January 7th, 2004, 04:58 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
Quote:
Originally posted by Ed Kolis:
random comments-o-doom
What's the point of researching new weapons tech when it only gets more expensive and bulkier at the same rate that the damage and range increase? Is all armor going to be emissive in this mod?
[well, i fixed it. if weapon size is 100kt and weapon damage is 100, next level it'll be 110 and 120. next level it will be 121 and 142. i think that's the explanation; there's a complete one lower down. generally, armor will be emissive. there will be a few non-emissive's and some armor which rely heavily on emissive.]
You seem to be missing a newline between medium energy engines 17 and 18 in components.txt, that might screw up the game...
[well, it doesn't complain when i load it, but thanks.]
... ... 20 levels of engine mounts for EACH hull type??? I seriously hope that file is program generated!
[nope. all typed by hand. with a spreadsheet program in the lower half it was...well, not as hard as it might have been.]
What's to, eh, keep people from cheating with the engine mounts on larger hulls? It's rather easy to forget to mount your engines
[um...well, other people can see mounts. second, i think i'm going to rip a page of SJ and have the abbrieviation be 'OK'. other than that...well, generally there's a lot of difference between mounted and unmounted engines and well, that's it.]
All those hulls... aren't they really going to clog up the hull list?
[well, they do and they don't. there's a lot of them, but all you have to do is look for the roman numeral on the end. it actually shouldn't take long to find the hull you want.]
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thanks. all input appriaciated.
[ January 07, 2004, 03:04: Message edited by: narf poit chez BOOM ]
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