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Old November 25th, 2003, 05:58 PM

Devilsbane Devilsbane is offline
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Default Re: List of oddities

Planetary collisions would be part of the fun. Asteroid collision detentions (and destruction) could be made into a mission. During conflict planets would actuary be able to participate unless of course they are NEUTRAL planet (that deal in illegal cargo). Plus planet dodging may become a helpful skill in large fleet battles.

[ November 25, 2003, 16:02: Message edited by: Devilsbane ]
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Old November 25th, 2003, 06:23 PM

Manathor Manathor is offline
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Default Re: List of oddities

Hello all

Has anyone else noticed that PD fires 180 degrees from the incoming warheads? And has anyone else figured why it does it and how to stop it? Right now, I don't even bother to mount PD as it is useless.

Thanks!
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Old November 25th, 2003, 09:55 PM

Phoenix-D Phoenix-D is offline
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Default Re: List of oddities

Quote:
Originally posted by Manathor:
Hello all

Has anyone else noticed that PD fires 180 degrees from the incoming warheads? And has anyone else figured why it does it and how to stop it? Right now, I don't even bother to mount PD as it is useless.

Thanks!
No, and no. I have heard people complaining that modder PD will do that, but not stock PD.
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Old November 25th, 2003, 11:53 PM
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Graeme Dice Graeme Dice is offline
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Default Re: List of oddities

Quote:
Originally posted by Manathor:
Hello all

Has anyone else noticed that PD fires 180 degrees from the incoming warheads? And has anyone else figured why it does it and how to stop it? Right now, I don't even bother to mount PD as it is useless.

Thanks!
This happens if you increase the speed of torpedo weapons as it appears to be plotting the wrong trajectory for interception.. You might try increasing the speed of the PD bolts and see if that helps solve the problem.
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Old December 11th, 2003, 03:09 AM

Manathor Manathor is offline
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Default Re: List of oddities

Well, time for the next odd thing I have noticed..

While working on a MAJOR redesign of the ships, I noticed values in the main_purchaseshipsplayer file. There are values for base armor, shield, and energy. Has anyone got them to work?

I added the values that Aaron listed in the bottom of the file, but when you do that, it causes a sporatic 'invalid floating point' error. Sometimes you can play the ship, most times you cant, and if you change the values back to zero, it still crashes. And the increased values do not show up on the ship.

Anybody have any thoughts on this one? I really need those values to work for the redesign.

Thanks
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Old December 11th, 2003, 03:43 AM
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Ed Kolis Ed Kolis is offline
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Default Re: List of oddities

Those are from early beta Versions, when (believe it or not) ships didn't have a component damage model - you had 3 sets of hitpoints: hull, armor, and shields. (No facings either. ) When your hull ran out you died, just like now. But instead of gaining their hull hitpoints from their components, ships got them from the entries you found, so a destroyer might have 100 hull, 100 armor, and 100 shields, with armor and shield generators adding 50 to the appropriate counter. (There were a lot fewer component slots back then, too. Thank Imperator Fyron and PvK for pushing for detail ) I'm not entirely sure why changing them would cause an invalid floating point error; my guess would be that it would either give inflated readouts for ship hitpoints or make ships invincible (they would have HP that can't be taken away no matter what)... but who knows the internal workings of this game?
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