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January 6th, 2007, 03:01 AM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Bugs ?
And I think I know which ones those are...I was wondering if they would work myself...currently I'm betting no, but I am hopeful...
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January 6th, 2007, 03:19 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Bugs ?
You and me both; knock on wood! 
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 6th, 2007, 04:55 AM
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Sergeant
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Join Date: Jun 2004
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Re: Bugs ?
So in other words the AI would see the wp but a human player wouldn't know unless he was actually on top of it? That really sucks that MM didn't at least add that ability into the game, it adds a brand new dimension to the game.
Is it possible to make a event where you open a WP and at the end of the turn it closes itself somehow? You could make the WP opener EXTREMLY expensive and so big that it takes a battleship to hold it and thats all the ship can hold. And I know this would unbalance the mod, I'm just asking if it's possible to do this (and the reason I want the event to close it is so when the AI if it gets that far doesn't need to worry about closing the WP's behind them).
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January 6th, 2007, 12:37 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Bugs ?
Hey, P_E, sorry I haven't gotten back to you yet; something came up at work that I have been required to take care of. I have delved a little into the beta, however, and mostly what I have seen has been minor grammatical errors, for exaple, in the descriptions of the gov't's, there are a number of sports that you used "form" when it should have been "from"
Beyond that, the picture for the Sprint mode missile looks like a gun, and is titled "Basic Gun", but it is described as a missile. In combat it appears to operate like a DUC. Did you mean for this to be that way?
Dave
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January 6th, 2007, 03:29 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Bugs ?
Yeah the sprint missile is basically a 'gun'. The missiles travel so fast, they can't be intercepted by point defense. Sprint missiles are fired traditional from the 'Gun'. In Star Fire, they could also be fired from other missile launchers, but you can't set up SEV to be able to use different munitions for one launcher. I like to think of the sprint/Gun as a rail gun type of thing...
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January 6th, 2007, 04:08 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Bugs ?
@SoD: Yes it is possible to create a component just like you are describing. I believe they did just that in the SE4 B5 Mod. Sounds to me like you thinking up your own mod. You may need to put together a team to help you.  I could script an event like that; however, it wouldn't close at the end of the turn. It would have to be one event to open and one event to close. And then it might not close the one that was opened. It could close any wp anywhere. The path problem isn't just the AI. Next time you play a game watch the quadrant map. When you see that two system (system A & C)that you have entered are connected by a third system (System B) you haven't explored tell a ship in system A to go to System C. Even though you don't know where the wp are chances are good your ship will path to the hidden wp cross the system to the other hidden wp and pop out in system C. So you see the problem is all around, not just with the AI. AI and players use the same path finding code when giving their ships orders.
@Derek: I understand, my wife is a CPT in the Army and I am ex-Army so I know how that goes. Those errors are perfect. If you can send me the names of the ones in question I will proof read them again. Wonderful I am expecting more of those type of errors than any others. For the "Gun" weapon line that is right. In combat they look like direct fire weapons because I wrote them that way. However the effects they have are those of missile weapons. All a Sprint missile is in SF is a missile which is traveling to fast for any form of PD to stop. It is still a Nuclear weapon and against a target with no working engines has the effects all nuclear weapons do. Basically just what Kana said!
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 6th, 2007, 04:53 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Bugs ?
If it is going too fast for PD to stop... then it dosen't need a warhead at all.
Relativity means that a nuke won't add a significant amount of energy to the resulting blast...
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January 6th, 2007, 04:57 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Bugs ?
Not exactly SJ. Starfire drives act a bit weirdly- once the drive goes down, all the velocity it brings with it goes away.
Combine that with the fact that you don't have to get to near-light speed, just fast enough to get by the PD.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 6th, 2007, 05:05 PM
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Brigadier General
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Join Date: Nov 2001
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Re: Bugs ?
Uh? What does that have to do with SF and the sprint mode missile line?
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 6th, 2007, 05:22 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Bugs ?
Ok, drive field class 101.
There are two lines of missiles. (1) Standard Mode are very long ranged and travel slow enough for P-D to get a targeting solution and/or saturate the area to hit the offending missile. (2) Sprint Mode fire and go like bats out of hell. They are moving so fast that interception is not possible. With Standard Mode they have much greater range over Sprint (double at starting level) because they track there own target. So they share guidance with warhead with drives. Sprint Mode are short ranged but can't be stopped with P-D; however, they carry no self guidance so they miss. They share warhead space with a massive drive to move much faster than Standard mode missiles can.
Now the Drive Field and why it is important. Think of the drive field like the surface of a pond. Solid objects hit the surface and pass through but the faster the object is moving the harder the impact. Both missile types are moving so fast that when they hit the drive field it would render them useless. To get around this they are dueled fused. The first fuse is proximity. The missile sees the drive field and detonates. The second is delayed impact. If there is no drive field the missile cruises on till it hits something then goes boom. After a hart beat or two that is. In terms of the hard mod numbers the difference is a working engine reduces "Missile" type damage by -90%.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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