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February 10th, 2004, 04:07 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: StarFire Mod v-Beta 2
All is still a green to go for the 13th. Growltigger had helped me to resolve the PDC issue but I had forgotten to Mod them in, that was a quick fix and they are now there. I could not think of a way to create the PDC hostile\desolate and extreme so I left them out. Also there may be an issue with the PDC’s themselves, but we can resolve that when the beta is tested. I am sure there will be other issues that will need to be addressed but then it is a beta. Make sure that you are patched with the “se4goldpatch3.exe”, you can get it at the below link, just click on "patch download".
http://www.malfador.com/se4.html
T minus 3 and counting.
[ February 10, 2004, 14:09: Message edited by: President Elect Shang ]
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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February 10th, 2004, 04:33 PM
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First Lieutenant
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Join Date: Jan 2003
Location: England
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Re: StarFire Mod v-Beta 2
Errr what is an uber colada? I assume it is like a turbo shandy which it basically the liquid equivalent of being whacked round the head with a half brick wrapped in a sock
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February 10th, 2004, 09:28 PM
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Private
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Join Date: Jan 2004
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Re: StarFire Mod v-Beta 2
Step 1) Mix a Pina Colada.
Step 2) Pour it into a clean pLastic 4 gallon pail.
Step 3) Repeat steps 1 and 2 until the pail is full.
Step 4) Drink the pail.
Step 5) Mod.
Step 6) Profit!
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February 10th, 2004, 10:02 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by DemoMonkey:
Step 1) Mix a Pina Colada.
Step 2) Pour it into a clean pLastic 4 gallon pail.
Step 3) Repeat steps 1 and 2 until the pail is full.
Step 4) Drink the pail.
Step 5) Mod.
Step 6) Profit!
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Heavy on step 5, works better than calgone...Take me awayyyyyyyyyy
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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February 11th, 2004, 01:28 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: StarFire Mod v-Beta 2
So far so good, I have run into one or two small issues dealing with components but so far all that called for was changing a number to the correct value. There is an issue with play balance and the shipyards, but again this is something that I feel should be addressed by all of us.
On another note I have decided to go to Home Depot and buy one of those 10 galleon orange buckets. With it I will try to make a Mega Uber-Colada. Why do I feel like a power ranger?
Missile damage will need to be looked at for balance.
[ February 11, 2004, 03:55: Message edited by: President Elect Shang ]
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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February 11th, 2004, 09:24 AM
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First Lieutenant
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Join Date: Jan 2003
Location: England
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Re: StarFire Mod v-Beta 2
Mr Wubbles, sounds positive.
I have re-read a bit more of my starfire rulebook (do you know, I managed to find my first edition rulebook!! I wonder if that is worth anything on Ebay!).
Questions as follows:
1) have you managed to duplicate shear planes? although I beleive the effect of tractor beams in SEIVG is of less than in Stafire cannon;
2) what have you done on overload dampeners?
3) how on earth have you dealt with XO racks?
4) what are force beams, and what are energy beams?
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February 11th, 2004, 04:06 PM
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Brigadier General
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Join Date: Nov 2001
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Re: StarFire Mod v-Beta 2
1) Unfortunately there is no way to duplicate shear planes in SE4G, and since the tractor effect in SE4G is instantaneous a shear plane would not actually work.
2) Overload dampeners: I am pleased to report are in the Mod, I think that once you see it you will understand why I moded it the way I did. In other words it does not follow the “cannon” effect perfectly, however this is one of the components that I managed to capture the “spirit” of, and very well at that.
3) XO Racks: Even if this Mod comes out of the Beta stage DOA I think my solution to the XO rack is a legacy that will live on. I don’t want to say too much about it here as I am still looking forward to the surprise factor.
4) Force beams and Energy Beams: I wanted to keep some of the SE4 flavor so that those uninitiated to StarFire would find a connection back to SE4G un-moded (other than the graphics and interface) and not feel to “alienated”. I have split most all beams up into two categories, energy stream weapons and energy pulse weapons. For a little preview of the Mod here is an excerpt from the Tech Area text:
Energy Stream Weapons: The most powerful energy weapon family, but must smash shields and armor first.
Energy Pulse Weapons: A weak family of energy weapons that can skip shields, armor, or both.
I am sure this does not fully answer your questions; however you only have two days to wait now. I will be back later to give an update as to the status. I am still toying with the missile and interdiction field as they are not operating very well, more later have to run now…
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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