.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: Starfury

Reply
 
Thread Tools Display Modes
  #1  
Old February 15th, 2009, 05:30 PM

rstaats10 rstaats10 is offline
Corporal
 
Join Date: Jul 2007
Posts: 111
Thanks: 0
Thanked 4 Times in 2 Posts
rstaats10 is on a distinguished road
Default Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download

When I made this mod, the hardest thing to do was to make the difficulty level appropriate. I personally thought most of the misions were somewhat easy with some being more difficult. But what' easy for me may be hard for someone else and what's hard for me may be easy for another player. When I made this mod at the request of my 9 year old son, I made it to where we both would be able to play and complete the missions. My son and I had no problems with the mod. That is a good idea if you want to modify down the Replicator Ships/Components for your play and/or you can play on easy level as I mentioned before. Campeador's suggestion of using planet to planet instead of search and destroy in the job files is a great idea. I have tried it out in a couple of missions and it works really well. It seems to "increase the AI of the NPC ships" and make the mod even easier to play. I will definately include this in my version 2 release as well as some other things. As far as breaking my mod into smaller chunks, I wouldn't be interested in doing that. I mentioned before that my mod is quite possibly larger than the 3 original stock campaigns combined. You just can't finish it over one weekend...it's just not possible. My suggestion is for you to spread it out and play a little bit each day or so since when it's over, it's over. I am not making anymore Stargate mods to follow this one..nor do I want to spend the time changing the missions all around. (takes massive amounts of time to make the missions text/display text and so forth...so try and enjoy what took me 1 year and 3 months to make. BTW I don't think you've mentioned one positive thing you've like about the mod.

Keep the posts coming. Thanks.
Reply With Quote
  #2  
Old March 10th, 2009, 10:47 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download

It's hard to figure out what you "like" about big, complex games until you master them. And anyway, I'm not really a fan of the Stargate universe. Maybe if I were a Stargate fan it would be less tedious to fight so many replicators. Flying a Trek ship, or a Babylon 5 ship, would be fun of course. Anyway, I've finished with the replicators now, making good use of the deployable frigates to speed things up, and have now met the Ori. Something odd is happening with their ships. It looks like even normal weapons are occasionally skipping their shields and armor and destroying them much more quickly than should be possible. But I can't figure out how that might be happening.
Reply With Quote
  #3  
Old March 14th, 2009, 02:00 PM

rstaats10 rstaats10 is offline
Corporal
 
Join Date: Jul 2007
Posts: 111
Thanks: 0
Thanked 4 Times in 2 Posts
rstaats10 is on a distinguished road
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?
Reply With Quote
  #4  
Old April 4th, 2009, 07:09 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
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?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:08 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.