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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery mod v.4.79 bugs&suggestions

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Discovery mod v.4.79 bugs&suggestions
Offline Dab
01-06-2006, 02:38 AM,
#61
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Posts: 9,570
Threads: 320
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Eldfrey here hasn't fought a major battle with NPCs here yet...

Note to Eldfrey; NPCs knock around battleships and cruisers like asteroids knock fighters around. You can't target anything when your bouncing due to pesky fighters ramming you.

[Image: DFinal.png]
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Offline Virus
01-06-2006, 03:08 AM,
#62
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Posts: 4,311
Threads: 257
Joined: Oct 2005

Yeah.... That's a good point....

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Offline kirtar
01-06-2006, 03:09 AM,
#63
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Posts: 50
Threads: 3
Joined: Nov 2005

Khwain: Bringing back up the railgun idea......

Inside of my freelancer/data/equipment/models/weapons folder (I think that's right), I found a file called br_railgun.cmp, so I suppose there already is a railgun. I'll start trying to make them, just because I can, but I can't guarantee results.

[AW]Arbiter -Eagle
Drywin -Large Train
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Offline marauder
01-06-2006, 12:30 PM,
#64
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Posts: 1,950
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Slight problem with having a large fighter escort for cap-ships, LAG.

Even if the other side/group turns up with less ships you'll still get a lot of lag and any missile cruisers/BS's would be useless as they wouldnt be able to fire their missiles (I know this for a fact it's happened to me at least twice) just whatever energy weapons they have.

Plus anyone remember the fight over New Berlin with the -=?=- that resulted in a server crash?
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Offline Titus
01-06-2006, 12:36 PM, (This post was last modified: 01-06-2006, 12:36 PM by Titus.)
#65
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Posts: 374
Threads: 27
Joined: Oct 2005

Quote:There are 4 movements that are not possible in freelancer:
Roll left/right
Strafe up/down
FL ship movements are rather bidimensional...

I dont know if its possible to add those movements to FL, given that the movements are hardcoded into the game engine... But if it is possible to add them, i would like to see them added to the mod.
Well, on a server clled RAW , on which i played quite a bit, i saw a player called Anakin who had SUCH GREAT SKILLS and he did all these moves...me and Vlad have almost equal skills...and he fought that guy Anakin..in a duel...i think it lasted for...5 seconds? He was a Freelancer skill teacher on that server....wish i could meet him again...i have NEVER seen such skills (and he was romanian, i can tell you that, so i`m a bit proud ;) ;) . No nationalist feelings :yahoo: ;) )
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Offline Fire_Tzunami
01-06-2006, 01:30 PM, (This post was last modified: 01-06-2006, 01:31 PM by Fire_Tzunami.)
#66
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Posts: 500
Threads: 14
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Yeah i'l take some lessons from him ;)
Ok igiss please tel us will nomads and the order be a faction?

Still some bugs: if you kill a lot and i mean A LOT of xenos, zoners become enemy with you. And killing xenos is like the friendly universe mod but a loooot moooore inefective. So shoul the nomads.

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I don't suffer from crazynes, I enjoy it every moment.
Artifical intelligence does not compare with natural stupidity.
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Offline daedalus
01-06-2006, 06:28 PM,
#67
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Posts: 273
Threads: 18
Joined: Jul 2005

This suggestion is from a dream I had recently (yes, I dreamt about Freelancer, I know I have a problem...) I've not really thought it through so see what you think...
How about having some unique items in the mod? Without being unbalancing, wouldn't it be cool to have a special shield, or thruster, or gun, that absolutely no-one else has? These could be 'seeded' into the mod at random to active characters (like a lottery) to either use or sell. They would be totally in the domain of players, and not sold at bases, dropped by npcs or found on wrecks.
Admins could make periodic checks to see whether the items still exist and are active, and if they're not, simply introduce them again. They could easily be given selling prices at bases, but these prices could be small or zero to discourage players from selling them.

Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons

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Offline urgel
01-06-2006, 07:05 PM,
#68
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Posts: 47
Threads: 3
Joined: Dec 2005

how about somesort of ship moddability like engine tuning (ive played to much racing games) like choosing good acceleration or good top speed :D
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Offline Dab
01-06-2006, 07:39 PM,
#69
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Posts: 9,570
Threads: 320
Joined: Aug 2005

Man handling and top speed are the best to have screw acceleration.

[Image: DFinal.png]
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Offline Korrd
01-06-2006, 07:48 PM,
#70
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Posts: 3,714
Threads: 241
Joined: Aug 2005

Dab,Jan 6 2006, 03:39 PM Wrote:Man handling and top speed are the best to have screw acceleration.
[snapback]9519[/snapback]
can we make the engine a piece of equipment?
So we would have various engine models, with differents speeds and acelerations rate.

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