.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: Starfury

Reply
 
Thread Tools Display Modes
  #1  
Old October 11th, 2003, 03:11 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default 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
Reply With Quote
  #2  
Old October 11th, 2003, 06:03 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default 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.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #3  
Old October 11th, 2003, 11:32 AM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: ship designs boring and too similar

Quote:
Originally posted by Suicide Junkie:
That EEE destroyer was pretty nifty too.
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
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #4  
Old October 11th, 2003, 03:51 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default 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.
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
Reply With Quote
  #5  
Old October 12th, 2003, 02:10 AM

TNZ TNZ is offline
Sergeant
 
Join Date: Jul 2003
Location: New Zealand
Posts: 252
Thanks: 0
Thanked 0 Times in 0 Posts
TNZ is on a distinguished road
Default 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.
Reply With Quote
  #6  
Old October 12th, 2003, 02:45 AM

spacerat spacerat is offline
Private
 
Join Date: Oct 2003
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
spacerat is on a distinguished road
Default Re: ship designs boring and too similar

sooo has anyone figured out how to change the firing direction for slots yet?
Reply With Quote
  #7  
Old October 12th, 2003, 03:17 AM

Mehrunes Mehrunes is offline
Private
 
Join Date: Sep 2003
Posts: 41
Thanks: 0
Thanked 0 Times in 0 Posts
Mehrunes is on a distinguished road
Default 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?
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
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.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:42 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.