now I want to go try it http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie October 11th, 2003 03:11 AM

Re: ship designs boring and too similar
 
My mod uses the stock campaign, and just alters the physics.

As such, it'll either be an alternate for campaign 1, or a huge pile of spoilers depending on your point of view http://forum.shrapnelgames.com/images/icons/icon10.gif

Phoenix-D October 11th, 2003 06:03 AM

Re: ship designs boring and too similar
 
Sj, I was mainly refering to how beams can go wild and are effected by ECM in that comment. Bolts aren't. Don't move? You WILL get hit.

Rollo October 11th, 2003 11:32 AM

Re: ship designs boring and too similar
 
Quote:

Originally posted by Suicide Junkie:
That EEE destroyer was pretty nifty too.
<font size="2" face="sans-serif, arial, verdana">true, there is a lot of stuff to resurrect (and so little time...)
Currently I am running into problems. Starfury gives me an invalid floating point operation and have no clue why http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif


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