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-   -   WW: CVN-65 U.S.S. Enterprise Mod (http://forum.shrapnelgames.com/showthread.php?t=27339)

MajorDiarr February 25th, 2006 12:35 AM

Re: WW: CVN-65 U.S.S. Enterprise Mod
 
1 Attachment(s)
Thanks, I think it's crashing is fixed. I'll go through my other mod and see if I have any point defense missiles. I'll try simplifying the targeting commands too.

MajorDiarr February 25th, 2006 03:26 PM

Re: WW: CVN-65 U.S.S. Enterprise Mod
 
1 Attachment(s)
Another update.

v0.4
- New Weapon, wp_Phalanx.ini. It fires 1,550 rounds, one shot every hundreth second, and has a ten second reload.
- All carrier weapons now target capital ships as well as fighters.
- Carrier is back in the intro screen and it absolutely dominates it.
- Fighters carry fighter missiles, again.

Fingers February 25th, 2006 05:31 PM

Re: WW: CVN-65 U.S.S. Enterprise Mod
 
Hehe, don't you think 80 fighters is a bit much? http://forum.shrapnelgames.com/images/smilies/happy.gif

MajorDiarr February 25th, 2006 07:27 PM

Re: WW: CVN-65 U.S.S. Enterprise Mod
 
http://forum.shrapnelgames.com/images/smilies/happy.gif Not really, you would have to be in a pretty long battle to actualy get to that number. Besides, it's the actual capacity of the ship, although, not all of those would actualy be fighters. I think only 24 would be F-14s. Maybe I'll change that.

Paladin42 February 26th, 2006 08:00 PM

Re: WW: CVN-65 U.S.S. Enterprise Mod
 
Nice mod. For the sake of completeness and naval correctness, you may want to retitle the mod in the ini file as CVN-65 vice CNV-65.

MajorDiarr February 28th, 2006 09:29 PM

Re: WW: CVN-65 U.S.S. Enterprise Mod
 
I see, in the Game.ini. Thanks, it's fixed now.


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