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October 11th, 2003, 03:11 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: ship designs boring and too similar
My mod uses the stock campaign, and just alters the physics.
As such, it'll either be an alternate for campaign 1, or a huge pile of spoilers depending on your point of view 
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October 11th, 2003, 06:03 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: ship designs boring and too similar
Sj, I was mainly refering to how beams can go wild and are effected by ECM in that comment. Bolts aren't. Don't move? You WILL get hit.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 11th, 2003, 11:32 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: ship designs boring and too similar
Quote:
Originally posted by Suicide Junkie:
That EEE destroyer was pretty nifty too.
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true, there is a lot of stuff to resurrect (and so little time...)
Currently I am running into problems. Starfury gives me an invalid floating point operation and have no clue why 
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October 11th, 2003, 03:51 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: ship designs boring and too similar
Quote:
All of the AI ships need some sort of 'base' level repair to compensate for their lack of a 'character' with skills like you get. Different races could have different levels of ability in various areas, of course, like the Amonkrie having higher armor regen.
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For my Mod, I have set things in the components so that shields provide their own regeneration even if you don't have dedicated regenerators... fairly slow, but shield damage is never permanent if the generator is still there.
I also gave 0.001 hull repair for every crew member on board. I added crew capacity modifiers to the crew quarters (naturally), bridge and med lab.
So, unless the ship is almost completely gutted already, they can slowly recover. A disabled shield generator gets fixed in a few minutes, assuming no other damage.
So instead of spending 10 skill points on hull repair, you could just add a 10kt crew quarters in order to house 50 more engineers 
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October 12th, 2003, 02:10 AM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
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Re: ship designs boring and too similar
Component Configuration Slots ?
Is it possible to make new types of component configuration slots ? My ideas was to make new component and new component configuration slots for armor, shields and weapons. Then I could restrict certain types of component to certain classes of ships.
I tried using the SJ's Starfury Modding Toolkit - Release 1, and it works to a point. The problem is that the new component configuration slots are not visible in the game, but it does work. Any suggesting are appreciated.
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October 12th, 2003, 02:45 AM
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Private
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Join Date: Oct 2003
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Re: ship designs boring and too similar
sooo has anyone figured out how to change the firing direction for slots yet?
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October 12th, 2003, 03:17 AM
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Private
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Re: ship designs boring and too similar
Quote:
Originally posted by spacerat:
sooo has anyone figured out how to change the firing direction for slots yet?
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That's pretty easy. Each weapon slot has a firing point set for it in the ComponentConfigurationSlots files. The actual firing direction is in the SpaceObjects_XFiles.txt file, it looks like this...
Quote:
Firing Point 1 X := 0.8
Firing Point 1 Y := -0.41
Firing Point 1 Z := 3.7
Firing Point 1 Arc Start := 315
Firing Point 1 Arc End := 45
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Just change the Start and End values to whatever you want (in degrees). The arcs shown in the inventory screen are defined in the ComponentConfigurationSlots files themselves and should be set to match the values in the XFiles file.
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