Quote:
Originally Posted by Trucidation
Probably will make pilot not-dead when he returns to team? 
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How it works - When pilot leaves you his stats are saved and he is killed. When he returns new pilot is created and saved stats are loaded into new pilot.
Quote:
Originally Posted by Trucidation
Hmm, does this mean wider angle = can fire to the side if angle is wide enough?
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Exactly!
Quote:
Originally Posted by Trucidation
Edit:
\Data\Game\ShipDescriptions.xml
This appears to list what ships carry what items. So ships can't have randomized equipment?
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It's possible but game uses few diffrent setups and pilots.
Quote:
Originally Posted by Trucidation
Aww. Also, how do we tell which ships are available in what game difficulty (easy, normal, hard)?
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"if (GetLevelDifficult()==EASY) then..." function like this checks difficulty level. Look into Create_flight_2.script.
Quote:
Originally Posted by Trucidation
I was thinking of revamping the long range missiles - they suffer from the ship not equipping radar so their range is crippled (e.g. LRM2 range = 450, but most ships' sensor default = 135).
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As you know missiles have even @600 clicks range. It's far beyond best radar scan range. For those you should use a scout. If scout is equipped with good radar and/or cloaking device you can snipe out whole fleets (e.g. with torpedoes).