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"Freespace: A New Age -|*New release coming soon (fixes & new ships/FX)*|- 28/09/06"

  1. #651
    Member Vemarkis's Avatar
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    Next release will feature some new music by the way. Some ambient and battle tracks, but for now, battle tracks play at random since the status script of hw2 refuses to cooperate with us so we could get them to play only when theres a battle.

  2. #652
    Some of the Capital ship descriptions are rather off - if they are direct ports from FS/FS2, well its not your fault. However it would be ace if you could make new tooltips, based on the one's a few of the fighters have - a listing of the weaponry. Speaking of which, a missile list for all the fighters in the tooltips would be grand, so you instantly know which fighters have anti-subsystem missiles. (which do?)


    Daton

  3. #653
    fu12
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    Actual bug this time, so dont go yelling at me. All from PVN-GTA period.

    Ship subsystems (i.e. gun turrets) aren't destroyable. They do take damage, but they regenerate it almost instantly. I had 2 wings of Athenas hitting a single turret. The subsystem hp went down a fraction and jumped back up.

    Fighters dont have shields yet. I think. If they do, then they need more...or better regeneration. Getting smacked away by light turret fire isnt the way to go for bombers. Also, my medusas cant catch Atens. Well, they had a 10 speed advantage, but the range of the AA laser cannons smashed half the flight before I just gave up trying to catch them w/o warping.

    Are Typhons supposed to able to out run fenrises? Im sure 55 is the speed on the spec sheet, but...a Typhon is a destroyer....destroyers arent supposed to be able to outrun corvettes.....(Dont flame me for this one, this just seems....unbalanced. I know Terrans have the "stronger" ships, but....i dont think that balances out the incredible, for cap ships, speed of the Typhon.)

    Atens arent supposed to be able to take on a leviathan and live. I lost 1/4 my levi fleet to an aten fleet about half the size (6 to my 12).

    These are from 2nd Great War. Some may be relisted bugs.

    Loki firepower needs to be nerfed. 534 atk power is off. Considering that a Mara only has 100something atk, Lokis are a *bit* unbalanced. Speedy they may be, but powerful they are not.

    Sathanas main turret range seems a bit short. Could be firing from range in center instead of range from turret. Not sure.

    Mara guns need upgrading. As do dragons. These fighters should be able to destroy the miners with little trouble, but the 100ish atk power for both these fighters is limiting their combat effectiveness. (Shivan primaries do more dmg per hit than do terran guns, its just their firing rate is about half that of GTVA developed guns.)
    Havent tested bombers yet, get back to you guys on that.

  4. #654
    Member mr. WHO's Avatar
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    Fighters dont have shields yet. I think. If they do, then they need more...or better regeneration.
    During T-V war there was NO shields and fighter/bombers losses were very heavy
    (like operation Treasher where GTA lost 300 pilots).


    EDIT:

    ====IMPORTANT====

    note and remember all of you, HW2 dammage calculation itsn't
    working well with any non-HW2 universe (look at SW Warlords mod).

    what ships means?
    well lets see. we have a ship A with 50'000 flak cannons (that aren't firing at capships in FSNA) and ship B with two, I mean TWO terran turrets.

    Now what we see in HW2? ship have dammage rating around few millions while ship B have few hundreds.
    this doesnt mean that ship A with wipe the floor with ship B, Actualy, ship B ALWAYS win over ship A.

    READ THIS cAREFULLY, TWICE. then stop whining about dammage ratings. All of ships should have same weapons & stats as in FS, this weapons have same stats as in FS so every ships should be exactly as powerful as in FS.

    ===IMPORTANT TWO===
    you see that your corvette have more hitpoints that destroyer?
    you see that any ship have more hitpoints than it should.
    YOU'RE right it's wrong.
    JUST turn ON the research (this bug will be fixed in next release) and everything will back to normal.


    ===IMPROTAN THREE===

    /\/\/\/\/ SPEED BOOSTING PATH WILL BE OUT SOON \/\/\/\/

    check our main forum for more info.
    Last edited by mr. WHO; 10th Jun 06 at 2:02 AM.

  5. #655
    Member Vemarkis's Avatar
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    Aten's will quite shurely kill your Leviathans if its 6 vs 1 at a time. Even if you got total of 12 Leviathans vs 6 Aten's, it doesn't spell a certain victory for you if you don't know how to manage to your assets.

    If 6 ships concentrate firepower on 1 ship, it will go down. I'd say you sent 1 to 2 squadrons of bombers against the Aten's, i do not wonder they got smashed before they even reached the target. Send in 4 or 6 squadrons of bombers, and you mightve survived. If you wouldve sent a few cruisers, or a destroyer as backup, the Aten's would've gone down with certainty.

    Remember, the careful FREDding in FS1, and FS2 might've made the ships seem weaker than they usually are, to make the story work.

    And according to tech freespace, the Typhon, and Hatshepsut are capable of going 45m/s, but i assume thats when they got power shunted to the engines. Rest assured, that will be fixed for next release, as the fighterspeeds were. I also fixed the Aten now, it had 55m/s top speed so no wonder it could almost outrun your bombers. It now got a top speed of 25m/s. Next release should have correct speed for fighters, bombers, cruisers, and destroyers, and supercaps.
    Last edited by Akalamanaia; 10th Jun 06 at 4:09 AM.

  6. #656
    unfunfofmpc
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    Daton,
    I do want to make good descriptions for each ship, and I will (maybe not the next release). It's not a bug or anything so its not very high on the to-do list.


    fu12,
    I have been told some subsystems have really high regen rates. I will look at this.

    http://fsna.araich.nl/fsnashipspeedpatch.rar

    ^Speed patch.

  7. #657
    Banned zgrillo2004's Avatar
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    im not sure how to work this thing so could you give me instructions on how do you get the patch to work

  8. #658
    fu12
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    To Mr Who:

    The Loki's dmg rating might be misleading, but considering that a single wing took on pass at an azrael and pasted it while my maras took...4, I would have to say that the power rating for the Loki is pretty unbalanced.

  9. #659
    Member Vemarkis's Avatar
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    Mara's use Shivan Heavy Lasers, and those make 30 dmg a shot. So either your Mara's were to close, or missed to much.
    The Lokis use Subach HL-7's, wich make 24 dmg a shot. So Loki's are weaker than Mara's, atleast primary wise. And my look at the secondaries would indicate that Loki's are also weaker in the missile aspect.

  10. #660
    UnknownWarrior
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    Dunno if anyone else is having this problem, though im currently in the process of redownloading the latest version. But for some odd reason, i can only play the normal HW2 maps...All the custom ones that were added in keep CTD when they hit the Load Level of the process. Not your typical Universe to CTD type thing. So im just hoping it was something buggy when i downloaded it. When i redo this and it happens again ill send out to you guys one of the ErrorLogs.

  11. #661
    unfunfofmpc
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    Yeah, run the mod using -luatrace and send me the hw2.log that's produced.

    zgrillo. Just place it in the homeworld 2 directory and run it. Make sure cmd.exe says '442 files copied' before you begin patch step 2 (replacing speeds).

  12. #662
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    ok, I put it in the HW2 Directory (the Homeworld2 Folder right?) and it's been running for quite a while now, possibly 30-some minutes

  13. #663
    unfunfofmpc
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    uh, what's i your ship folder? How many megabytes? Also, did the message boxes show up, and you waited for the backup process to *complete* before you pressed the 2nd messagebox (to begin replacement)?

  14. #664
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    what's in my ship folder? PDS lol, yes the message boxes telling me to not do this until something happened showed up, and I waited, and when I came back, it was on step 2, but there was nothing in the command box

  15. #665
    unfunfofmpc
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    uhhh... Well, it will attempt to patch PDS too... It's meant to patch the non-big version of FSNA. It won't patch the big version.

    You might have to reinstall pds .

  16. #666
    Banned zgrillo2004's Avatar
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    can't you just give us a patch containing the ship files for replacing instead of a patch application? its driving me nuts.

  17. #667
    unfunfofmpc
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    I don't see why it should drive you nuts... It's very straight forward. A ship patch would me many megabytes. A waste of hosting.

    I don't want to modify the ship files directly, it would take a while and frankly I don't care enough about it to do that. So I just made a program to do it for me, and others.

  18. #668
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    I don't have to reinstall lol, I just have to fix the speeds, of ALL the ships
    It was funny though seeing battlecruisers go up to speeds of 600 m/s and fighters speed off the map :jaw:

  19. #669
    Banned zgrillo2004's Avatar
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    ok. what I did is I put the program in the data directory where the FSNA files are. now will that start the patching process in that dorectory or it has to be in the HW2 dir?

  20. #670
    unfunfofmpc
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    The structure *must* be as follows.

    fsnapatch.exe
    .\Data\ship

    That's all.

  21. #671
    Banned zgrillo2004's Avatar
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    wait a minute. are you saying that I need to use the cmd program to use the patch. for example, after I type the name of the program I have to type the directory on where the ship files are?

  22. #672
    unfunfofmpc
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    No.... lol.

    Ok, here.

    Redownload the file (because I forgot to add the backup.bat).

    Instructions for modifying from FSNA.big -> A folder

    1. Create a folder named 'Data' and extract FSNA.big into it using a .big extractor (like unfBig).
    2. Place the fsna patch and the backup.bat in the main folder where you extract your FSNA.big data. Ie: The parent folder of the Data folder you created.
    3. Run the patch.

    Instructions for standard homeworld 2 Data/ patch.
    1. Extract fsna patch and backup.bat into the homeworld 2 main folder, not the data folder.
    2. Run patch.
    If you want

  23. #673
    fu12
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    A suggestion/bug:

    You guys need to run a check on all the ship speeds, hulls, guns, everthing to see if they match up to the tech site. Im sure youve done this once, but im sure youve missed something. Ex: GTVA Elyssium has 50 (i think) speed, while NTF (or GTA) Elyssium have a speed rating of 120. Thats faster than a fething Loki...

  24. #674
    Member Vemarkis's Avatar
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    Another false report, fu12,atleast on the part of speed, though you were right on the part that they have wrong speed.
    All the Elysiums have speed of 55 here, though it should be 40. Fixed that.
    Now every single ship has been checked, and they have their right speed now. No more notices about ship speeds, thank you.

  25. #675
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    Wow that patch involves alot of hassle lol. I'm fine with the speeds, sort-of
    I think I'll wait for the next release, whenever that may be opcorn:

  26. #676
    EhraniNavy
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    Hello,

    I recieved your PM for the SP Campaign, and I can start whenever you want. I'll just need kind of a "script" of what the people should say (it can be very general if you wish), and some ship actions.

    Thanks for the chance to script,
    EhraniNavy

  27. #677
    unfunfofmpc
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    Get in contact with mr. who, xix, or akalamanaia

  28. #678
    fu12
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    Bug: Miners and RU controllers seem to count as cap ships. I sent in an aeolus just to see how it would disrupt a mining operation, and all it did was fire its heavy lasers ("plasma") and its anti-cap ship beam guns. I was expecting the use of the anti-fighter beam turrets and flak...Also, the heavy lasers need to be upgraded damage-wise. One shot from those aught to take out about 10-20% of the hull on an Elyssium transport, but it only does about 2-5. Heavy lasers can do about 40-60% on unshielded fighters, so I was wondering about that.

    I'm relatively certain that Mentu class cruisers have ship-ship beam guns. But they displayed only "plasma" fire when i went miner hunting. Given that miners seem to register as a cap-ship sized target to my Aeoluses, I was expecting more beam fire, but it didnt happen.

    The collosus radar range needs to be reduced. Also, I think it needs more flak guns....it could barely defend itself against bombers (yes, i know cap ships are supposed to have fighter cover, but i wanted to test it)

    You guys need to take a look at the Hetsheptsut's fusion mortars. Not only do they impact the destroyer instead of going for a target, they cant hit targets worth jack. If, and only if, the target is below the destroyer, the mortars try to lead, but they never hit. Even against a moving leviathan, which essentially is a stationary target. This mortar problem also affects the launcher on top of the Hesheptsut, so fix it please.

    Suggestion: Make the missiles dodgeable. A 100% hit rate with the missles isnt exactly guarenteed, and it also almost always eliminates a fighter before a "primaries" battle can ensue. Also, the fighters dont seem to use their missles when using their primaries.

    Adjust the flight formations. Its a bit jerky when fighter fly around (they move back and forth slightly when in motion) and they have a tendency to hit each other. Also adjust the squad coherency. One of the fighters always manages to go lone wolf and attack a different target assigned to the squad.

    Make the rear turret for bombers (and perhaps all primaries) have a slower firing rate. While primary guns in FS do have a pretty high firing rate, it wasnt 3 or 4 shots per second. 2 at most. And the turrets had a..1 per second firing rate. (Yes, it says the firing rate is faster in the tech spread sheets, but ingame, its a bit slower. The guns may fire as fast as they say they do when they are using only one bank, but it looks to me like the fighters are using linked banks, so slow the firing rate down. And since the turret is AI targetted, its firing rate ingame was pretty slow. It also lags by comp a bit when there are that many particles flying all over the place, but that might just be from the massive "plasma bomb" effect when fighter primaries hit.)

  29. #679
    Member mr. WHO's Avatar
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    Bug: Miners and RU controllers seem to count as cap ships. I sent in an aeolus just to see how it would disrupt a mining operation, and all it did was fire its heavy lasers ("plasma") and its anti-cap ship beam guns. I was expecting the use of the anti-fighter beam turrets and flak...Also, the heavy lasers need to be upgraded damage-wise. One shot from those aught to take out about 10-20% of the hull on an Elyssium transport, but it only does about 2-5. Heavy lasers can do about 40-60% on unshielded fighters, so I was wondering about that.
    In FS they are counted as capships too.

    The collosus radar range needs to be reduced. Also, I think it needs more flak guns....it could barely defend itself against bombers (yes, i know cap ships are supposed to have fighter cover, but i wanted to test it)

    You guys need to take a look at the Hetsheptsut's fusion mortars. Not only do they impact the destroyer instead of going for a target, they cant hit targets worth jack. If, and only if, the target is below the destroyer, the mortars try to lead, but they never hit. Even against a moving leviathan, which essentially is a stationary target. This mortar problem also affects the launcher on top of the Hesheptsut, so fix it please.
    I agree with Hatshepsut part.
    Although Collossus have multiple turrets it's preatty bitchy to cover whole ship, that why it have vast hangar.

    I'm relatively certain that Mentu class cruisers have ship-ship beam guns. But they displayed only "plasma" fire when i went miner hunting. Given that miners seem to register as a cap-ship sized target to my Aeoluses, I was expecting more beam fire, but it didnt happen.
    Nope Mentu don't have a single anti-cap beams. It's FS description mistake nothing more (maybe you played some mod/campaign that had modified Mentu?).

    Suggestion: Make the missiles dodgeable. A 100% hit rate with the missles isnt exactly guarenteed, and it also almost always eliminates a fighter before a "primaries" battle can ensue. Also, the fighters dont seem to use their missles when using their primaries.
    I agreed, missile (missile not bombs) are a bit too accurate.

    Make the rear turret for bombers (and perhaps all primaries) have a slower firing rate. While primary guns in FS do have a pretty high firing rate, it wasnt 3 or 4 shots per second. 2 at most. And the turrets had a..1 per second firing rate. (Yes, it says the firing rate is faster in the tech spread sheets, but ingame, its a bit slower. The guns may fire as fast as they say they do when they are using only one bank, but it looks to me like the fighters are using linked banks, so slow the firing rate down. And since the turret is AI targetted, its firing rate ingame was pretty slow. It also lags by comp a bit when there are that many particles flying all over the place, but that might just be from the massive "plasma bomb" effect when fighter primaries hit.)
    I fully agree with that. Unfunf you should reduce fire rate for primaries about 50%. I'll sent you a list of ships that are exeptions (that use only one primary bank, like Sekhmet that have four guns in single bank) and should have normal fire rate.
    I think it's only 4-5 ships so it won't be a massive job to make them another weapons for them.

    Just copy some primaries that are used by those ships and rename them, while all other non-copied weapons fire rate should be reduced by 50%.

    I'll get back in the minute with single primary fighters/bombers list.

    Whoosp, that is a bit more than 4-5 ships.

    FS1:
    PVF Anubis
    GTB Medusa
    PVN Thoth
    PVB Osiris
    SF Manticore
    SB Nephilim

    FS2 ship with single bank:
    GTB Artemis
    GTB Artemis D.H
    GTB Medusa
    GTB Boanegres
    GTF Pegasus
    GVB Thoth
    GVB Sekhmet
    GVB Osiris
    GVF Ptah
    SF Manticore
    SF Astaroth
    SB Nephilim

  30. #680
    Member Vemarkis's Avatar
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    fu12, most of the complaints you have either are already adressed, or their nonsense. Colossus has exact same amount of flaks as it has in FS2, we are not going to change that. The Hapt fusion mortar has been long fixed, the fighter flight patterns are fixed. And btw missiles do miss sometimes, but even in FS2 a experienced pilot will almost always hit his target. And we can't do anything about the fighter beams not firing at utility class vessels, their counted as capitals, even if they got a seperate unit cap(thats why anti-capital beams like to fire at them too).

    We'll look into the firing rates of the bomber turrets. I'll also look into capital ship blob turret firing rates.


    and mr. WHO, your list is useless, many ships in FS1 and FS2 shared the same gun, they had no diffrence in firing rate. We'll look into the fighter weapon firing rates.
    Last edited by Akalamanaia; 12th Jun 06 at 7:05 AM.

  31. #681
    unfunfofmpc
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    Mr. who. I agree that some primaries need adjusting, but mostly only kayser and prometheus, to account for energy consumption. I fixed that .

    No fighters ever collide with each other now, either . Different fighting scripts used.

    I adjusted missiles. Not their accuracy, but their engine stop / accel times. There was a bug where their engine accel times were < engine stop times, which causes some weird missiles :P.However, I will lower their accuracy a bit, I think.

  32. #682
    Member mr. WHO's Avatar
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    and mr. WHO, your list is useless, many ships in FS1 and FS2 shared the same gun, they had no diffrence in firing rate. We'll look into the fighter weapon firing rates.
    you're wrong.
    Example:
    GTF Herc. mk2 equipped with two banks of Prometheus S (4 guns) fire rate is 50% slower than GVB Sekhmet that also have 4 Prometheus S but packed in SINGLE bank.

    In other words linking two banks of primaries gives you a penalty to fire rate, to have a normal (FS table files) fire rate you have to unlink one of two primary banks or
    like those ships I posted in upper post you have only one bank so you have normal fire rate as standard.

    BTW I finished mission script, I'l sent it to both of you so you can make some sugestions before I'll sent it to our mission maker.

  33. #683
    Member Vemarkis's Avatar
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    You cannot distinguish between how many banks you have, and are they linked or not. And we are not going to make hundreds of diffrent weapons and weaponfire scripts just so theres 1 second diffrence between linked and non-linked firing mode ships. Not to mention, it wasnt the firing mode that made the diffrence, it was how much the fighter could output power to weapons.

    And the Sekhmet has 4 banks, theres no 4 proms on 1 bank.
    Last edited by Akalamanaia; 12th Jun 06 at 8:43 AM.

  34. #684
    Oh that 1 second would make a HUGE difference.
    Example, Sekhmet has 1 weapon slot - for 4 banks. Those 4 banks fire faster than a ship that has 2 weapon slots with 2 banks each, linked together.


    Daton

  35. #685
    unfunfofmpc
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    Maybe this will be looked at much much later

  36. #686
    fu12
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    To Akala: Im just basing the "linked" status of the guns on the myrmidon. It seems to be firing both subachs and Promethus-Rs at the same time, so I had assumed most of the other fighters had linked gun banks as well. Also, in the training simulators, they specifically tell you that pumping more power into the gun banks doesnt change the firing rate, just the amount of time it takes to recharge spent energy. So 100% wep power doesnt translate into a 50% firing rate increase (or w/e), but it does let you keep firing guns like the UD-8 Kayser indefineitly (though you are a sitting duck w/o shields or engines)

    To Mr. Who. I tested both the Aeolus and the Mentu as miner destroyers in the same mission (GTVA v NTF during the 2nd Great War period). The Aeolus blew away the miners with its twin anti-cap ship guns, while the Mentu unloaded 4 turrets of plasma death.

    Edit: The missiles have a tendency to switch targets if the fighter targeted gets wasted. And in the previous version, the fighters managed to fire missles backwards towards the enemy. Not sure if thats been fixed yet (I like the capships)

  37. #687
    Member mr. WHO's Avatar
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    in FS1/2 all AI controled ships used linked fire mode (unles they were armed with any weapons plus distruptosr and you gave disable/disarm order).
    Human player also use linked fire mode for most of time.

    Conclusion: all link-able ships should have linked weapons while link-unable ships(18) should have primaries with higher Fire rate.

    And no "linked weapons simulation" doesn't require much of work.
    1) all primary weapons fire rate lowered by 50%.
    2) create (copy current weapons than have normal fire rate) not linked primaries, rename them, something like prometheusunlinked ect.
    3) Add them to those 18 ships I posted above.

    How many new weapons do we create?
    Lets see:
    ML-16, Avenger, Prometheus, Subach, Kayser and all (3 ??) shivan primaries. Maybe less because some weapons might be not used by any of those 18 ships.

    Nowhere near "hundreds of diffrent weapons and weaponfire".
    But if you don't want to do it, ask me and I'll do it myself, I believe that's simple 20 minutes work in notepad.

  38. #688
    Member Vemarkis's Avatar
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    The ulysses can fire its missiles despite not facing the enemy fu12, haven't seen any other fighter exhibit this behauvior.

    And mr. WHO if you believe its just 20 minutes of work in notepad, do it. But if you don't have BRC04, get it from me first.

  39. #689
    Member mr. WHO's Avatar
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    Fine, I'll do it
    However I'll download BRC04 from you tomorrow coz I need to take some sleep.

    and BTW BRC04 ?? Beta Release C...?

  40. #690
    Member Vemarkis's Avatar
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    It means Beta Release Candidate 04

  41. #691
    Duelron1001
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    blah?

    I am so confused

  42. #692
    Member mr. WHO's Avatar
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    Here is what I found in weapon file:

    StartWeaponConfig(NewWeaponType,"Fixed","Bullet","kayser","Normal",650,975,0,0,0,0,1,1,0,0.5,0,0,0,0,0,0,0,"Normal",0,0,0)
    AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",53.2,53.2,"")
    setPenetration(NewWeaponType, 5, 1,
    {
    PlanetKillerArmour = 0,
    },
    {
    HeavyArmour = 0.526,
    },
    {
    SubSystemArmour = 0.184,
    })
    setAccuracy(NewWeaponType, 1,
    {
    Fighter = 0.23,
    },
    {
    munition = 0.2,
    },
    {
    missile = 0.1,
    })
    setAngles(NewWeaponType,10,0,0,0,0)
    setMiscValues(NewWeaponType,0,0)
    which one value is the rate of fire ??

    I was lurking in weapons folder and I found that there is no Helios bombs (FS1-Harbringer analogue in FS2).

    Edit: actually, yhere is no Tsunami analogue too (Fs2 Cyclop bomb)

    I knew that there is something wrong with Fs2 ships bombs. It looks like they all use FS1 bombs. I'll try to fix it.
    Last edited by mr. WHO; 13th Jun 06 at 9:18 AM.

  43. #693
    unfunfofmpc
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    The firing rate is that '0.5'. Don't mess with it though, I took some time to adjust many of the firing rates.

  44. #694
    Member mr. WHO's Avatar
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    Did you reduced fire rate for two primary banks fighters and bombers?

    For example ship equipped with one Subach bank and one prometheus bank in FS2 use linked mode that gaves 50% fire rate penalty to fire rate.
    in FSNA ship with same weapon cofiguration I mentioned fire at normal speed that is impossible in FS2.
    Because all fighters/bombers in FSNA that have two banks (Seraphim count too altough it's the only ships that have 3(!) primary banks) fire from both of them in same time we must make them firing at "link mode" fire rate.

    I think it will be much more FS universe accurate...but if you and Akalamanaia (and Duelron if he appear) are against that idea then, well 2 votes vs 1, I'll leave that idea.
    So are you for or against that idea?

    ____________
    EDIT:Umh, again did you reduced fire rate for BRC07 ? Everything appear to be in perfect condition in case of "linked fire mode". this meand that I only need to make those 18 (or did you fixed that too?) ships I mentioned a fire rate boost and everything will be 100% accurate.

    I'll add Cyclops and Helios to weapons and and I'll add them to proper ships. Also I can fix build menu descriptions (and add what weapons are mounted to fighter/bombers and main weapons of capships).
    Plus I need to finish those Icons for sentry guns.
    Plus I'll finish research trees.

    If nobody have any objections I'll finish them to friday.

    Edit2: I love that dynamic music script.
    shivan engines sound are kickass, oh and you fixed AAA sounds.
    I think that there should be some remnants of FS1 units speeches that should be in release(if the weren't deleted earlier).
    It would be fun to have FS1 speeches (terran at vasudan) for
    Fs1 ships while Fs2 ships could have FS2 ones. But this would mean a lot of coding and a lot of HDD/download space too
    ...and what about shivans, stock HW2 for them would be awful, bot nothing would be awful too. Maybe we could fragment that sound file from mission where Iceni comunicate with shivan cruiser via ETAK device and put it as speeches?

    Guys I'm really proud of you, you fixed/created so many little things that every FS player that play FSNA will feel very familiar

    BUG FOUND(a little one):
    beam "charging up buble" is too big on shivan AAA while GTVA AAA have no buble.
    ANOTHER (an old one): I do feel that GVD Hatshepsut should be able to call in capships even if it don't have working dockpaths for fighters and bombers.
    ONE MORE: AWACS sensor range is still very short.

    Ballancing issue: I think that we should be allowed to build more than (normal engegament limit) 4 wings of bombers.
    4 wing means nothing against 10 wings of fighters and capships AAA guns.
    Last edited by mr. WHO; 13th Jun 06 at 1:59 PM.

  45. #695
    Member Vemarkis's Avatar
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    Unit speeches would be fairly simple to add in, just that making them play is a horror as the files that decide what sound files are played for what unitype or unit are awful.

  46. #696
    Member mr. WHO's Avatar
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    Wroclaw/Breslau
    I belive PDS mod has a lot experience in speeches, coz they did them race related & ship related (or only ship, coz then as each race has diffrend ships, race related wouldn't be needed anymore).

  47. #697
    fu12
    Guest
    Heh, I know a guy who works on PDS and did some of the voices. Cant say they were very good though. But couldnt you just take the sound files from the FS game and put them in? The whole "need some cover" thing sounds pretty good.

    On an unrelated note, could you see if you can take the Pirate mod's formation thing? The pirate fighters spread out and do all sorts of flight tricks. That kind of battle would look way better than the standard attack in formation thing. After all, in FS, you break to attack, not "form up and attack".

  48. #698
    Duelron1001
    Guest
    Quote Originally Posted by Akalamanaia
    Unit speeches would be fairly simple to add in, just that making them play is a horror as the files that decide what sound files are played for what unitype or unit are awful.
    been there, done that. didn't work with different races, so you ended up shiavns talking like terrans.

  49. #699
    Member Vemarkis's Avatar
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    You can specify ship voices for specific ship types, you don't have to rely on generic race if ya don't want to.

  50. #700
    Duelron1001
    Guest
    that script doesn't like being changed, hw2 normaly igores it if it has any real changes to it. ie added new conditions for voices to be played.
    it was fine in the case of stock hw2 where they could get away with using the same voices for both sides, but in FSNA the same isn't true.

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