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January 29th, 2004, 01:59 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: StarFire Mod v-Beta 2
Steve Walmsley is he from Ireland...
If so I am related to him...
Find out.... for me
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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January 29th, 2004, 03:06 AM
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Second Lieutenant
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Re: StarFire Mod v-Beta 2
Dunno if you are related but would be interesting.
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January 29th, 2004, 12:54 PM
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First Lieutenant
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Re: StarFire Mod v-Beta 2
This is the Starfire mod discussion, and therefor should be a borg free zone.
Anyone holding discussions about borg will be assimilated, bugger, I mean thrown off the thread
PES, what'cha gonna do with (i) overload dampeners, (ii) shear planes and (iii) tractor beams (they need to be more useful than they are in SEIVG, at least I have never used them)
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January 29th, 2004, 03:12 PM
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Colonel
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by Phoenix-D:
Cloaking planets can be done- see the Devnull Space Monsters for an example. In the next patch it'll be easier, too.
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Are you talking about a Devnul mod patch? I'd like to see that, especially since I still haven't gotten around to playing it and I'd like to get the patch before I start.
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January 29th, 2004, 04:28 PM
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Brigadier General
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Location: WA
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Re: StarFire Mod v-Beta 2
I just had a new idea that I need some input on from you beta testers.
If I create all missile types as drones I can create the launchers with them to more closely mimic the SF setting.
The good: You will need to build ammunition, do ammunition load outs, use supply trains to transfer fresh ammunition to ships, and I will be able to more closely mimic the warhead types. I.E. (AM), (AAM), (SCW#), etc. multi-shot missile launchers (two shots per turn) will be possible.
The bad: Sprint type missiles will still try to ram a ship after the missile has fired, and I can not predict the effect this will have on game play. All cargo, including troops, populations etc, will need to be moved around in Mg. I could still create a cargo component however the AI would choose the larger cargo capacity for their ships. In other words it would not only be redundant but also give the AI and Non-Cannon players an unfair advantage. If I make the cargo component smaller than the Mg the fact still holds true.
This is merely a small “hiccup” that I could live with if you agree that it is worth the trade off. One another note this will set me back as I will need to create these components again.
Finally I will need experienced input as to this, if a ship is loaded with two or more types of drones I am not sure if the game will allow you to choose which ones you want to launch, and even if it does drones in tactical combat have no range limit that I am aware of.
Thoughts?
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January 29th, 2004, 06:34 PM
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General
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Re: StarFire Mod v-Beta 2
P.S. my post
Steve Walmsley is he from Ireland...
If so I am related to him...
Find out.... for me
was directed at the Prez....
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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January 29th, 2004, 06:46 PM
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Private
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Join Date: Jan 2004
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Re: StarFire Mod v-Beta 2
Shang
Suggestions
Missiles: Design 4 types of Missile Launchers. All should have the same cost, size, and damage resistance and are learned at the same tech level.
Missile launcher: Fires standard missiles (per SEIV)
AFHAWK Launcher : Fires every turn, the missiles have fighters/seekers as their target type.
Sprint Launcher: Direct Fire weapon with the same damage as a comparable missile but 1/2 range.
Capital Missile Launcher: Reload time increased by 1 or 2, damage increased by 50 to 100 percent, 3x the damage resistance to simulate it's toughness vs PD.
Since multi-function weapons can't be done, this allows you to simulate a ships varied missile load out by designing it with more, or fewer, of these components. The components are identical in size, cost and weight so that you can do a quick refit with a mobile space yard without having to redesign your ship, simulating changing your "ammo". You might want to up the component repair value on Space Yards and Repair Bays to facilitate this.
Your drone idea is excellent, but if I may, I think it's actually the perfect way to simulate Strategic Bombardment Missiles and SBMHAWKS, rather than "standard" missile types.
Hidden Warp Points: Umm, why not just use an empty space" bitmap for them?
I just finished the 4 Weber\White books, so I'm very keen to play this mod when it's done.
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