the corrected Galaxy Class and starship seperation
Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on January 15th, 2009, 9:54 am
Lol! YOU KIDD'N ME!?
So you were joking?
So you were joking?
posted on January 15th, 2009, 11:24 am
Oh WOW I hope that was kidding. Anyway, having just read over the 14 pages I feel it's neccesary for me to get my opinion in. As has been said, it's the mod teams mod and is essentialy set in a speculative future timeline which THEY are making up, so what they decide, IS canon. So if they say the Galaxy has been discontinued then ipso facto, it HAS. It doesn't matter that it maybe shouldn't have been discontinued, or other should. Maybe they decided that having massive flying armoured and armed housing estate/lab/combat support combo ships wasn't the best way og dealing with things and went in more for specialization, or maybe they didn't like the look or well whatever. As for the idea of separation I agree that it has no real combat value. Sources that other people have cited show that the saucer isn't really much use in a fight (underpowered and lightly armed.) I do however very much like the idea of splitting, and running away to come back and fight again later. Clearly what the saucer was intended for, why do you think the torp. tube points backwards? I'm not so sure about it costing credits though. I've always liked the things I spend my credits on to cause things to die horribly. Like the tavara, and uh... well not the hyperspace artillery, I feel like that should be stronger. But yeah, not cost points. And also some one mentioned galaxies multi-targeting. I'm fairly sure they don't inthe game, but I personaly think it would be great if they did. Anyway, yeah all just what I think and feel, and keep in mind I'm quite tired as I write this.
posted on January 15th, 2009, 1:04 pm
Hi and welcome to the forums 
Yep, the best candidate for Saucer Seperation is an emergency seperation that might occur automatically, but we are still working in it, lets see what the future patches will bring

Yep, the best candidate for Saucer Seperation is an emergency seperation that might occur automatically, but we are still working in it, lets see what the future patches will bring

posted on January 15th, 2009, 8:24 pm
Yep, the best candidate for Saucer Seperation is an emergency seperation that might occur automatically, but we are still working in it, lets see what the future patches will bring
So the separation might take place when then ship's hull has been compromised or taken heavy damage to critical hardpoints. But, would the ship be able to reintegrate after separation?
posted on January 15th, 2009, 8:42 pm
And no one is telling the FO team what to do. I'm getting a little tired of people coming in here skipping the discussion or just skimming through it and then jumping to the conclusion that we are telling the FO team how the mod should be. This is not the case...in fact, I'm pleased with this mod for the most part. We've simply presented ideas that we believe would help improve the balance of FO and give it a little kick as well.
For test purposes, I made the Mckinley yard buildable on my install, but removed the Descent from the build queue so it's still warp-in. I increased the level one stats of the Galaxy from 30-35 to 32-36 and the Nebula from 25-29 to 27-32. I also increased the crew on the Galaxy from 350 to 475 and the crew on the Nebula from 250 to 390 to improve defense against assimilation and troop transport. It didn't upset the game balance at all.
For test purposes, I made the Mckinley yard buildable on my install, but removed the Descent from the build queue so it's still warp-in. I increased the level one stats of the Galaxy from 30-35 to 32-36 and the Nebula from 25-29 to 27-32. I also increased the crew on the Galaxy from 350 to 475 and the crew on the Nebula from 250 to 390 to improve defense against assimilation and troop transport. It didn't upset the game balance at all.
posted on January 16th, 2009, 12:33 am
i think the feds over all need to be like 3 points stronger in everyhting, and sovys and defiants much more so
posted on January 16th, 2009, 12:58 am
Which would completely screw over every other faction.
posted on January 16th, 2009, 1:04 am
So making the Federation ships just slightly stronger would screw over the Tavara's, Dominion Dreadnoughts & Tactical Cubes? Good luck proving that one.
posted on January 16th, 2009, 1:46 am
The feds are very strong.. they don't need a boost... ya start out mass produce sabs and monsoons and intrepids and they pretty much win the game for you there... they are strong enough if you play them right....
so no offense but you might need to practice playing feds.. if you think they arnt stong enough..
so no offense but you might need to practice playing feds.. if you think they arnt stong enough..

posted on January 16th, 2009, 1:51 am
Tyler wrote:So making the Federation ships just slightly stronger would screw over the Tavara's, Dominion Dreadnoughts & Tactical Cubes? Good luck proving that one.
When spammable, better, early game ships overrun you before you can get out the Tavaras, Dreadnaughts and Cubes - yeah, that would screw them over.
posted on January 16th, 2009, 1:58 am
Ya when ever i play against the feds they spam me until im dead unless i get the bigger ships and then there still tough with the warp in's.... and the steamrunners.. if ya don't kill em when ya see um the come back to haunt to...
posted on January 16th, 2009, 2:07 am
well at least the late game ships need to be stronger, cmon 38 attack for sovy, i dont think so
posted on January 16th, 2009, 2:11 am
Optec, how exactly is offensive and defensive strength calculated? I edited the stats of the Galaxy in Dynamic_Localized_Strings.h to 99 Offensive and 99 Defensive. There wasn't a big difference in the game.
Are the base weapon values, firing rates, an hit chance of the ordinance files in any way used to get the combat values?
Are the base weapon values, firing rates, an hit chance of the ordinance files in any way used to get the combat values?
posted on January 16th, 2009, 9:47 am
yep, they are managed by a file manager i wrote, but not by the armada engine itself, thats why they got compiled into tooltips, weapon damage and so on
posted on January 16th, 2009, 2:47 pm
USS Constellation wrote:Optec, how exactly is offensive and defensive strength calculated? I edited the stats of the Galaxy in Dynamic_Localized_Strings.h to 99 Offensive and 99 Defensive. There wasn't a big difference in the game.
Are the base weapon values, firing rates, an hit chance of the ordinance files in any way used to get the combat values?
From what I understand by altering the offensive and defensive value in Dynamic_Localised_strings all your doing is altering the tooltip. To alter the actual damage you have to alter the ship and weapon odfs.
Optec wrote:yep, they are managed by a file manager i wrote, but not by the armada engine itself, thats why they got compiled into tooltips, weapon damage and so on
I'm curious to what kind of tools you use for modding do you guy's have yourselves some kind of FO tool kit for balancing and updating the different files simultaneously? If so that must save you alot of time.
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