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  #51  
Old November 21st, 2003, 04:07 AM
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Ed Kolis Ed Kolis is offline
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Default Re: List of oddities

But you can't stop it from going "NERK NERK NERK NERK", right?
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  #52  
Old November 21st, 2003, 04:41 AM

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Default Re: List of oddities

Quote:
Originally posted by Ed Kolis:
But you can't stop it from going "NERK NERK NERK NERK", right?
Yes I can. Already have..
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  #53  
Old November 24th, 2003, 09:41 PM

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Default Re: List of oddities

Hmmm, just something off the top of my head. Could you make this planet/ship able for use by enemies and allies? That would make it possible to script the ability to make planets and moons orbit gravitation centers of solar systems and other planets. Just think of the whole new class of Planet components to keep the population happy, health, and safe.
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  #54  
Old November 24th, 2003, 09:57 PM

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Default Re: List of oddities

Quote:
Originally posted by Devilsbane:
Hmmm, just something off the top of my head. Could you make this planet/ship able for use by enemies and allies? That would make it possible to script the ability to make planets and moons orbit gravitation centers of solar systems and other planets. Just think of the whole new class of Planet components to keep the population happy, health, and safe.
Interesting thought. You should be able to do this since things like the starbases behave both as dockable items (ie have an entry in the Main_Sites.txt file) but also can have components installed on it (an entry in Main_PurchaseShipsEnemy.txt should do this, I think). The big trick, however, is to get it to recognize Planet as a valid Target Type. Then, you could make it so that only planetary seige weapons could be used against it, and that really massive weapons could be mounted on it (both can be done by editing the Main_Components.txt file). I don't know if Starfury will let you add a new target type, though.
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  #55  
Old November 24th, 2003, 11:13 PM

Phoenix-D Phoenix-D is offline
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Default Re: List of oddities

As has been mentioned earlier in this thread, a Target Type of planet works juust fine.

The hard part for this idea is A scriping the movement, and B making sure the new orbit doesn't run into anything.
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  #56  
Old November 25th, 2003, 05:58 PM

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Default Re: List of oddities

Planetary collisions would be part of the fun. Asteroid collision detentions (and destruction) could be made into a mission. During conflict planets would actuary be able to participate unless of course they are NEUTRAL planet (that deal in illegal cargo). Plus planet dodging may become a helpful skill in large fleet battles.

[ November 25, 2003, 16:02: Message edited by: Devilsbane ]
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  #57  
Old November 25th, 2003, 06:23 PM

Manathor Manathor is offline
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Default Re: List of oddities

Hello all

Has anyone else noticed that PD fires 180 degrees from the incoming warheads? And has anyone else figured why it does it and how to stop it? Right now, I don't even bother to mount PD as it is useless.

Thanks!
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  #58  
Old November 25th, 2003, 09:55 PM

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Default Re: List of oddities

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Originally posted by Manathor:
Hello all

Has anyone else noticed that PD fires 180 degrees from the incoming warheads? And has anyone else figured why it does it and how to stop it? Right now, I don't even bother to mount PD as it is useless.

Thanks!
No, and no. I have heard people complaining that modder PD will do that, but not stock PD.
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  #59  
Old November 25th, 2003, 11:53 PM
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Default Re: List of oddities

Quote:
Originally posted by Manathor:
Hello all

Has anyone else noticed that PD fires 180 degrees from the incoming warheads? And has anyone else figured why it does it and how to stop it? Right now, I don't even bother to mount PD as it is useless.

Thanks!
This happens if you increase the speed of torpedo weapons as it appears to be plotting the wrong trajectory for interception.. You might try increasing the speed of the PD bolts and see if that helps solve the problem.
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  #60  
Old December 11th, 2003, 03:09 AM

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Default Re: List of oddities

Well, time for the next odd thing I have noticed..

While working on a MAJOR redesign of the ships, I noticed values in the main_purchaseshipsplayer file. There are values for base armor, shield, and energy. Has anyone got them to work?

I added the values that Aaron listed in the bottom of the file, but when you do that, it causes a sporatic 'invalid floating point' error. Sometimes you can play the ship, most times you cant, and if you change the values back to zero, it still crashes. And the increased values do not show up on the ship.

Anybody have any thoughts on this one? I really need those values to work for the redesign.

Thanks
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