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Star Wolves 3D space RPG with deep strategy and tactical elements

 
 
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  #11  
Old 06-02-2010, 06:16 AM
Trucidation
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Yeah, it does make sense to just check when creating a flight. If the ships' difficulty was hardcoded (e.g. ship X = easy difficulty) then they would have to duplicate that ship for the other difficulties as well.

I'm not a fan of sniping (too impatient to wait), but I think torpedoes are ok. They're expensive and hard to collect many so it's no problem if they have long range. I'll still be replacing LRMs though, I'm not sure if many people use them. I think I can write a better explanation on making missiles instead of just changing existing entries and I've started modding the explosions as well. Mainly the colour - it feels more fun with different coloured explosions from different missiles

Edit:
...and heeere we go! I finished editing the missiles, did everything in one shot, haha. Should be no problems, it was mostly a copypasta job with only a bit of editing. I modded all the LRMs into short range cluster missiles (range 150). Screenie #1, AI is using the new missiles just fine. Screenie #2, love the devs, changing the explosion flare colours is a simple matter of editing RGB values in a script.

Gimme a while to put together all the files I modded.
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File Type: jpg StarWolves3--667.JPG (66.6 KB, 74 views)

Last edited by Trucidation; 06-02-2010 at 02:51 PM.
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