ships moving in battle
Post ideas and suggestions on new features or improvements here.
posted on July 27th, 2011, 7:58 am
I was just watching a DS9 episodes and the 2nd battle of Chintoka and I was just thinking of an Idea, it appeared a couple of times before in the forum, maybe when ship are in a certain range of an enemy ship both start moving like a dog-fight. trying to escape torpedoes and phasers, but if the engines fail, all the weapons of the enemy has 100% chance of hitting. like when all systems failed on the Defiant every ship that attacked it hit 90% of the time.
just wondering...
well, maybe you could do an exception for the
Borg
; they just stay in one place and assimilate people (in the series and movies 
just wondering...
well, maybe you could do an exception for the



posted on July 27th, 2011, 8:36 am
this lovely feature you are on about was in Armada 1 and known as Directors Cut however Maddoc took the code out of the engine for whatever reason (probably because of pathing thanks to the additions of crappy warp and planets and height)
And has been requested many times before, including by myself. However Doca says because of the coding required it is low priority and won't be coming any time soon
And has been requested many times before, including by myself. However Doca says because of the coding required it is low priority and won't be coming any time soon

posted on July 27th, 2011, 1:28 pm
damn
, oh well, at least there's a chance it will be coming out at some point thanks

posted on July 27th, 2011, 1:40 pm
Speaking of movement, is there a (idiot) guide to re-adding the regular A2 attack formations or would that be difficult?
posted on July 27th, 2011, 1:42 pm
It's pretty simple as I recall - would you like me to write something up for that?
posted on July 27th, 2011, 5:18 pm
Dominus_Noctis wrote:It's pretty simple as I recall - would you like me to write something up for that?
Wasn't that a main reason for out of synch issues?
posted on July 27th, 2011, 5:29 pm
Hm, I'm not aware of any OOS being caused by formations - just those from AI file parameters 

posted on July 27th, 2011, 5:31 pm
Dominus_Noctis wrote:It's pretty simple as I recall - would you like me to write something up for that?
Sure, thanks. Does it involve things more difficult than odf changes?
If it causes problems, it'll just go in my single player custom game. It's not like being Out of Sync matters in a single player game.
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