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  #31  
Old November 17th, 2003, 04:57 PM

Phoenix-D Phoenix-D is offline
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Default Re: Current patch history in Beta

Baron, I knew that; I was one of those one that mentioned it to MM.

What I meant was the enemy file has this:

Quote:
Response Range 1 Name := Short Range
Response Range 1 Distance := 120
Response Range 2 Name := Medium Range
Response Range 2 Distance := 160
Response Range 3 Name := Long Range
Response Range 3 Distance := 200
And another range could be added, its just that now nothing past 200ls would work. These are kind of meaningless if the response range just gets bumped to maxium weapon range..
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  #32  
Old November 17th, 2003, 07:56 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Current patch history in Beta

Quote:
Originally posted by Phoenix-D:
Looks like emissive and scattering armor -may- have been fixed then? Suggestion to beta testers: test what happens if stores.txt calls for a comp level below 1 (eg, -3 offset, level 1 player).
For level 0, you get a level 1 component minus the ability increase per level, and it costs less.
Makes sense

[ November 17, 2003, 17:58: Message edited by: Suicide Junkie ]
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  #33  
Old November 18th, 2003, 10:08 AM

LesserHellspawn LesserHellspawn is offline
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Default Re: Current patch history in Beta

Will at some day each ship get individual values for speed, acceleration and turn rate ? While modding that myself, I stumbled across an unused table near the end of Main_PurchaseShipsPlayer.txt, which seems to indicate that this was planned, with racial modifications as well.
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  #34  
Old November 18th, 2003, 07:02 PM
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Default Re: Current patch history in Beta

Each hull has a custom speed limit.

And the actual speed of each ship depends completely on the engines it uses.
IIRC, in the default, they only use either Ion or Quantum drives, which results in fast and slow Versions of each ship.

If you increase the number of choices to pick from in enemies.txt, then you'll see more variation in speed.
You could also create extra engine components with the same class name as the existing drives.

When the files ask for "Ion engine", it will pick a random component among the ones with a class name of "Ion engine"
That would also add some variation in ship speeds.


Now, I don't think it would make a major difference to gameplay in the end, but it can be done.
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  #35  
Old November 18th, 2003, 11:39 PM

Phoenix-D Phoenix-D is offline
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Default Re: Current patch history in Beta

Hmm. How random is the "same class name" picking?

EDIT: and if you want invidiual ship speeds, download the small mod I did. As SJ mentioned, it can be added in, and I did.

[ November 18, 2003, 21:41: Message edited by: Phoenix-D ]
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  #36  
Old November 19th, 2003, 12:01 AM
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Default Re: Current patch history in Beta

As far as I could tell, 1/N chance of each.
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  #37  
Old November 19th, 2003, 12:14 AM

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Default Re: Current patch history in Beta

That's what I thought. Good.
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  #38  
Old November 20th, 2003, 12:18 PM

LesserHellspawn LesserHellspawn is offline
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Default Re: Current patch history in Beta

A link to your mod maybe ? I'd very much like to compare it to mine.
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  #39  
Old November 20th, 2003, 11:59 PM

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Default Re: Current patch history in Beta

http://www.shrapnelgames.com/cgi-bin...;f=70;t=000027

or more specificlly

http://members.cox.net/phoenix-d/Cam...efront%20I.zip
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  #40  
Old November 21st, 2003, 12:25 AM

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Default Re: Current patch history in Beta

ty...

Hm, mods quite a bit more than only ship speeds, doesn't it ?
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