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Re: StarFire Mod v-Beta 2
I am only 2027 Posts behind Atrocities Star Trek Mod thread, come on guys! We can do it! http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: StarFire Mod v-Beta 2
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Have fun! http://forum.shrapnelgames.com/images/icons/icon10.gif Dan K |
Re: StarFire Mod v-Beta 2
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Dan K </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Just tried it again, and got the same result (or lack of, in my case). I can't get anything to click. As far as the mouse over, how do I change that? Everything on the Shrapnel site works fine. It's only on President Elect Shang's site am I having the problem. |
Re: StarFire Mod v-Beta 2
Ok GB, I will email your address tonight with the Mod, it will be up-to-date so you won’t have to worry about the patches. I have a friend who is good with web pages and I will ask him if he can advise me on what the heck is going on with my page. I wish I knew more, or could at least see the problem for myself. The email will come from StarFireMod just so you know.
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Re: StarFire Mod v-Beta 2
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Dan K |
Re: StarFire Mod v-Beta 2
HTML code? Crap, maybe I won't do the mouse thingy after all.
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Re: StarFire Mod v-Beta 2
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The ship can move forever without running out of supplies. A Monitor with an engine tuner V and only one supply hold is going to run out of supplies fast, of course. No surprise http://forum.shrapnelgames.com/images/icons/icon12.gif The books gave me the impression, that commercial engines provide a higher strategic movement than military ones? Am I wrong? There is no reason to use commercial engines here. They are 60% cheaper, but twice as large!!! Small spelling error: PDC Crew Quarter: Area of a PDC where crew adn troops spend off-hour Plague: Maybe you could change the severity of the plague event to high or even catastrophic. Colony ships: I noticed that colony ships can only use commercial engines(unlike freighters) in v2.2 I don't know if that is intentional. Now I'm off to test the new Box Missile Launcher http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: StarFire Mod v-Beta 2
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The supply issue was a thing I noticed because my explorers could fly across the whole universe, no something I am accustomed to from other SE4 mods http://forum.shrapnelgames.com/images/icons/icon12.gif I tested the enhanced drive missiles yesterday. With ships/planets as weapon target they ignored enemy sekker/drones and rammed the enemy ship. With sat/seeker/fighter/drone as target (and fighter(one shot) as strategy) they reacted to the enemy drones (meaning the EDMs shot at them when the enemy missiles moved) on their way to the enemy ship, which the EDMs still rammed as soon as possible. I think that behaviour is the one you want http://forum.shrapnelgames.com/images/icons/icon7.gif colony ship: I'll check it out again, maybe I simply missed the military engine mount. Quote:
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Re: StarFire Mod v-Beta 2
abc: The supply issue is good, don’t write it off, I don’t want you too. Just keep testing it and we can go from there after I get more feedback.
EDM: If they don’t work than I will need to put more thought into them, considering the advantage they give in battle I may have to toy with them some more by providing them with less movement (or even no movement) in battle and setting them to target seekers. They should not be able to fire on a fighter, which is the Defense Pod’s job, so write that idea off (fighters) when you are toying with the targeting type. However just to make sure tell me again, they would ram the ships and fire on the seekers with a target type of what? More Capital Missiles: Ha, welcome to StarFire, I need to get you fully introduced to the game as you obviously have the right mind set. Books: “In Death Ground” and “Shiva Option”, they where good but after having read them all I think they where the worst of the serious. If you like them, than you need to read “Crusade” (my personal favorite) and “Insurrection” which takes place after the Arachnid War but Weber wrote the book before the Arachnid War. Finally if you get into the game, the 3rd Edition Version of it anyway, you can purchase non-novel books that will let you recreate all of the above wars and some other ones that Weber and others dreamed up but where never made into novels. And if that isn’t good enough there is a community of us 3rd Edition players that have games going. I am in two play-by-email games right now, and the software to run those games is easy to learn and best of all FREE! http://forum.shrapnelgames.com/images/icons/icon10.gif Come over to the StarFire side, you know you want to, you can feel the real emperor inside you calling to get out, the one that never feels satisfied when wiping the crap out of an AI. My email (use the SF Mod one) is over at my web site, and I have ICQ if you prefer the faster method of chat, even emails are a little slow. Operators are standing by. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: StarFire Mod v-Beta 2
EDM: Yes I think Seeker/Drone targeting is good, I will toy with the idea of satellites and mines also, but that is not there function as there are other weapons to do that. I will include this in the next patch.
XO Missile: You should have set the strategy to ram, try this and they should fire before making contact then move in to ram. With the strategy set to optimal fire range they will want to move away (what happened in your test) until the weapon reloads, but it will not [reload] in that combat phase. Wow! http://forum.shrapnelgames.com/images/icons/shock.gif Need to decrease the cargo hold! Let me make a note of that for the next patch, suggestions on size? I think 200 should do the trick very nicely and keep proportions to other cargo holding components. The XO Auto-Loader will also need adjusted. XO Auto Loader: Good point, this is a home made component and not from cannon. I decided not to give it the armor ability for three reasons. (1) The way I envision it is as an internal component that feeds the XO racks by a system of rails, which alone would take away any armor trait. (2) The XO racks have the armor ability and if they get destroyed than the Auto Loader is doing nothing but soaking up damage and eating space. (3) When you develop the Box Launchers (if I don’t change them back to there old form) it would really piss people off to lose all of there ammo when the Auto-Loader gets blown away before there armor is even breached; http://forum.shrapnelgames.com/images/icons/icon8.gif which could happen if it has the armor ability. Colony Ships: It would be very easy to miss the Class III mount if you are testing with all techs given, the weapon mounts would push the Class III mount down so you have to scroll to see it. Sun: What sun, I see nothing but clouds! And I wanted to take the kids to the park today. http://forum.shrapnelgames.com/images/icons/icon9.gif |
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