Without a doubt, but i belive i've seen somewhere that the model of some ships that are larger than the docking bay, shrinks before entering it.

CF1.6
- SWAT_OP-R8R
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Originally posted by Ruivo
Without a doubt, but i belive i've seen somewhere that the model of some ships that are larger than the docking bay, shrinks before entering it.
0.o, that would be crazy.On another note, I was talking to pcforce about armour upgrades ingame and then he apparently went and did some tests with them, apparently they don't increase your hull but instead decrease the hull damage your enemies weapons do by about a 1/3 (which is strange 'cause I think he used lvl 10 armour ug) correct me if I'm wrong pcforce.
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Well heck Ruivo, how do you think they fit all those ships in the existing stations now? Of course there's a shrink ray. Heck we all knew that. [shaft]
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Originally posted by Shados
0.o, that would be crazy.On another note, I was talking to pcforce about armour upgrades ingame and then he apparently went and did some tests with them, apparently they don't increase your hull but instead decrease the hull damage your enemies weapons do by about a 1/3 (which is strange 'cause I think he used lvl 10 armour ug) correct me if I'm wrong pcforce.
1/3 less hull damage fair enough i think.
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armour upgrades do work pretty well
you should see what a lvl9 npc upgrade does doupdates:
new additional outfit for juni
spinning battleships + miner fixed
Uniforms created for Coalition officers (male+female)
Datastorm warning activated
Holoprojector finished
OP-R8R char on planet blood bar
Additional hardpoint for Ragnarok (for possible future effects)
bribes are 3 times more expensive
bribes for the order addedpics will come tomorrow
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i saw your pictures OP, is it possible that ORDER will be hostile to most of us ? or did i saw wrong ?
what is the role you get in mind for ORDER ?
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That was just to show off the ships
I was talking with him last night (poor him, stuck at home with the flu) and we were talking about the upcoming features and he ran into a problem with the Order. He had to create a new custom file with the Order and somewhere, somehow the reputation files got whacked up or something and the Order attacks you on sight. It wasnt a problem with reputation universally persay, since OP has 100% neutrality with every faction in singleplayer.
But to frankly answer your question: You push once, they'll push back thrice. An eye for an eye.
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A few questions... Will the Coalition offer missions? How about the Order? Can you take missions against the Nomads, Dom'kavash, ASF, and CSF? Will they show on rep lists as well (the factions that aren't yet)? And what you said about your char in your last post, does that mean we can all go talk to your NPC stunt-double (if so, you should tell people to take thier questions to him to lighten your workload
)?
(btw, get well soon, and please don't give the server a virus
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Originally posted by pcforce
1/3 less hull damage fair enough i think.Yes but the armour upgrade does say +100% armour, which should mean that the weapons would do 1/2 normal hull damage.
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Originally posted by Marshal Cunningham
Tying this back to the Mod though, I still would like to emphasize that the capitol ship guns are weak. In my opinion, it's a serious balance issue (along with the lack of cargo space). A dreadnaught should be able to take on a dozen VHFs at once and stand a chance of coming out of it in one piece. Likewise, there should be anti-battleship torps that do the job quick (which OP has already done). The only problem I would see in beefing up the guns would be all the players buying battleships instead of fighters. I bet it would work if only a select few people were allowed to buy them...I for one would have a lot of fun even with something as small as a gunboat if I knew it wasn't going to be a pushover.In my opinion, if you want only a few people to buy Battleships, you should simply increase the price! And that not only coincides with the weapons being beefed up, it also restricts the number of players being able to purchase those behemoths to only a few rich ones.
So, increase the damage the weapons do, increase the mass so that they stop spinning when they get hit by even the smallest of asteroids and then increase the price.
And don't come and tell me that increasing the price beyond 10 million will crash the game, because I think its a lie. I mean, if you look at both trains, they each cost 40 / 60 million respectively. So now the aim would be to have a Battleship cost 100 million at least, and then have each turret cost between 10 and 35 million each, depending on their damage, range and so on.
And PLEASE, do something about Battleships and Trains being only able to mount class 7 shields, its so bad. Or at least make a new, unique class 7 shield which will cost a lot but which will be as good as the Champion Adv Shield.
More suggestions to come soon.
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Battleships can't mount shields at all, at least, mine can't. They jus thave one in-built, and yeah, increase the cost of the bs 10-fold and then make them stronger, therefore not that many people will buy them.
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Originally posted by SWAT_OP-R8R
there is no need to discuss about this topic any longer now
I agree with you both, but it's time to move on.
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the order is 100% neutral with most factions including you
they only dont like nomads and domkavashand they did only attack me coz i opened fire first
missions against nomads and domkavash should be possible but i will need to test them
QuoteYes but the armour upgrade does say +100% armour, which should mean that the weapons would do 1/2 normal hull damage.
yeah but you know that different weapons have different damage rates on special objects (not only shields)
to make battleships more expensive is ineffective coz you only need to look at the server and check how much money most ppl have and you will noticed that ALL have enough for battleships no matter how expensive they are
and like i already said earlier on this thread - to make battleships more expensive did not work... the result were crashes (most likely coz of the version the server is running)and i already said this discussion is over
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Shure man, but sry if you have anwsered this before, and i didn't catched , but what about the gunboats? Will they go at mooring fixtures or docking bays?
If taking out the BB's from the game is what is needed to put moorings everywhere for cruisers and gunboats, i vote to put the BB's out.
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I was wondering, now that this project is coming into its final stages, how about tossing us a summary of the mod's new features? There's so much to take in; I, for one, find that even after the hour+ experience of reading the whole thread, it's still a bit too much to comprehend all at once. What's the story to this mod; what are the new features (vaguely speaking)? Or do you want to surprise us and let each of us figure out on our own?
My final questions on capships (I promise; Riuvo's words piqued my curiosity and I couldn't help myself
do they all lag the server equally, or are some worse than others? Would removing certain specific models or even entire classes make things easier on everyone? I know these questions are annoying, but I don't know who else to ask (you seem to know everything around here, OP
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Ops been good enough to throw us these teasers u cant expect him to spend ages compiling everything into one post when hes busy making the community a new mod go back and read the previous posts
@ Op this is looking like its gonna be the ultimate FL mod
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I'm too inquisitive; ignore my questions OP. If you answer them I'll immedeately come up with new ones. Sorry to distract you; Darkstalker makes a good point. If someone wants to see it all condensed onto one post though, I'd be glad to do it myself (then I'd answer my own questions and many other peoples' all at once
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recently started CF v1.5 have explored alot love the mod, so CF v1.6 more challenge
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Am i right to say that 1.6 is coming in until the end of the month?