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Star Wolves 3D space RPG with deep strategy and tactical elements

 
 
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Old 06-02-2010, 12:03 AM
Trucidation
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Thanks!

I see... as long as we have the pilot, script will simply spawn instance when it takes control. Interesting. Probably will make pilot not-dead when he returns to team?

I understood your explanation on the values too, thanks. Maybe we can say "viewing_angle" is maximum rotation angle of launcher. Hmm, does this mean wider angle = can fire to the side if angle is wide enough? There's some other things I need to look at as well when I get home from work today.

Edit:
\Data\Game\ShipDescriptions.xml
This appears to list what ships carry what items. So ships can't have randomized equipment? Aww. Also, how do we tell which ships are available in what game difficulty (easy, normal, hard)?

I was thinking of revamping the long range missiles - they suffer from the ship not equipping radar so their range is crippled (e.g. LRM2 range = 450, but most ships' sensor default = 135). Players can also abuse this fact because ships which get hit by damage outside of their sensor range don't respond, e.g. you can rain LRMs on the alien fleet in the Dionysus Sphere but they will just sit there and let you massacre them -.-" You can also break a script by torpedoing the target and destroying it when you're supposed to reach it first and have some dialog before attacking it (I learned that the hard way in Vulcan, lol).

There's also 2 apparently unused missiles, LRM2_GK and T3_GK. The GK tag makes it sound like a turret @ mothership item, but since missiles don't work with mothership I guess they were simply left out. I also wonder why the game isn't complaining that LRM2_GK is duplicating LRM2, and T3_GK is duplicating T3. Heck, there's T1_unguided versus T1, as well as T2_unguided versus T2.

Last edited by Trucidation; 06-02-2010 at 03:10 AM.
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