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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.82 Beta features, bugs & suggestions

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Discovery 4.82 Beta features, bugs & suggestions
Offline BestFlyerHere
12-19-2006, 10:18 PM,
#341
Member
Posts: 1,409
Threads: 21
Joined: Sep 2006

Super, codenames are set back to vanilla originals becuz ppl were using them way too much. It's not just the 37 route in which the lg train disappears, its a glitch with the ship. And BTW, the HF HFBS Novacator, the battleship tag isnt BS its B. So it would look like [HF]HFB-Novacator. Get a NCC ASAP. Srry, but tank said i had to enforce the tags.

I am a long-absent Supreme Commander, Executive Commander, Grand Admiral, Fleet Admiral, and Captain in the mighty Hellfire Legion. I have returned, and am on an urgent mission from Drake Thastus to return the Legion to its former glory, and to claim the galaxy for its own. Only then will I be able to rest.


RP Story (Still deciding whether or not to finish)

http://discoverygc.com/forums/index.php?sh...=5439&st=20


 
Offline jtareb
12-19-2006, 10:58 PM, (This post was last modified: 12-20-2006, 04:06 AM by jtareb.)
#342
Member
Posts: 6
Threads: 2
Joined: Dec 2006

I recently loaded your mod and overall it works fine except for one big problem. None of the new planets, bases, ships, and equipment have names or info. All the files are there and there's no effect on gameplay. I've tried removing the mod and reloading with a fresh install of FL with no effect. I even ran it through FL datastorm and it correctly had all the new items names and info-I just can't see them while playing. Any help would be appreciated.


PS--I went back and checked the Discovery dll file and its dated 12-1-2006. I realize that the $items relate only to mp. Two examples are the CSV on Manhatten which is identified correctly as the junkers/hogosha freighter but has no values in its infocard. The other is the RavensClaw on the junkers base in the new system. The base has no name or info and the RavensClaw shows only IDs with no other info available.
Offline Virus
12-23-2006, 11:39 AM, (This post was last modified: 12-23-2006, 11:40 AM by Virus.)
#343
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

RH BS only goes 80 Km/h instead of 90.

Battleship stock weapons need a MAJOR MAJOR upgrade. Right now, if you use only the stock weapons, you can kill another battleship in, oh, an hour, maybe. But you're already dead after 15 seconds.

I think that the Battleship Energy weapons need to be WAAAAAAAAAAY upgraded. *THOSE* should be the ones that do the massive damage... Possibly the mortars as well...

A range of 4-5k and damage of 3000-7000 hull. The speed would have to be reduced slightly. However, this would make battleships much more "RP" being as how there is no "Rheinland" Inferno or "Liberty" Battle Razor or "Kusari" Mortar... Though, without those, fights take years...

Along with this, missile turrets need an upgrade, not in damage, but in turning ability. Can't hit a Unioner unless he's flying right at ya. Even then you're better off using Battle Razors.

In short, average stats of the guns should be:

Hull: 3000
Shield: 3000
Range: 5k
Refire: 2.00
Speed: 750 m/s

Yes, the shield an hull should be very close. This is most likely NOT going to hit fighters, unless their really bad, so missile turrets are still needed. The damage is similar so as to be able to get the shield down in a decent amount of time, and keep it off.

Of course, a few battleships will need a upgrade in their hull strength... (Namely BH Battleship, Battlestars...)

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
Offline Dab
12-23-2006, 06:56 PM,
#344
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

We have to be careful about making the BS turrets too powerful though, as cruisers would stand no chance when targeted, and fighters would be demolished in two hits. Those two aren't supposed to happen, but I do agree they need upgraded a bit. 3000-3500, NOT 7000..

And yeah, the only times I've ever been able to hit NPCs with missiles on a BS is when the BHG fly straight at me, and when I'm spamming the missiles. Its completely impossible to hit fighters. Only time I have it fighters with them, is when I was in a GB making a head on pass, or rear-view fighting him.

The energy turret speed goes down, making it hard to use on fighters, but the missiles increased turning rate makes up for it.

I like Virus' idea.

[Image: DFinal.png]
Offline Spacewolf
12-23-2006, 08:47 PM,
#345
Member
Posts: 371
Threads: 15
Joined: Nov 2006

another small thing that needs doing is when your buying ships you whant to have a look at them before you buy but for the big ships you can only see the insides so maby you can some how do something about that
Offline BestFlyerHere
12-23-2006, 11:04 PM, (This post was last modified: 12-23-2006, 11:05 PM by BestFlyerHere.)
#346
Member
Posts: 1,409
Threads: 21
Joined: Sep 2006

Unless you really shrink the ship down or expand the ship buying shop, I dont think there's a way. Remember, vanilla FL wasn't made for players to pilot capships.

I am a long-absent Supreme Commander, Executive Commander, Grand Admiral, Fleet Admiral, and Captain in the mighty Hellfire Legion. I have returned, and am on an urgent mission from Drake Thastus to return the Legion to its former glory, and to claim the galaxy for its own. Only then will I be able to rest.


RP Story (Still deciding whether or not to finish)

http://discoverygc.com/forums/index.php?sh...=5439&st=20


 
Offline Dab
12-23-2006, 11:10 PM,
#347
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Its probably hardcoded into the game. Alot of the bigger ships have a small picture of them next to the ship itself in the buying screen, which you can see a small glimpse of what it looks like. Best way, is just to find someone who owns the ship and look at it. Might want to get their advice too.


I also have a bug for this post..

Zoner Juggernaut's two lower-right engines are missing the engine effects. The rest have I believe Kusari engines, except those two, which have no engines at all. Just the part that is actually the ship. Makes it look really weird. Creates alot of drag too. *Winks at Korrd*

[Image: DFinal.png]
Offline Virus
12-24-2006, 02:21 AM,
#348
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

' Wrote:>snip<
We have to be careful about making the BS turrets too powerful though, as cruisers would stand no chance when targeted, and fighters would be demolished in two hits. Those two aren't supposed to happen, but I do agree they need upgraded a bit. 3000-3500, NOT 7000..
>snip<

Eh, Cruisers can already be killed by a decent Osiris pilot with stock turrets. Besides, only ONE Cruiser should be able to take a battleship down, that's the Liberty one.

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
Offline Dab
12-24-2006, 02:39 AM,
#349
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

No, I'm not saying it should be able to fend it off.

I'm saying, you shouldn't be able to kill the thing in 30 seconds of firing if he has an armor on it.. 7000 x 14 = 98,000 per shot. 98,000 x 2 = 196,000 a second. THAT is WAY too much..

3000 x 14 = 42,000 x 2 = 84,000. That is much much better..

I think it should be more like 3500 though.

[Image: DFinal.png]
Offline Qunitinius~Verginix
12-24-2006, 03:50 AM,
#350
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

I agree with Dab, Battleship guns need upgrading alot, but not so they are making battleships the all-powerful ships and then every 1st second and third person will always be flying one.

Verginix Out

[Image: qvsigaz9.gif]
 
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