How is Your 1.2 Campaign going?
#42
Posted 24 May 2012 - 04:08 AM
On staying alive: Double up on the ground to space weapons on any planet you need. Expensive, but invaluable for taking on the big ships. Do it early, too. The AI tends to like to send a big fleet at one of your worlds early on.
If they still defeat you in space, have heavy vehicles already ready. And get repair stations on the build pads. (Same for attacking, too.)
Edited by Kitkun, 24 May 2012 - 01:58 PM.
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#43
Posted 24 May 2012 - 05:10 AM
#44
Posted 24 May 2012 - 05:31 AM
If we allow fighters in land battles, it will be in the form of strafing runs, not as actual units.
#47
Posted 26 May 2012 - 06:20 AM
I had a couple of thoughts though regarding fighters. Is there any record of adjusting fighters for atmospheric combat? You could then make them buildable. on the ground.
Or if it's possible, make them immobile except for a strafing run ability which let's them attack and then return to there location. It would also make them vulnerable to ground attack when they are resting from an attack.
Also, perhaps increasing bombing run throttle to 1/3?
#48
Posted 27 May 2012 - 06:14 PM
You might be able to enable a bombing/strafing run from a unit in the field, but it would not work in conjunction with the bombers in space.
I can up it to one-third throttle if most players find it too slow. Certainly as evilbob churns out bigger maps, it will become easier for bombers to unleash their full payload in one run.
#50
Posted 27 May 2012 - 09:07 PM
I've had airspeeders get moving pretty fast when ordered to the far side of the map. They make for great scouts.Airspeeders, by contrast, are at full throttle; I suspect they're just unable to reach top speeds within the confines of our maps.
Edited by Kitkun, 28 May 2012 - 04:50 AM.
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#51
Posted 28 May 2012 - 12:09 AM
What do you mean by "record"? I found a suitable conversion formula for the bombing run units.
You might be able to enable a bombing/strafing run from a unit in the field, but it would not work in conjunction with the bombers in space.
I can up it to one-third throttle if most players find it too slow. Certainly as evilbob churns out bigger maps, it will become easier for bombers to unleash their full payload in one run.
Is there any evidence that fighters would be modified slightly to fight planetside?
I only say 1/3 because 1/2 might go too fast. It's a factor I could change on my own at the moment though isn't it?
#52
Posted 28 May 2012 - 02:40 AM
You could increase it if you wanted. LandBombingRunUnits.xml... just multiply the speeds by 4/3.
Edited by Phoenix Rising, 28 May 2012 - 02:40 AM.
#54
Posted 28 May 2012 - 05:11 AM
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<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#57
Posted 29 May 2012 - 10:10 PM
Edited by Phoenix Rising, 29 May 2012 - 10:11 PM.
#58
Posted 30 May 2012 - 06:31 AM
I'll probably always clamor for fighters in ground combat due to Mobbman's Absolute Corruption Mod having them.
Though your strafing run idea is pretty good. Do you have an idea as to how exactly you would go about that though? Would it be some sort of ability?
#60
Posted 31 May 2012 - 03:25 PM
I think one of your greatest accomplishments is getting the fighter/bomber/transport ships to actually see and go after enemy small ships that are near them. Takes a great deal of Micro management out of the game!!!
Thanks I know i can complain about the loss of tactical control of the units a bit, But i can't express how much i really like your mod enough )
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