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Star Wolves 3D space RPG with deep strategy and tactical elements |
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Thread Tools | Display Modes |
#11
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I tried to check the Nanaki's idea and this is what I've got.
sw3cw 2010-05-27 22-56-29-78.jpg The first, you probably noticed, is GUI limit. Each pilot has 5 wingmens but even 3 full teams is too much. Others are: - additional pilots take place of possible storyline pilots. First 6 pilots are showed, others exist only in memory. - after docked, you can only lunch first 6 pilots. - when docking, if all 6 hangar slots are occupied something bad happens. It's hard to describe but it's not CTD. - When jumping through the gate... don't ask ![]() These pilots have full functionality of the regular storyline pilots but only until docked. You can even give them perk tree. Conclusion: All problems come from GUI limit. Engine can handle much more than 6 pilots and 6 hangar slots. You can edit all parts of the GUI except this damn 6 pilots cap. Because all of these (and probably other) problems I'll stick with the idea of adding pilots in a way as summon perks work. This method has less functionality but causes much less problems. |
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