|
|
|
|
|
November 17th, 2003, 09:56 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by JayBdey:
Well the DS prototype was nothing more than a hollow skeleton. I could understand it's purpose being there if it was a prerequisite to building the real thing, but I don't see any reason to have it in as its own combat ship.
|
Because it could be built as its own ship...
|
November 18th, 2003, 06:36 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'm also using an outdated bad shape computer that has no functional USB port.
|
November 19th, 2003, 05:02 AM
|
Corporal
|
|
Join Date: Nov 2003
Posts: 73
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by Imperator Fyron:
quote: Originally posted by JayBdey:
Well the DS prototype was nothing more than a hollow skeleton. I could understand it's purpose being there if it was a prerequisite to building the real thing, but I don't see any reason to have it in as its own combat ship.
|
Because it could be built as its own ship... What do you mean as its own ship? It was built to research the super-laser, and see if such a large laser could be aimed and operated. It would have no combat value. Now, it COULD have been turned into a fully working Death Star, but then it wouldn't be a prototype any more.
[ November 19, 2003, 03:04: Message edited by: JayBdey ]
|
November 19th, 2003, 05:32 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Gameplay over canon, my friend. Always gameplay over canon.
|
November 19th, 2003, 05:58 AM
|
Corporal
|
|
Join Date: Nov 2003
Posts: 73
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Oh well, just extra fluff that I'll never use. I did remove it in the modified Version that I play with my friends on my LAN, I just couldn't understand the reasoning behind it being put in.
At least use the right picture of it. If you call it the DS prototype shouldn't it look like the DS prototype?
|
November 19th, 2003, 06:05 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
In general, more options = more strategic value = better game/mod.
|
November 19th, 2003, 01:40 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well, just because in the canon Star Wars universe they were never able to build more than the prototype for the Death Star - doesn't mean that in the Star Wars Space Empires universe the Rebellion will be just as successful at preventing their deployment, so you keep it as a valid option for later in the game...perhaps those Imperial engineers were able to come up with a fully functional Death Star. Plus, couldn't the Death Star prototype still move around in order to reach the different planets that it would target? I don't see the issue really.
|
November 20th, 2003, 04:46 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The DS prototype was meant to have enough tonnage to carry little more than command components the superlaser (it can't be made a requirement, but it should be) and very few other weapons, shields or other components. I'd have to check if afer so many quick and not thorougtly tested changes that remains true. It shouldn't be very good in combat, it's relatively vulnerable, but if it manages to hit you with its sl you're fried.
About the picture, it was one of the many things I had left to add later. The one you linked looks cool.
|
November 24th, 2003, 11:57 PM
|
|
Colonel
|
|
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
well, I was finally able to break the file into several files to take home on floppies. I don't know what the difference was, but instead of trying to condense the folder, I opened the folder to see if I could condense the actual Star WArs II folder and the path file. For whatever reason, it worked. I'm currently transferring the files to floppies, and plan on checking it out tonight. Can't wait to play this one.
|
December 5th, 2003, 07:53 PM
|
Private
|
|
Join Date: Dec 2003
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Thanks for the sound tip Andres. I'm still wondering if anyone else have problems with concussion missiles. The missiles won't fire in tactical combat simulations. I have all the correct strategy and supply, and all the other weapons fire just fine. The strange thing is that during tactical simulations, the concussion missiles are highlighted just like all the other weapons, but when I try to target an enemy ship, it just stays highlighted while all the other weapons fire. It might just be some minor detail that I have overlooked, but A-wings sure are weak without missiles.
Frank
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|