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  #11  
Old April 29th, 2005, 12:32 PM

Phoenix-D Phoenix-D is offline
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Default Re: Demo questions/problems

That's the fully verson I was testing with, yep. Its hard for bugs to get fixed if no one reports them..and no one did.
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  #12  
Old May 2nd, 2005, 12:59 PM
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Default Re: Demo questions/problems

yes `credits` do not hit "Enter" ahter the credits but ` again
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  #13  
Old May 2nd, 2005, 01:44 PM
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Default Re: Demo questions/problems

Quote:
mottlee said:
yes `credits` do not hit "Enter" ahter the credits but ` again
I did that without success. I even added the US keyboard layout to my computer, but again without success.
But I found out that even in the demo you can mod the players ship list and the job list! That did the it for me.
Now I have a lot of time for my jobs and my ship is a "little" bit larger than it used to be and I have enough credits.
Even with theese modifications (cheats if you prefer) and in "easy level" I find it quite hard to survive. What does the difficulty level do actually??
I faced several times three enemy cruiser at once at the "easy level" setting, so in the expert level there will be a fleet of fifty enemy baseships??

Probably I will later buy the game in spite of all the imperfections just as support for MM and Shrapnel (and to be able to switch off the collisions ). I hope that the people who work on mods will continue as I do think that Starfury offers quite interesting possibilities. Too bad that the Star Trek mod died.
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  #14  
Old May 2nd, 2005, 02:56 PM

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Default Re: Demo questions/problems

Starfury in a way gives a lot of possibilities to modders. Also it has some annoying limitations.

And I agree it's a pity that Star Trek mod died especially since I made two ships for it. Oh well, atleast The People's Mod is still going though right now I'm the only one working on it. Last week I re-wrote the entire Main_EnemyAppearances.txt and edited the Main_EnemyGroups.txt. Wasn't so quick and simple as I thought.

And the cheat codes, most of them didn't work for me either. I mainly just used the jump to another system cheat code to get fast to the other side of the quadrant. Then it got boring and I just flied around New Texas shooting everything.
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  #15  
Old May 3rd, 2005, 03:05 AM
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Default Re: Demo questions/problems

Its a good idea to avoid larger enemy forces early on. Unless you are very unlucky and they start right next to the warp point you entered, you can usually avoid them.

In my opinion, it would be really silly if there were only frigates flying around when you were lower level, then suddenly cruisers and dreadnoughts appeared just because you gained a few levels...
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  #16  
Old May 3rd, 2005, 05:58 AM
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Default Re: Demo questions/problems

Quote:
Exan said:
And I agree it's a pity that Star Trek mod died especially since I made two ships for it.
Did you post them somewhere?
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  #17  
Old May 3rd, 2005, 12:32 PM

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Default Re: Demo questions/problems

" faced several times three enemy cruiser at once at the "easy level" setting, so in the expert level there will be a fleet of fifty enemy baseships??"

What the difficulty levels do is modable. In the stock game, as the difficulty goes up, the enemy gets -better- ships, not more of them. They get heavier (a destroyer will have 80% of its normal tonnage on Easy and 140% on Difficult), and they get better resistances.
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  #18  
Old May 4th, 2005, 12:45 PM

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Default Re: Demo questions/problems

I had the two ships in a small campaign where you could fly around with them. I had the campaign zipped and in a webserver which is gone now. I still may have the campaign somewhere on my computer.
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  #19  
Old May 5th, 2005, 02:26 AM
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Default Re: Demo questions/problems

Quote:
Exan said:
I had the two ships in a small campaign where you could fly around with them. I had the campaign zipped and in a webserver which is gone now. I still may have the campaign somewhere on my computer.
If you find them please post them. I would be delighted to use them as soon as I get the full game.
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