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Discovery mod v.4.79 bugs&suggestions - Printable Version

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+--- Thread: Discovery mod v.4.79 bugs&suggestions (/showthread.php?tid=473)

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Discovery mod v.4.79 bugs&suggestions - daedalus - 02-05-2006

f2k,Feb 5 2006, 08:03 PM Wrote:Unless this is done, you wont find anyone flying LF, MF and HFs they are simply not powerful enough

And even if all ships were made even, and the pirates lost their VHFs, Id still like to see a LF survive the radiation in many of the outback systems
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I'm quite happy with my class 9 LF, it can survive radiation easily, take out any npc (but tough against the cap ships) and can give all pc VHFs a good fight. There's even a class 10 light fighter - the nomad, although it flies more like a VHF. :nyam:


Discovery mod v.4.79 bugs&suggestions - Dab - 02-05-2006

f2k,Feb 5 2006, 02:03 PM Wrote:The balance is designed to follow the players progression from Liberty through Bretonia and to Kusari. That is, a Liberty HF is outclassed by a Bretonia LF, a Bretonia HF is outclassed by a Kusari LF and so on
So, in order to survive in Kusari, you need at least a Kusari ship as all previous ships are completely outclassed there. And dont even think about leaving House Space and going outback unless youre flying a VHF!
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Actually if your in a starflier outcast and corsair VHFs can't touch you. Starflier is actually quite a safe ship so long as you don't walk away from your computer...


Discovery mod v.4.79 bugs&suggestions - marauder - 02-06-2006

Dab,Feb 5 2006, 10:37 PM Wrote:Actually if your in a starflier outcast and corsair VHFs can't touch you. Starflier is actually quite a safe ship so long as you don't walk away from your computer...
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Or goto any radiation zones, it'll eat your hull away once your out of nanobots. Plus you can't kill any outcasts or corsairs to get more because the weps wont go thru their shields.


Discovery mod v.4.79 bugs&suggestions - Dab - 02-06-2006

Like I said. Don't walk away from your computer and you will be able to exit radiation zones fast enough.


Discovery mod v.4.79 bugs&suggestions - Circadian_Lupine - 03-27-2006

Any chance at chopping back the energy requirements for the mortar series of torpedo-turrets? Not too far mind you, it's still a good idea to keep them restricted... but a gunship can't even fire the light mortar once. The light mortar is about 2 sunslayers worth of damage, and probably won't be mounted on any battleship (especially when medium mortar has the same energy cost O_o)... so how about knocking that drain down to ~100k on the light mortar so gunboats have something to play with?


Discovery mod v.4.79 bugs&suggestions - Firebird - 03-27-2006

Doesn't affect the mod but probably should be corrected to avoid later confusion. For Newcastle (br07.ini file), the following is for the Tau-31 jumphole. But the zone's nickname suggests its for Tau-23.

I went looking for a Tau-23 jumphole that didn't exist :$

Code:
[Object]
nickname = BR07_to_Bw10_hole
ids_name = 260686
pos = -127210, 0, -61464
etc...
goto = Bw10, Bw10_to_BR07_hole, gate_tunnel_bretonia

[zone]
nickname = Zone_BR07_to_Bw08_hole
pos = -127209, 0, -61463
shape = SPHERE
etc...



Discovery mod v.4.79 bugs&suggestions - Wolfpack98 - 03-27-2006

Circadian_Lupine,Mar 26 2006, 10:38 PM Wrote:Any chance at chopping back the energy requirements for the mortar series of torpedo-turrets?  Not too far mind you, it's still a good idea to keep them restricted... but a gunship can't even fire the light mortar once.  The light mortar is about 2 sunslayers worth of damage, and probably won't be mounted on any battleship (especially when medium mortar has the same energy cost O_o)... so how about knocking that drain down to ~100k on the light mortar so gunboats have something to play with?
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While Gunboats are considered capital ships, I don't think the mortars were designed for them.