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Search: Posts Made By: MajorDiarr
Forum: Scenarios and Mods May 16th, 2006, 01:06 AM
Replies: 8
Views: 2,803
Posted By MajorDiarr
Re: mod: The Sword of Inevitable Righteousness

Good stuff, I like ol' Schlock.

Maybe I should use Wings to make my ship and render it out.
Forum: Scenarios and Mods April 4th, 2006, 04:21 PM
Replies: 20
Views: 5,044
Posted By MajorDiarr
Re: WW: Weapon Effects Mod - The best badly named

I forgot about that weapon, it isn't done at all. And I just remembered I made changes to the Moon Marauder, it's faster and might have slightly more hull points. I've uploaded a new version, I think...
Forum: Scenarios and Mods April 4th, 2006, 02:03 AM
Replies: 20
Views: 5,044
Posted By MajorDiarr
Re: WW: Weapon Effects Mod - The best badly named

I know a few places but I can just use this forum's hosting, as I probably should have all along. So, just look at the header of this post.

The mod has only a few changes from the last version, I...
Forum: Scenarios and Mods April 3rd, 2006, 05:37 PM
Replies: 20
Views: 5,044
Posted By MajorDiarr
Re: WW: Weapon Effects Mod - The best badly named

I'll upload whatever the most current version I have is later today.
Forum: Scenarios and Mods February 28th, 2006, 09:29 PM
Replies: 15
Views: 4,502
Posted By MajorDiarr
Re: WW: CVN-65 U.S.S. Enterprise Mod

I see, in the Game.ini. Thanks, it's fixed now.
Forum: Scenarios and Mods February 25th, 2006, 07:27 PM
Replies: 15
Views: 4,502
Posted By MajorDiarr
Re: WW: CVN-65 U.S.S. Enterprise Mod

http://forum.shrapnelgames.com/images/smilies/happy.gif Not really, you would have to be in a pretty long battle to actualy get to that number. Besides, it's the actual capacity of the ship,...
Forum: Scenarios and Mods February 25th, 2006, 03:26 PM
Replies: 15
Views: 4,502
Posted By MajorDiarr
Re: WW: CVN-65 U.S.S. Enterprise Mod

Another update.

v0.4
- New Weapon, wp_Phalanx.ini. It fires 1,550 rounds, one shot every hundreth second, and has a ten second reload.
- All carrier weapons now target capital ships as well as...
Forum: Scenarios and Mods February 25th, 2006, 12:35 AM
Replies: 15
Views: 4,502
Posted By MajorDiarr
Re: WW: CVN-65 U.S.S. Enterprise Mod

Thanks, I think it's crashing is fixed. I'll go through my other mod and see if I have any point defense missiles. I'll try simplifying the targeting commands too.
Forum: Scenarios and Mods February 22nd, 2006, 08:47 PM
Replies: 20
Views: 5,044
Posted By MajorDiarr
Re: WW: Weapon Effects Mod - The best badly named

The last link I posted works for me, try it again. If it doesn't work I'll wrap up my new stuff and host it using the forum.
Forum: Scenarios and Mods February 17th, 2006, 10:50 PM
Replies: 19
Views: 5,373
Posted By MajorDiarr
Re: Battlestar Galactica MOD V2.0 release

Yeah, the new one is good enough to dispose of the last one. It only needs a few changes, smoke for the long guns, more fighters for both sides, and more missiles for the Cylons.
Forum: Scenarios and Mods February 14th, 2006, 05:02 AM
Replies: 13
Views: 3,691
Posted By MajorDiarr
Re: Battlestar Galactica 2.0

It makes sense because either way, the shots fire balisticaly. And it doesn't make sense for the big gun's shots to be the same flak rounds fired earlier on, they have to have anti-armor rounds as...
Forum: Scenarios and Mods February 12th, 2006, 05:21 AM
Replies: 13
Views: 3,691
Posted By MajorDiarr
Re: Battlestar Galactica 2.0

The flame jets of the Cylons missiles seem to be about three times longer than the orange rounds, just to note it.

Go to 22:49, you can see the shots firing from the main guns, then the camera...
Forum: Scenarios and Mods February 10th, 2006, 09:07 PM
Replies: 13
Views: 3,691
Posted By MajorDiarr
Re: Battlestar Galactica 2.0

I remember those firing from the main guns.
Forum: Scenarios and Mods February 10th, 2006, 08:19 AM
Replies: 13
Views: 3,691
Posted By MajorDiarr
Re: Battlestar Galactica 2.0

In the mini-series, the BSG takes a direct hit from what was probably a 1 megaton nuke and the only damage it took was hull breaches in something like ten compartments. But that's still 100 times...
Forum: Scenarios and Mods February 10th, 2006, 02:20 AM
Replies: 13
Views: 3,691
Posted By MajorDiarr
Re: Battlestar Galactica 2.0

The width of the smoke trail is good, although I think it could stand to be slightly, maybe a pixel, wider, as is the random launch angle, it is far more like the show with that. However, I think the...
Forum: Scenarios and Mods February 9th, 2006, 09:20 PM
Replies: 13
Views: 3,691
Posted By MajorDiarr
Re: Battlestar Galactica 2.0

No problem on the missiles, I'm glad you like it and I didn't really think you would like the flak gun change that much. However, I still think there are some aspects worth using. Mainly, the...
Forum: Scenarios and Mods February 9th, 2006, 07:02 PM
Replies: 20
Views: 5,044
Posted By MajorDiarr
Re: WW: Weapon Effects Mod - The best badly named mod.

Good news, soon this mod will be appropriately named. I have finally made a weapons effect mod. This changes the fusion and fission missile effects, they may not actually more realistic, although, at...
Forum: Scenarios and Mods February 9th, 2006, 06:25 PM
Replies: 13
Views: 3,691
Posted By MajorDiarr
Re: Battlestar Galactica 2.0

You did a better job on this than the Galactica, or so I think. The ship's image is nice and clean around the edge. The Raiders don't quite look grey or silver enough but it's hard to see them...
Forum: Scenarios and Mods February 4th, 2006, 02:27 AM
Replies: 17
Views: 4,069
Posted By MajorDiarr
Re: Plans for 2.0

That looks pretty good, can you combine that with the shot gun parameter?
Forum: Scenarios and Mods February 3rd, 2006, 06:23 PM
Replies: 20
Views: 5,044
Posted By MajorDiarr
Re: WW: Weapon Effects Mod - The best badly named mod.

I can up the hull stats of the cruiser and keep the destroyer.
Forum: Scenarios and Mods February 3rd, 2006, 03:31 PM
Replies: 17
Views: 4,069
Posted By MajorDiarr
Re: Plans for 2.0

Is the wobble really built in, or is it because the ship doesn't have a targeting computer. You should put the best targeting computer in to see what happens.
Forum: Scenarios and Mods February 2nd, 2006, 08:41 PM
Replies: 17
Views: 4,069
Posted By MajorDiarr
Re: Battlestar Galactica Mod Update

Wow, the shot gun style firing really does make it much more like the show, especially at close range. To really make it like the show, I think adjusting the timings of each weapon for each slot...
Forum: Scenarios and Mods February 1st, 2006, 05:18 PM
Replies: 17
Views: 4,069
Posted By MajorDiarr
Re: Battlestar Galactica Mod

This is the top of the Galactica, you can tell by the fact that you can read the name of the port nacelle.
http://img474.imageshack.us/img474/7460/bsgorthotop5eq.th.jpg...
Forum: Scenarios and Mods January 31st, 2006, 07:08 PM
Replies: 20
Views: 5,044
Posted By MajorDiarr
Re: WW: Weapon Effects Mod - The best badly named mod.

I desided on a loose rule to follow with the Terran ships; their engineering section grows quite rapidly for the number of weapons they carry, so I desided to increase the Destroyer's size and give...
Forum: Scenarios and Mods January 31st, 2006, 07:00 PM
Replies: 17
Views: 4,069
Posted By MajorDiarr
Re: Battlestar Galactica Mod

Nice concept but I did find problems with it.

- You used the bottom of the ship instead of the top.
- I'm pretty sure it does not fire missiles, it does fire large flak shells from the large...
Showing results 1 to 25 of 35

 
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