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February 25th, 2009, 05:42 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
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Starting weapons ???
In SE4, you automatically start out with the DUC-1 and CSM-1.
How would I go about adding another option to the initial weapon choices?
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February 26th, 2009, 01:45 PM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Starting weapons ???
I believe its a matter of giving the selected weapon a level of 0. If you go in and look at the code for CSM and DUC, you will see probably a level 0, instead of 1.
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February 26th, 2009, 04:22 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
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Re: Starting weapons ???
Thanx
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March 1st, 2009, 01:04 PM
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First Lieutenant
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Join Date: May 2005
Location: Outter Glazbox
Posts: 760
Thanks: 12
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Re: Starting weapons ???
Yea, sure!!! Just when we thought it was safe to go back into space, you're putting more weapons out there!!!
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March 1st, 2009, 10:48 PM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
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Re: Starting weapons ???
FLYING, an age-old dream of mankind, evolved rapidly as an instrument of war once the dream became reality. These scouts enhanced observation, but, without a means of locomotion independent of solar wind speed and direction, they proved of little tactical value. Yet, development of the first Ion Engine craft at the beginning of this century signaled the tremendous wartime potential of the warship. The battlefield suddenly became three-dimensional.
Early combat usually took the form of personal encounters between belligerents who customarily observed mutually accepted rules. But the industrial revolution introduced increasingly complex weapon systems and an impersonal element to war: the enemy became a faceless "they" who had to be destroyed.
I did some editing but ya WE NEED MORE WEAPONS in space
here the website I got the idea from
http://www.airpower.au.af.mil/airchr...apr/wyman.html
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March 2nd, 2009, 02:21 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
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Re: Starting weapons ???
My plan here is pretty simple - I want to add a "basic" Laser weapon as a staring weapon, as well as the Depleted Uranium Cannon ( renamed Railgun now) and the Capital Ship Missile.
Just kinda makes sense to me
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March 18th, 2009, 10:46 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: Starting weapons ???
Quote:
Originally Posted by Black_Knyght
My plan here is pretty simple - I want to add a "basic" Laser weapon as a staring weapon, as well as the Depleted Uranium Cannon ( renamed Railgun now) and the Capital Ship Missile.
Just kinda makes sense to me
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Thats a good plan. I just started playing SE4 again after a long while and that's the first thing that struck me. What no beam weapons to start. Laser SAT's and Weapon platforms = Outer Space BBQ.
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March 18th, 2009, 11:02 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: Starting weapons ???
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March 19th, 2009, 02:52 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
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Re: Starting weapons ???
Yeah, it struck me too as a bit of an archaic idea to only have cannons and missiles in the beginning.
I'm adding a simple Laser, and possibly a Particle Beam. Later will come a number of more interesting choices ....
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March 24th, 2011, 10:06 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: Starting weapons ???
And what makes an interesting choice? One such choice might be to have weapons that produce great damage, but consume rediculous amounts of supply, necessitating a fleeted tanker on any major conflict.
Another possibility is the use of space, create a very small weapon that does modest damage, but many can be carried and fired, resulting in at least some hits.
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