Actually with Dynamic, fleets tend to stick together and fight cohesively, more so I dare say than vanilla where they park themselves in odd locations. The only real problems I notice are the afiremention flying through starbases (mostly a cosmetic issue) and when fighting one-on-one capships tend to behave stupidly (flying off in wide arcs out of weapons range for no reason(. You should at least try it, it makes fleet battles hella fun, it's also possible to do
rayadrel
This has probably been asked before, but do you ever plan on adding the Ori at any point in the future, either as playable or pirates?
You can simulate the effect of sublight speeds as with the Hivers by having a ship with an ability that reduces it's phase lane speed by, say, 10000. This is done with the Jumpers in the Stargate Races mod. You could then possibly use a modified Vasari Phase Stabiliser to have those ships travel instantly between when they're built. Mind you I'm a total layman in such things and it's only a guess that the latter could work at all.
Yeah I am using Dynamic, that must be it. Speaking of that, with Dynamic capital ships have an annoying tendency to fly right through starbases. Not a major problem but visually a bit jarring. Can anything be done about that?
I notice that now starbases have 20 upgrade slots so they can get every upgrade available. Is this intentional? It seems a tad overpowered, especially with an Advent starbase with all hull/weapon upgrades, disorientation, all 4 hangar upgrades and meteor strike along with it's allegiance and culture boosters.
To me both the meshes and the textures make a model, so equal kudos to both!
I don't know the pirates already have the AI (on hard) pinned down on a few maps to the point where I don't fight the AI factions at all, only pirates. Not sure they *need* more power.
I definitely vote for Ragnar Anchorage as the Colonial Starbase.
I would enjoy a hard AI if it didn't cheat. I don't suppose you've done anything about the AI's "har har I spawn a whole fleet in 2 seconds regardless of cost or upkeep" behaviour? If so it'd be an instant download for me :P
[quote who="SteinerX" reply="525" id="2430055"]The Omega rotation looks nice ingame! Tobi's just ironing out a few issues with the mesh ... finalish tex. - cl .da and .nm textures to go all being well![/quote] DO WANT. I've always loved the Omega. It is, realistically, a really bad design in that nobody in their right mind would build a space ship with a rotating section like that (it's assyme
The problem is that no matter how expensive you make a unit, the AI cheats at any level and will spawn a whole bunch no matter what. I wish they'd improve upon the AI to allow more units like these.
Excellent mod I must say, I'm a big BSG fan.. well aside from that last episode which never happened... ANYWAY.. I like the idea on the Gammas, actually if anything it gives Colonials an advantage. It's very easy to abuse the Board ability on the Sentrus Battlestar and end up with a whole fleet of Gammas on the Colonial side.
Just make it an ability for flak/defense frigates, that way they can be a little more useful.
[quote]Where you said "The way fighters are depicted in say new Battlestar Galactica is perfectly viable - pilots in space suits with their own life-support." By using the word Viable, you are referring to the design you dishonest wanker.[/quote] You really are dense aren't you? You even quote my specific meaning and it flies right past you. I suggest you waddle back to Stardestroyer.net where your fellow flamers can prop up your obvious lack of debating skill. [quote]Also radi
[quote]Space combat IN SINS should be like:Ships that can fire on the move. thx. that alone will make it a bit more dynamik.[/quote] Give your ships a target then tell them to move. There you go.
[quote]Okay, let examine that theory. Some online Calculators.What we are going to use.Weapon Shape (12.566 indicates spherical burst):12.566Weapon yield: 50 KilotonsArmor Parameters: We'll use carbon here.Atomic Mass: 12.01Density: 2.26 g/cm3Molar Volume: 5.34 cm3Heat of Fusion: 100 kj/molHeat of Vaporization: 355.8 kj/molSimulate Nuclear ExplosionMegaJoules Discharged: 209200000 ; Armor Rating in MW/cm2: 45580 Range of Detonation in meters 3000 Surface Area of Burst at Range 113094000 Meg
[quote]I find your lack of knowledge disturbing...Those fighters are not viable. A well placed nuke would fry the pilots through the windows. [/quote] Don't be dense. I wasn't referring to the design of the Viper, I was referring to it's role. A properly shielded fighter with the pilot in a protected suit would mitigate the damage, and that's assuming pilots are just going to drift and let a nuke blast hit them. [quote]Missiles are the way to go as they don't have to return, th
Jack will be back! And he'll slaughter you all! There are no tanks in Bagdhad airport, etc.
[quote]But it would likely not be much harder to take control over a manned fighter, and likely as not the original owner would have some kind of dead man's switch, such as transmitting a specific code every .02 seconds - different one every time, of course.[/quote] Not so much, a manned fighter wouldn't be specifically designed to be piloted remotely, a drone would be. I suppose you could have automated drones, but then you're placing lives in the hands of your best AI which may or may
Funny thing is, when I play TEC my Advent neighbours are the nicest, giving the easiest missions and quickly becoming my buddy-pals :P
[quote]Electronic warfare or ECM frigates are a good idea for a counter frigateAlthough that wouldn't really do anything against the advent LRF[/quote] It would, since the difference between long range missiles and the Advent laser is mostly cosmetic anyway, simply have a frigate that says it disrupts guidance systems on missiles and dissipates long range beams. Hence some missiles would be shown to miss, and the laser could be shown to be weaker.
Initially I'd imagine space war would be waged with nukes. Masses and masses of nukes fired from glorified missile platforms in space. What comes after would depend on what defenses could be developed be it ECM, armour or whatever.
I had that same problem, if you can see the resolution options try changing it, that fixed it for me. It's a terrible game anyway, totally unplayable.
The problem with fighter-drones is that the enemy could develop some kind of ECM to disrupt or even gain control of the fighters. The way fighters are depicted in say new Battlestar Galactica is perfectly viable - pilots in space suits with their own life-support.
Just an old ship I recovered from my old computer and restored with some new bits after it transferred semi-mangled.. [img]http://img72.imageshack.us/img72/4610/onejy7.png[/img] [img]http://img168.imageshack.us/img168/5367/twoiu2.png[/img] [img]http://img176.imageshack.us/img176/2801/threetj2.png[/img] [img]http://img165.imageshack.us/img165/3057/fourum4.png[/img] [img]http://img165.imageshack.us/img165/5243/fivexb4.png[/img]