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-   -   Star Control Mod (http://forum.shrapnelgames.com/showthread.php?t=25048)

Sivran July 26th, 2005 03:33 AM

Re: Star Control Mod
 
I loved the fast, agile Pkunk and Spathi. Whittling away for teh win! I could use Spathi for zero-loss Vux farming and amass a fortune if I wanted. Fast ships are also useful against the slow Mycon. If you time your pass just right, you end up behind the Mycon ship just as it fires, causing to hit itself. Never did like the Orz though, couldn't get the hang of rotating the cannon while flying around.

As for the Ilwrath, once I had the whole "enemy is diagonally opposite of you" thing down, killing them became a breeze so long as I could keep out of their range.

My favorite "fun" ship had to be the Thraddash Torch though. >:D

narf poit chez BOOM July 26th, 2005 04:19 AM

Re: Star Control Mod
 
...So long ago. So much forgotten...

Um, I liked the machine ships that transformed, the saucer ships and the cowards ships.

Running away just fast enough that they don't get farther away or closer and shooting back at them...Sure way to win, against most.

Ed Kolis July 29th, 2005 01:01 PM

Re: Star Control Mod
 
1 Attachment(s)
Here's a Tech Area file... did I forget anything important?
I'm intending to have Afterburners provide not only bonus combat movement but also emergency movement for a ship... pretty nifty huh? "Scotty, overload those engines, we really need to go faster!" http://forum.shrapnelgames.com/images/smilies/laugh.gif

edit: oh, BTW, does negative Combat Movement (afterburners ability) work? I'd like to put that on the one big cannon that that one race (Druuge?) gets... http://forum.shrapnelgames.com/images/smilies/wink.gif

Ed Kolis August 2nd, 2005 12:46 PM

Re: Star Control Mod
 
1 Attachment(s)
Here's a facility.txt!

Suicide Junkie August 2nd, 2005 01:10 PM

Re: Star Control Mod
 
Quote:

Ed Kolis said:
edit: oh, BTW, does negative Combat Movement (afterburners ability) work? I'd like to put that on the one big cannon that that one race (Druuge?) gets... http://forum.shrapnelgames.com/images/smilies/wink.gif

Only the best value on the ship gets used. And zero always counts as an option http://forum.shrapnelgames.com/images/smilies/frown.gif

Ed Kolis August 2nd, 2005 11:49 PM

Re: Star Control Mod
 
Even if the ability isn't explicitly specified as zero? Oh well... http://forum.shrapnelgames.com/images/smilies/frown.gif

Phoenix-D August 3rd, 2005 02:59 PM

Re: Star Control Mod
 
Besides, the Druuge cannon made them go FASTER..just, ah, backwards.

SE4 can't really model that; negative afterburners would just slow the ship down.

Ed Kolis August 6th, 2005 07:28 PM

Re: Star Control Mod
 
The SC Mod now has a homepage at Ed's Space Empires Starbase!
http://kolis.dyndns.org/ed/se/se4/scmod
Check out the Ilwrath Avenger! http://forum.shrapnelgames.com/images/smilies/wink.gif

narf poit chez BOOM August 6th, 2005 08:12 PM

Re: Star Control Mod
 
Yeah, pretty good.


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