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Old March 14th, 2009, 02:00 PM

rstaats10 rstaats10 is offline
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Default Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download

That is odd what you mentioned about the Ori ships. I've never encountered that before. I just checked the Ori Motherships again and they are working fine..nothing is skipping shields and armor. Did you mod your weps to skip shields and armor? The Ori Motherships are actually some of the toughest ships in this Stargate universe. I made them use crystalline armor and repairs the shields at 0.64 shield per point taken plus their ship's basic attributes are really good too. What I see when I'm playing is the Ori Mothership's shields being recharged very quickly after you attack their ship. I made it that way on purpose. The Ori are a very worthy opponent when my son and I play the mod. You don't have as much ally help and you must rely on your kick a#$ Cruiser and your fleet frigates. The Ori fighters are really tough too. I most enjoyed the Ori battles. Do you have the same experience each time you fight an Ori Mothership?...and what weps are you using?...did you mod any weps to bypass shields and armor?
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Old April 4th, 2009, 07:09 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download

OK, I played the first battle over & didn't learn anything new. But while playing the rest of the Ori battles I noticed the same thing. The Ori motherships seem to always get damaged in their rear armor/shields much too quickly. It was when I heard that 'klaxon' sound used for ships blowing up and couldn't find anything blowing up that I realized what was going on. When the Ori motherships launch fighters, they aren't moving fast enough for the fighters to clear and they hit and damage the mothership. And that's why the klaxons were sounding all the time. Ori fighters getting destroyed on launch. It was the regeneration powers of the armor replacing the rear shields that made it harder to figure out what was going on.

This might be another problem caused by my using a slower computer, or it might be something you can see for yourself. Either way, I wonder if there is a way to adjust where launched fighters appear? Is there a 'launch point' just like there is a 'firing point' for a weapon?
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