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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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The missiles aren't a problem, can easily mod them... it's what the rest of the interface allows. The devs really should consider this in the upcoming expansion pack.
As for overall balance, yeah I'm still working on the integrated patch (fleet / mothership / missile mods). Kept putting it off because I thought there'd be updates to this mod, heh. You're pretty much spot-on about the weapons; I'd also been actually considering removing the higher-tier turrets and expanding light gun types. My experience was that at high levels the mothership pilot Bryna&KT turn your ship from a carrier-type into a battleship-type. I often tank battles with it solo without even launching my fighters, that's just wrong lol. Besides, I find 4 tiers of each weapon excessively redundant - how many players even bother with the tier 1 or 2 guns anyway? Problem is the game only technically recognises 2 types of damage, laser and other. Plus shields are a universal type anyway, aside from the additional laser defence modules - which only few ships carry. There's barely any difference between lasers and particle accelerators (both laser type), and plasma is also similar damage/rate-of-fire except that it isn't laser damage. We can play around with rate of fire, damage, dispersion, range... that's about it I think. Edit: Combination mod finished. It's around 30+mb minus the voice pack (I think I'll let you guys download that separately, it's 50mb). Where should I upload this? Last edited by Trucidation; 09-06-2010 at 06:25 AM. |
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#2
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I use filefront because it's fast and doesn't have irritating limits for unregistered users like rapidshare or megaupload.
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#3
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Well for capital ships, you could build in laser protection into shield modules, or hull rep even, or every bigship module, to show the base laser defense.
That would allow you to make lasers the anti-fighter weapon of choice. then give every standard ai cap ship at least one or two systems with l-d. Last edited by Exakter; 09-06-2010 at 08:09 AM. |
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#4
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Quote:
Edit: Thanks for the Filefront tip, uploaded and redownload tested ok. http://www.filefront.com/17267461/SW3CW--combo_mods.zip It's only 15mb, I forgot to calculate the size after the mods were compressed. P.S> Goblin Wizard, if I could trouble you for another favour... could you put your mod's changes.txt file as an attachment on the first post? Thanks! Got a firewall at work preventing me from accessing Filefront, heh. Last edited by Trucidation; 09-06-2010 at 10:38 AM. |
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#5
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#6
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Been posting on the Elite Games forum too but it looks like they're too busy to answer.
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#7
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ah well.
I guess you could just add an extra slot to all cap ships and give them l-d by default. Then anyone who takes it off... oh well |
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#8
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Not all of them understand English well But it's not a problem, moderator and some other key people could make translation |
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#9
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I've started adding new ships. This is my first (looks familiar?
new_punisher_1.jpgnew_punisher_2.jpg Last edited by Goblin Wizard; 09-09-2010 at 01:17 PM. |
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