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Re: Mod idea: Repair pods
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Geoschmo</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Wasn't that being fixed in the next patch? To where you can move drones without the attack order? I may be mistaken, in fact I probably am. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Mod idea: Repair pods
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Re: Mod idea: Repair pods
Hmm. Drones only have an attack order. Can you order them to attack your own ships? Or an ally's?
See, if you do that with ships what happens is the ship follows the target. I don't think it works on your own ships, but I don't think I've tested it either. Phoenix-D |
Re: Mod idea: Repair pods
Attack ally's, yes. They will tag along whereever the target ship goes, lagging a move behind them each time. Attack your own, no. Unless drones are different then ships. That is the case for ships I know.
Geo |
Re: Mod idea: Repair pods
Can you send drones to your own ships? I don't think the Attack button works like that, and that could be a problem for repair drones.
[ January 06, 2003, 13:03: Message edited by: Krsqk ] |
Re: Mod idea: Repair pods
Let's say I want to create Repair Satellites.
Which method is better? Should I create a small Repair Bay component That can only be used in a Satellite or Create a Satellite with the Repair ability? |
Re: Mod idea: Repair pods
It all depends on what affect you want to create. Neither is necessarily "better" than the other.
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Re: Mod idea: Repair pods
Imperator Fyron
What do you mean by “affect”? I just want a Satellite that will repair ships. A couple of things did occur to me. If I want the Satellite to have more than one it does need to have a component. Any idea how much to “charge” for these? |
Re: Mod idea: Repair pods
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If you put the ability into a component, you can design custom repair sats, while leaving the hull sizes untouched. If you put the ability into the hull, you can have more rigid control over the properties of the repair sats. You could make the repair sats extremely small without worrying about players exploiting the small repair component size by placing lots on one large sat. PS: When in a stack, units act like component on a ship. If there is a "one effective per ship" ability, the entire stack gets the best ability on any single unit, and the rest are ignored. Repair ability fully stacks, so there shouldn't be a problem here. [ February 06, 2003, 15:23: Message edited by: Suicide Junkie ] |
Re: Mod idea: Repair pods
Guys, I don't mean to be a downer but isn't there a problem when putting abilities on units? I seem to recall that a stack of units will only use an ability once regardless of how many units have the ability. Hopefully I'm mistaken? http://forum.shrapnelgames.com/image...s/confused.gif
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