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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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it this mean that mod random contacts is almost ready?
im so happy how long it take to prepare ready mod for us simple people?? |
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#2
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No idea. I would like to test through it some more, make sure no other serious issues crop up.
Edit: Things are certainly better. However, two issues have cropped up. 1: Certain transport ships, Pirate Walruses to be specific, are faster than their escorts. This results in significant pathing issues and balance issues (it is very easy to kill a transport when its escorts are a mile behind it...). Best way to fix this would be to slow Pirate Walruses down. 2: Traders. Poor, poor traders. With all the firepower being thrown around between various factions, I have mostly left traders alone, which has resulted in their 2-4 fighter escorts looking woefully undergunned. This results in traders seldom ever reaching their destinations, and tradeship wrecks strewn across the sector. Last edited by Nanaki; 05-20-2010 at 06:21 PM. |
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#3
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I'm just reading your Specials.script and have questions:
1. Originally there are 3 types of global variables local_num and init_team (local_num, local_num1, local_num2). I've tried add local_num3 and got error (in line "local_num3 = local_num3 + 1;". You have this local_num3 and init_team3 in one of your functions. Is there any trick involved to get these to work? 2. What about level of summon perks? How to avoid disappearing lower level perks when get higher of the same type? 3. Every flight has two triggers that look nearly the same. What are their roles? First deletes flight when ... all enemies will be dead? But second? Last edited by Goblin Wizard; 05-20-2010 at 10:49 PM. |
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#4
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Quote:
local_num3 = 0; init_team3 = 0; Quote:
Quote:
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