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November 17th, 2003, 04:57 PM
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Re: Current patch history in Beta
Baron, I knew that; I was one of those one that mentioned it to MM.
What I meant was the enemy file has this:
Quote:
Response Range 1 Name := Short Range
Response Range 1 Distance := 120
Response Range 2 Name := Medium Range
Response Range 2 Distance := 160
Response Range 3 Name := Long Range
Response Range 3 Distance := 200
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And another range could be added, its just that now nothing past 200ls would work. These are kind of meaningless if the response range just gets bumped to maxium weapon range..
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Phoenix-D
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November 17th, 2003, 07:56 PM
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Shrapnel Fanatic
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Re: Current patch history in Beta
Quote:
Originally posted by Phoenix-D:
Looks like emissive and scattering armor -may- have been fixed then? Suggestion to beta testers: test what happens if stores.txt calls for a comp level below 1 (eg, -3 offset, level 1 player).
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For level 0, you get a level 1 component minus the ability increase per level, and it costs less.
Makes sense
[ November 17, 2003, 17:58: Message edited by: Suicide Junkie ]
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November 18th, 2003, 10:08 AM
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Re: Current patch history in Beta
Will at some day each ship get individual values for speed, acceleration and turn rate ? While modding that myself, I stumbled across an unused table near the end of Main_PurchaseShipsPlayer.txt, which seems to indicate that this was planned, with racial modifications as well.
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November 18th, 2003, 07:02 PM
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Re: Current patch history in Beta
Each hull has a custom speed limit.
And the actual speed of each ship depends completely on the engines it uses.
IIRC, in the default, they only use either Ion or Quantum drives, which results in fast and slow Versions of each ship.
If you increase the number of choices to pick from in enemies.txt, then you'll see more variation in speed.
You could also create extra engine components with the same class name as the existing drives.
When the files ask for "Ion engine", it will pick a random component among the ones with a class name of "Ion engine"
That would also add some variation in ship speeds.
Now, I don't think it would make a major difference to gameplay in the end, but it can be done.
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November 18th, 2003, 11:39 PM
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Re: Current patch history in Beta
Hmm. How random is the "same class name" picking?
EDIT: and if you want invidiual ship speeds, download the small mod I did. As SJ mentioned, it can be added in, and I did.
[ November 18, 2003, 21:41: Message edited by: Phoenix-D ]
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November 19th, 2003, 12:01 AM
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Re: Current patch history in Beta
As far as I could tell, 1/N chance of each.
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November 19th, 2003, 12:14 AM
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Re: Current patch history in Beta
That's what I thought. Good.
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November 20th, 2003, 12:18 PM
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Re: Current patch history in Beta
A link to your mod maybe ? I'd very much like to compare it to mine.
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November 20th, 2003, 11:59 PM
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Re: Current patch history in Beta
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November 21st, 2003, 12:25 AM
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Re: Current patch history in Beta
ty...
Hm, mods quite a bit more than only ship speeds, doesn't it ?
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