Try again... It might work this time...
Volt_Cruelerz
Hmm.. well.. I'd say we need to work on one thing at a time for now...
Very interesting... Uh.. Actually, if you tried today, it could be because of server maintenance...
there is already a thread on this.
Well, the problem here is the physics engine. Technically, if going in line with repulse, you should be accelerated. If against it, you should lose all your momentum, and if you were perpendicular to it, you would gain both velocities, thus making you go diagonally...
Well.. I have programs to do all said functions of modding, the problem is, I do not have someone who can skin. As for your idea, seriously. Put it in a thread.
Yeah... all systems go offline... We might be able to pull the code from repulse to give it recoil which would give it the appearance of firing something REALLY powerful... Perhaps you could have four arms forwards which would be heavy plasma cannons. The other two would be angled backwards and would act as containment generators for the engines and could possible have engines built into their tips... As for the mouth/beak area, I am assuming that this
Pretty much... If you have ideas, put them in a separate thread. Its been more than a year and I have some ideas so go ahead. Oh... and by chance, do you know how to skin models? If so, I may have a job for you...
Okay... Well the way it is now, it is permanently attached to the ship as it is the same primitive as the fuesalage... Like I said before, I can't do many of the additions until I get a good response on one of my questions in the modding forum... Until I can figure out how to do symetry, I won't be able to duplicate complex shapes and thus won't be able to complete it...
It was a general amount... And that would likely be for your primary fleet, unless you are playing 1v1 on a huge map... Then you might have that many in each fleet...
@Rezo: Thanks. That surface is an axial vent. I have an idea for a particle effect which when firing the cannon, exhaust is shot out of it... If not, it looks cool from a side view... But you are right, it is hard to see in these pictures... @Ead: Why? These things have axial guns... That means that they should run straight through them... That is the point behind the lancers... It is a gun pl
The artillery is not anti-structure... It is anti-ship. Sure, it could go after a building, but it isn't intended to... oh and NO NEED FOR CAPS LOCK. Anyways, and how do they do that? True, but that is like fighting an illum spam with another one. You fight rock with rock rather than going for paper... Artillery is paper... I sort of agree with you there... As they have no demo cruiser, they should
I was going with a fleet with good survivability and one that could take on pretty much any opposition. The amounts are just general ideas... If the enemy is spamming carriers, build flak and LF. The point is, it is flexible enough that you could counter what is thrown at you. After all... Its pretty hard to punch through the regen of 40 hoho's and a Dunov...
I'm not finding that...
Personally, the Kortul is my favorite ship in the game. Follow that with the Radiance and then Kol. The problem here is there is no "best one." The radiance can stop MB (det AM), a Kortul and kill entire fleets (volatile nanites), and the Kol can neutralize phase missiles.
Anyways, here is an updated model (with wings!)
Ermm... Uh is anyone there?
A hypothetical "perfect" fleet would be composed as follows... 1. Kol (level 8+) 2. Dunov (level 7+) 3. Marza (level 7+) 4. 40 Cobalts 5. 30 LRM's 6. 20 Percheron 7. 30 Kodiaks 8. 15 Flak 8. 12 Cielo's 9. 40 Hoshikos (more hoho's=more of your ships that stay alive) Simply put: Cobalts=Good front line attackers. By using detonate AM, they can deal d
True...
ahh.. that is true too... I don't know if you guys get the same commercials as us but in one of Direct TV's commercials... "Let's have Blamestorming Session. I'll start. I'd like to blame Eileen."
True... Perhaps it could be castable instead? I don't know... It does need something...
Ehh... I could check the exact coding tomorrow, but I don't think it would work... You MIGHT able to add in another one and use the TP's mesh to make it look right... By then adjusting the income to credits, it could potentially work... Then why did you post it?
The railgun is staying in place and the heavy laser/beam will be moved above it... In general, a combination of ideas always works out better. That is the reason people work in teams..
Ok... but erm.. I can do this... Ultimately, mine will look much like a Kol as well, but I'm just saying, that it won't look like it did... I messed with the model today just to see what it would look like with the new ideas, and it won't look like the Orgov. I assure you of that. Also, I've drawn ships in my spare time for my book... They are just rough sketches, but there is one in there, the "Hercules" that also has a large buttress on the f
Well.. this might just be the reason that we are making a mod lol. (What's one more thing to add to an already massive undertaking...[I was referring to the Ancient Ruins because the asteroids are hard-coded])