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December 28th, 2005, 10:29 PM
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Re: Weapons Prospects
I've had a hard time doing that without making the PD overpowered or hitting the "magic speed" where projectiles tend to randomly explode.
That's why I was going for PD beam weapons..
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December 29th, 2005, 04:02 AM
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Re: Weapons Prospects
Well, you could have long-range countermissiles, then medium and short-range point defense guns.
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December 30th, 2005, 03:05 AM
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Shrapnel Fanatic
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Re: Weapons Prospects
The easiest way is to just use very-rapid fire guns that do very little damage.
Then if you waste a shot firing at a missile that is about to die from a previous shot, its no big deal... only 1/5th of a second and 2 damage points wasted, rather than 1-2 seconds and 30 damage.
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December 30th, 2005, 03:52 AM
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Re: Weapons Prospects
Ehhhh...Usually I wouldn't mind, but HW2's Point Defense Systems told me what would happen if you used a bunch of them (framerate cries for mercy). Plus, the tired system is a harder challenge
Of course, using a few wouldn't hurt. The concern may lie that it could be too effective.
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December 30th, 2005, 02:04 PM
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Shrapnel Fanatic
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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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January 4th, 2006, 03:38 PM
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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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January 5th, 2006, 04:02 AM
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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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January 5th, 2006, 05:19 AM
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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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January 5th, 2006, 03:33 PM
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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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- Digger
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January 5th, 2006, 04:02 PM
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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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