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Re: List of oddities
But you can't stop it from going "NERK NERK NERK NERK", right? http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: List of oddities
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Re: List of oddities
Hmmm, just something off the top of my head. Could you make this planet/ship able for use by enemies and allies? That would make it possible to script the ability to make planets and moons orbit gravitation centers of solar systems and other planets. Just think of the whole new class of Planet components to keep the population happy, health, and safe. http://forum.shrapnelgames.com/images/icons/shock.gif
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Re: List of oddities
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Re: List of oddities
As has been mentioned earlier in this thread, a Target Type of planet works juust fine.
The hard part for this idea is A scriping the movement, and B making sure the new orbit doesn't run into anything. |
Re: List of oddities
Planetary collisions would be part of the fun. Asteroid collision detentions (and destruction) could be made into a mission. During conflict planets would actuary be able to participate unless of course they are NEUTRAL planet (that deal in illegal cargo). http://forum.shrapnelgames.com/images/icons/icon10.gif Plus planet dodging may become a helpful skill in large fleet battles.
[ November 25, 2003, 16:02: Message edited by: Devilsbane ] |
Re: List of oddities
Hello all
Has anyone else noticed that PD fires 180 degrees from the incoming warheads? And has anyone else figured why it does it and how to stop it? Right now, I don't even bother to mount PD as it is useless. Thanks! |
Re: List of oddities
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Re: List of oddities
Well, time for the next odd thing I have noticed..
While working on a MAJOR redesign of the ships, I noticed values in the main_purchaseshipsplayer file. There are values for base armor, shield, and energy. Has anyone got them to work? I added the values that Aaron listed in the bottom of the file, but when you do that, it causes a sporatic 'invalid floating point' error. Sometimes you can play the ship, most times you cant, and if you change the values back to zero, it still crashes. And the increased values do not show up on the ship. Anybody have any thoughts on this one? I really need those values to work for the redesign. Thanks |
Re: List of oddities
Those are from early beta Versions, when (believe it or not) ships didn't have a component damage model - you had 3 sets of hitpoints: hull, armor, and shields. (No facings either. http://forum.shrapnelgames.com/images/icons/icon9.gif ) When your hull ran out you died, just like now. But instead of gaining their hull hitpoints from their components, ships got them from the entries you found, so a destroyer might have 100 hull, 100 armor, and 100 shields, with armor and shield generators adding 50 to the appropriate counter. (There were a lot fewer component slots back then, too. Thank Imperator Fyron and PvK for pushing for detail http://forum.shrapnelgames.com/images/icons/icon12.gif ) I'm not entirely sure why changing them would cause an invalid floating point error; my guess would be that it would either give inflated readouts for ship hitpoints or make ships invincible (they would have HP that can't be taken away no matter what)... but who knows the internal workings of this game? http://forum.shrapnelgames.com/images/icons/icon12.gif
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