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Originally Posted by Goblin Wizard
I'll try to put all necessary info into maintenance station menu. I don't like additional txt files. What ship parameters do you need? shield, armor, speed, maneuverability, slots. Anything else?
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Scanner range? It usually doesn't affect purchasing decision unless it's really low (like in the case of the Silver Arrow). If the Silver Arrow didn't have that extra system slot to put in radar I'm not sure whether I would've bought it.
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Originally Posted by Goblin Wizard
When all ships will be done I'll rebalance the prices.
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I'll add maybe 50 clicks. More will make installing radars pointless.
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Thanks, prices aren't too much of a problem yet, go ahead and fix the ships first. Actually, the low radar is an interesting challenge. I think it's a risk I'm willing to live with. It helps under certain conditions - the less enemies you see the less often you're interrupted while escaping, which is exactly what this mothership is good at.
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Originally Posted by Goblin Wizard
You're right. I forgot to change the gen after testing. They are really strong even without system slots so I think 3-5 gen for them.
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Leaving them at 1st gen is fine for testing actually, I wouldn't have noticed that some fighters can't dock if I didn't try them out. You might want to leave this until we've checked out all the fighter/mothership combos.
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Originally Posted by Goblin Wizard
I'm glad you like it. It's my favorite too. I wanted to make a ship that force player to change the tactics (you know, let them focus on mothership and lunch fighters). On the other hand, flimsiness may cause some problems during fixed quests encounters (like with Greys).
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It's a beautiful ship

Yeah, I prefer to run and regroup rather than tank a huge fight. Flimsiness is tolerable, players can add shields as necessary. I haven't added any yet, instead I put 4 engines on it. >2000 speed = wow, haha.
Quote:
Originally Posted by Goblin Wizard
Yes. All stuff (except motherships) can be added to the trade stations but due to their randomness it's hard to test things. This mod is still beta. I'm constantly adding new features and stuff.
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Yeah, that's fine.
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Originally Posted by Goblin Wizard
It's intentional and prevents CTD. I'll try to change it.
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I see. It's not a big problem, I had a nearby save just before docking so I simply reloaded each time when I was checking out the motherships.
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Originally Posted by Goblin Wizard
My first idea was that girls can only suck exp from your hero. After I've added suck option for every pilot this perk is no longer needed.
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Ah, so that "feature" is no longer there? Okay.
Quote:
Originally Posted by Goblin Wizard
I'll upload new version with all fixes today. I'm just working on fleet feature I've mentioned earlier. Now all your pilots can fly motherships. Every pilot have perk that allow him to call up to 6 fighters escort. If I will be lucky and get to improve Nanaki's "random contacts" script we will have fleet battles 
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Hmm, so these "pseudo" motherships can't actually have player-controlled fighters dock in them? What happens if you have a mothership selected and then press the dock button? Do we get a game over if any of these motherships are destroyed? I think some script triggers also depend on the mothership arriving at a certain destination, will these additional motherships also trigger them?
It sounds cool but I think flying a fleet will be quite slow

Unless the game only counts the original mothership as the one which triggers stuff like quests and portal jumps.