OK glad I cleared that up for alot of you
BETA 4 is changing ALOT of stuff. ALL the ships AND the weapons are getting a complete overhaul for balacing.
That is what is taking me so long.
Also, I am lowering the number of weapons on battleships, cruisers, gunboats, etc...
As I talked with someone I realized QUALITY over QUANTITY. There are about 15 regular turrets on the Liberty DN and I put 24 turrets on it. As you can see from the screenshot on the previous page having 24 BS turrets on it makes it look real goofy.
So I will be reducing weapons but at the same time raising the damage on some of the weapons for the balance. This will mainly effect Battleships, Cruisers, & Gunboats.
Also since I have added the nomad battleship I must say I put only 3 turrets on it and made the beams like the ones from the Alien DN in FPS2 and OMG wow those 3 beams look cool, not to mention they hit better then when I had 15 on there.
Problem I found with beam weapons. If you notice in
beam_effects.ini you will notice I have the beam weapons effects set up to a max of 6.
Now you have a beam with the width of 6, now how big are the fighters you are aiming at from the BS point of view? Like little dots. So you are trying to hit a little dot with an even smaller dot. See the problem here?
Increase the width and flash point to say 50 and wow, you don't have to hardly aim with the beam cannon to hit a fighter. Since the beam is "bigger" you have a better chance to hit your target with it. That is another reason I am lowering the weapons. People complained about using 24 beams weapons all at once, great light show but hard to see the target. Here's the main parts that modify how a beam looks.
[BeamSpear // [BeamBolt - Determine which type of beam
tip_length = 1750 - How long is the beam
tail_length = 1750 - How long is the beam
head_width = 6 - How wide is the beam
core_width = 6 - How wide is the beam
flash_size = 6 - How wide is the beam
head_texture = star - Shape of the beam
trail_texture = wide - Shape of the beam
This fixes both the aiming issue and the problem following the target.
Also until I get BETA 4 out, here is the fix for the tractor for those of you who want to edit the files manually for the fix.
open
shiparch.ini
Scroll all the way down until you hit the BS sections.
Look for this line.
msg_id_prefix = gcs blah blah
Make sure each one says this.
msg_id_prefix = gcs_refer_shiparch_Ordb
That fixes the tractoring problem for the battleships. That is why the bretonia works and the rest have problems. If you want to fix the collision problem then you have to change several files. I don't really want to go into details about that here.
I will also proabably put pre-equipment on the BS & Cruisers.
Well more to come later. I hope you all had a good easter.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Edited by - Reynen on 21-04-2003 06:48:06