Hmmm! Lots of good feedback this time! I am really glad to see alot of the major bugs being worked out
)
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Radiation:
I actually turned down the sound sof the BS because they were WAY to loud.
Hmm Well I can turn up the collision damage, it's kind of a grey area. Half the people loved it and half hated it with a passion. As some said it actually makes them work at the game....
As far as the BS afterburn, I need to add a thruster, mine, and countermeasure to the battleships. Those are already on the agenda
I also tried changing the speed on all the ships to 200, but the freighters and BS didn't work quite right so freighters are at 150 and BS at 100.
I will change the Armor platforms, I am having problems locating the values for it. In the solararch.ini it is set at 3 mill, so I am not sure what the problem is. You can verify this yourself
I am glad you like the NPC damage but I have had complains that they are TOO hard now.....it seems some people get really upset when they die....got cussed out in an email becuase the NPC killed him and he was suppose to be invinsable....
I have not found a way to change the cruise display, nor has anyone else. If someone has figured out how to change this please let me know. You are going 450, it just doesnt show.
I can also reduce the ship speeds, but please bear in mind that will effect their manuverability severely, even if it's only 5. You may also have problems docking.
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Phroot:
1: Aye the only way I could think of selling the battleships was at a staiton because otherwise if sold a planet, the kusari takes heavy damage and the Rheinland is destroyed trying to leave.
2: I really am working on balacing the dogfight, IMHO ALWAYS at least carry 2 paralyzers. They take out 25,000 in shields each and you can fire then every 5 seconds. The best strategy is to not load up with all the same weapons, mix it up a bit. Especially with the higher end ships. Here is an example I use for the Sabre
2 Paralyzer Missiles
2 Cannon Ball Missiles
4 Arch Angels
4 Avengers
2 Heavy Starbeams
4 torpedos
Mine and countermeasure.
I would suggest using this for the dagger
4 heavy starbeams (good dmg, high speed, low evergy drain)
2 paralyzers missiles
That should make it alot easier.
3: Aye that is because anything that fires at them can hit them. They are big, slow, and have a big bullseye on them. You don't even really have to aim to hit a BS and the AI is pretty good
As far as the other stuff
Dynamic economy would be nearly impossible or me to do alone. To many variables and I don't have that kind of time
Random missions against BS - That is possible. Problem I have been having with player specific missions is detecting when the player logs on and if they log off before the mission is up it crashes the server.
I am not sure how to target NPC bases for missions yet.
I really don't want to put in weapons that would make people have a disadvantage, I would get flamed to no end about bad design
They say the weapons suck and ask why I put them in the first place if they werent good...
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Khaos:
I am not sure what is going on with the FLMM version. I am not getting any errors when I install it myself and I test these very carefully before I release them.
As for the battleships, the liberty and bretonia work fine. The other two are way to big. I need to figure out how to get rid of the gate. If you notice when you leave a planet with the RHeinland it is fine UNTIL you crash into the docking ring. At least that is what it looks like to me.
I am still trying to find a solid BS solution I appreciate any help I can get.
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Cmdr_king:
Yes it will be nice, but I am the only one working on it...it is a HUGE undertaking.
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Aka:
Battleships where in the highest demand so I gave it to them. I am working on gunboats. I try to please the most people first, sorry. I will also try and add in cruisers. That should be a good middle ground.
I will work on adding cruisers and gunboats in the next phase of 2.0, will that make you happy?
Again as far as destructable bases....many many people wanted it. I got tired of hearing people asking for it.
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Bob:
If you can figure out how to get rid of the docking ring I will be VERY HAPPY. I have been working on a BS solution but so far have come up with nill.
I am at a roadblock and need some serious help. I'm doing all I can.
As far as the serve errors, I've never heard or seen of them before, BUT it looks liek you are missing market_ships.ini. Check the directory to see if it was copied there.
The first error looks like it couldn't find the base in solararch.ini
I will try and reproduce it, can you give me the exact steps you took to produce this?
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