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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'm also using an outdated bad shape computer that has no functional USB port.
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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[ November 19, 2003, 03:04: Message edited by: JayBdey ] |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Gameplay over canon, my friend. Always gameplay over canon. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Oh well, just extra fluff that I'll never use. I did remove it in the modified Version that I play with my friends on my LAN, I just couldn't understand the reasoning behind it being put in.
At least use the right picture of it. If you call it the DS prototype shouldn't it look like the DS prototype? |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
In general, more options = more strategic value = better game/mod. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well, just because in the canon Star Wars universe they were never able to build more than the prototype for the Death Star - doesn't mean that in the Star Wars Space Empires universe the Rebellion will be just as successful at preventing their deployment, so you keep it as a valid option for later in the game...perhaps those Imperial engineers were able to come up with a fully functional Death Star. Plus, couldn't the Death Star prototype still move around in order to reach the different planets that it would target? I don't see the issue really. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The DS prototype was meant to have enough tonnage to carry little more than command components the superlaser (it can't be made a requirement, but it should be) and very few other weapons, shields or other components. I'd have to check if afer so many quick and not thorougtly tested changes that remains true. It shouldn't be very good in combat, it's relatively vulnerable, but if it manages to hit you with its sl you're fried.
About the picture, it was one of the many things I had left to add later. The one you linked looks cool. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
well, I was finally able to break the file into several files to take home on floppies. I don't know what the difference was, but instead of trying to condense the folder, I opened the folder to see if I could condense the actual Star WArs II folder and the path file. For whatever reason, it worked. I'm currently transferring the files to floppies, and plan on checking it out tonight. Can't wait to play this one.
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Thanks for the sound tip Andres. I'm still wondering if anyone else have problems with concussion missiles. The missiles won't fire in tactical combat simulations. I have all the correct strategy and supply, and all the other weapons fire just fine. The strange thing is that during tactical simulations, the concussion missiles are highlighted just like all the other weapons, but when I try to target an enemy ship, it just stays highlighted while all the other weapons fire. It might just be some minor detail that I have overlooked, but A-wings sure are weak without missiles.
Frank |
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