Half Way Through GC
Started by FormulaRedline, May 08 2007 04:00 PM
33 replies to this topic
#22
Posted 29 July 2007 - 01:11 PM
Wait wait wait,what's this about the game forcing ships to stay still to fight? I've never noticed anything of the sort! I always found keeping a steady advance under a curtain of laser fire to be rather effective- especially in the base game where I could strip a ship of it's laser batteries down one side, then wear it down by circling around it with a comparatively lightly-armed but faster ship.
Hell, I've killed Acclamators and Victories with Blockade Runners using that tactic. Takes an age to get through the shields but it can be done.
If you tell a ship to attack, then yes it will stay still bar altering it's facing to bring as many guns as possible to bear, or moving into optimum range- but if you tell a ship to move, it will still keep shooting.
Hell, I've killed Acclamators and Victories with Blockade Runners using that tactic. Takes an age to get through the shields but it can be done.
If you tell a ship to attack, then yes it will stay still bar altering it's facing to bring as many guns as possible to bear, or moving into optimum range- but if you tell a ship to move, it will still keep shooting.
Edited by Imrix, 29 July 2007 - 01:12 PM.
#25
Posted 29 July 2007 - 08:45 PM
You can designate a target to your ships and then use the move command. This way they will focus on that target while still moving, but this requires much more clicking and micro in general to keep the ships from coming to a halt once they've reached their destination.
#32
Posted 31 July 2007 - 07:11 PM
Yeah, I don't know why it's doing that, but they are generally around coordinates (0, 0, 0), so it could be something like a LOS reveal or a planetary advantage dummy. I also had the under construction versions of the MC80 and Imperial become attackable (and destroyable even) at some point, but I was able to fix those because they're not dynamic.
#33
Posted 07 September 2012 - 05:55 PM
Sorry to bump from the graveyward here, but I just wanted to say that I've been having a great time playing 1.2! Looking back at the feeback I gave 5 years ago (!), it seems almost everything has been addressed and more. Great job to Phoenix Rising and the team
#34
Posted 17 September 2012 - 06:51 PM
Also, if you need some help, maybe I could be of service, though I'm not a modder myself, I could do something like write/proof text or do research.
Take a look at General Discussion - I've put a call out for Alpha Testers.
Do you think you have what it takes to test the mod to breaking point and beyond. Basically there will be things wrong in V1.3 development or things that could be done better. We don't know what they are... yet.
Are you up to finding them?
You don't need to be a modder.
You don't need vast knowledge of the SW universe.
You need to say "why is that different from other things in the mod" or spot things like
"When my Dodonna class moves forwards, all the guns fire, but the moment it turns broadside, the guns stop working" (This is a real bug we found in V1.3. test it in V1.2 and see if it's there too.)
Have a look and get back to us if you are interested!
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