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#21 Decay

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Posted 02 August 2007 - 04:14 AM

This may sound semi-unimportant, but I love that you did NOT have this mod go through an installer. This way, I can still play the original FoC (ya know if i wanna get some Consortium action logged) without having the install the game twice.

*thumbs up* Keep it that way PR =D

#22 Imrix

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Posted 02 August 2007 - 06:34 PM

Aye, I second that.

#23 ShadowClaw

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Posted 03 August 2007 - 04:29 AM

Well, PG anticipated and obviously welcome modding of their game, unlike some other Star Wars games I can think of.

I always figured that the trench run X-wings were going so fast that they had to have drained their laser capacitors and were probably bleeding shields as well. I mean, the extra power has to come from somewhere.


I think Vader scored critical hits on the X-wings in the trench by nailing the fuel tank, which would definitely make them blow, don't remember where I heard it though. They definitely had to reroute power from somewhere to go in "full throttle," not enough to keep TIEs off their tails though. Those had to be specially modified TIEs however. I mean Vader's wingmen.

Edited by ShadowClaw, 03 August 2007 - 04:30 AM.


#24 Imrix

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Posted 03 August 2007 - 02:09 PM

Not so sure about that, I mean it was pretty much only Vader who did the actual shooting. Still, his WAS a custom job.

#25 Phoenix Rising

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Posted 03 August 2007 - 07:23 PM

Black 2 took a couple of shots on someone (Tiree maybe?) even though Vader had specifically ordered him to hold his fire. But when you have 27 confirmed combat kills (quintuple ace) in a TIE Fighter, I guess you can just use your judgment.

Vader's prototype was fitted with better lasers though, at least relative to standard TIE/lns.

Edited by Phoenix Rising, 03 August 2007 - 07:28 PM.


#26 Ghostrider

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Posted 15 August 2007 - 02:38 PM

I think both of those points are probably fair and I've been working on addressing both of them to some extent. By the way, welcome to the forums.



Real life situations are crazier than you think and there is no subsitite for a lucky shot. I belive in the WWII battle of the River Plate, a german pocket battleship (The Graf Spee) was attacked by a seriously outgunned and outclassed british/oz fleet of corvettes and destroyers. On paper the Graf Spee wins with a drunkard at the helm.

It lost. BADLY.

Just shows what effect a decent crew (or how useless a ship is with a novice crew).

I love the mod so far. Can't wait to see those changes in action!

It would be nice to take out firing bones from heavy fire though....
I guess it depends hoe much time you have to spare.

PS. Is it relevant to give experience to ships or is that covered in heroes and upgrades?

#27 Phoenix Rising

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Posted 17 August 2007 - 08:47 PM

PS. Is it relevant to give experience to ships or is that covered in heroes and upgrades?

If you mean like veterancy, that's not really possible (at least without extensive changes) and I don't plan on adding it. Hero transports will always be the highest upgrade available though, so Wedge starts with an XJ7 and can upgrade to a squadron of XJ7s. They're probably not "technically" XJ7s (since that upgrade likely has not yet been researched by the time you would get them), but merely custom-modified ships piloted by the elite. It's just a compromise I had to make to get it to work within the engine. I had originally planned on tying hero transport upgrades in with the regular upgrades, so Wedge would've started with a T-65A and gone up as you researched B and so on, but it was way too messy.

#28 Guest_ted_*

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Posted 13 September 2007 - 10:05 PM

I think that's essentially what the Torpedo Sphere exploits, so it probably is.

could EAW do this...IE a "critical hit" location

#29 Phoenix Rising

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Posted 14 September 2007 - 12:16 AM

I don't think so, no.



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