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  #1  
Old December 30th, 2005, 02:04 PM
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Default Re: Weapons Prospects

I suppose it depends on your video card, but the pirates in my P&Nism mod use 200ms, 6 damage meson blasters as anti-ship weapons.

Looks somewhat like a starwars battle, and dosen't even dent the framerate. Each bolt is only 2 polys.

I also don't see how a tiered system will help very much.
All the weapons will still be firing on the nearest incoming seeker. You only get an advantage if the Tier X weapons kill the first missile before it reaches Tier X-1, AND if the Tier X PD has a very long reload time, such that the second missile reaches X-1 range long before Tier X can fire again.

You still need to make the shots move very fast, which solves much of the problem with stock PD already.
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  #2  
Old January 4th, 2006, 03:38 PM

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Default Re: Weapons Prospects

My game just miraculously started working last night. I tried implementing one of my weapons by adding the text to the main components file and adding it to the terran stores...but I believe I left something out, because it won't load the campaign.

(I made a copy of the first campaign and named it "Campaign 1 - Homefront2" and am using that)
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  #3  
Old January 5th, 2006, 04:02 AM
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Default Re: Weapons Prospects

Do you get any particular error?

PS:
You might also want to use my StoreModder tool to work with the shops:
http://imagemodserver.mine.nu/other/...toremodder.zip
There are a ton of little annoying things that that tool takes care of automatically, like renumbering all the items when you add or remove some from the list.
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Old January 5th, 2006, 05:19 AM

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Default Re: Weapons Prospects

I probably do, but it is hidden behond the loading screen. No idea what it could be...

EDIT:I was just thinking...is it possible to make launchable escort-class gunships? I think those would be pretty cool, as a step up from fighters.

On a related note, where would I look to change up the components on fighters?
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  #5  
Old January 5th, 2006, 03:33 PM

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Default Re: Weapons Prospects

If you switch into windowed mode, it often makes seeing error messages easier.

You can launch ANYTHING, just be careful about accidental ramming and the scale looking weird (a destroyer launcing a starbase looks a bit..odd)

You change up components on fighters the same way you do ships.
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  #6  
Old January 5th, 2006, 04:02 PM
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Default Re: Weapons Prospects

Put the game into windowed mode. That should let the messages pop to the front.

Yep. You can even make a carrier come out, which launches its own in an orgy of infinite looping. But you could still launch a carrier that launches only common fighters, and it would only be a little bit crazy

Fighter components are the same as ship components.
What they choose is based on the enemy ship design files. The fighters are mixed in with the ships, bases and sats.

Any vehicle that is not piloted by you personally is found in the "enemy" designs. Only stuff that you buy & fly is in the "player" designs.
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  #7  
Old January 6th, 2006, 01:33 AM

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Default Re: Weapons Prospects

Will do on the windowed idea. Now...how do I get the frigate into a vehicle to launch? Do I need to make a component for it?

EDIT: It has come to my attention that I haven't the foggiest clue as to how to make my game windowed. is it a command line thing?
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  #8  
Old January 6th, 2006, 03:21 AM
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Default Re: Weapons Prospects

Hit the setup button instead of play.
Under the resolution selection you will find "windowed".

Basically, copy the fighter component, and tweak it to launch a different object.
For example, changing the "terran fighter" component to say:
Space Object XFile Name := Terran Battleship
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