Re: StarFire Mod v-Beta 2
I had to split the gun missile launchers; I could not get them to do double duty. That is to say fire in sprint and non-sprint mode. Your comment about the capital missile launchers is correct. They can fire most of the earlier generations of ammunition. I should also mention that according to the UTM 1.1 (Unified Tech Manual) which I am using to create the components there are many types of launchers (at higher tech levels) capable of firing capital type munitions.
About the drones, I would not need to drop the fire rate to less than one per turn. I could mod the launchers to fire two or more per turn, sort of like attacking the problem from the other side. This of course would create another imbalance. Ok so toss that idea out and I will stick to the two types I have now, Sprint and Non-Sprint launchers.
The problem with XO racks has been solved in my Mod; I think that the beta testers will be very surprised at how they work. The ammunition for them will need to be manufactured, but then again in SF (StarFire) you must manufacture, load out, and ship munitions. This is one of the more enjoyable aspects at least to me and to one of the other beta tester in the group. All of that aside it was also the only way I could get the XO racks to work.
DemoMonkey are you one the Beta Testers, I don’t think I got an email from you, but then again some of the beta testers came to me from other places than this forum. Either way keep the thoughts coming in; they are giving me food for thought.
Mod Status: Feeling a touch of the flu coming on but I am up to HTL 15 out of 16, some known bugs.
Beta Testers can you do a plug or two here to help me out some? I may be laid out with some medicine tonight and tomorrow, besides I would just like to have your thoughts on the great Posts placed here so far.
[ January 29, 2004, 21:10: Message edited by: President Elect Shang ]
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