keithLamothe

keithLamothe

Joined Member # 2628756
13 Posts 261 Replies 25,008 Reputation

The Pirates don't use strikecraft but I do believe they use flak frigates. So you never need to use flak frigates against them, but I think they still have the ability to shoot down fighters. But that impression of mine is based on the gameplay.constants file, not actual game experience.

13 Replies 10,277 Views

OP, if you're looking for real numbers, pirate strength appears to be based on the following lines from gameplay.constants: (note, I have no idea what determines the total number of pirate ships in a raid, just the rough percentages of ship types in that fleet) strengthPerOwnedPlanet .10 strengthPerCargoShip .0025 strengthPerBounty .00003 ... raidStrengthThreshold:0 0 raidStrengthThreshold:1 .25 raidStrengthThreshold:2 .45 raidStrengt

25 Replies 41,513 Views

I'd suggest selecting all planets, going to the frigate (or cap ship, but you're probably not mass producing them) tab, putting in the production order for the sub-selected planet (it will spread across the factories in that grav well), tab to the next planet, put in the order for that one, tab, etc... Remember you can hold shift to increase the quantity of a given order. If that doesn't do it (and remember to use hotkeys for speed), then I think you'd need a change made to the UI code

4 Replies 7,551 Views

My guess is: - send out small counterattacks (primarily seige frigates) to multiple low-hp enemy outposts (preferably asteroids) in an attempt to knock them out or at least force the enemy to divert forces - if you can split your defense fleet and still repel the enemy, do so, if not try to shore up the tactical building defense there (repair towers to keep your fleet alive longer, hangars to hit any attacker in the grav well, well placed gauss cannons - lots of them!). If you're worrie

13 Replies 10,277 Views

Theoretically we could replace all the nice ship and planet models with 4-triangle meshes of differing size and color ;) Similar simplifications could probably be made for the particle effects (weapons fire). Your video card wouldn't have much to do... It'd just look terrible ;)

8 Replies 7,039 Views

Re: #2, I was referring to how the Wing Commander missions (even in the first game, iirc) usually involved at least 2 "jumps" to other areas near the mothership. You're right that there were much bigger jumps that the cap ships would do that the fighters couldn't. But as the game is, if you're in a grav well, you see everything in that grav well, so there wouldn't be much point in sending fighters out to patrol. But if you just want the ship models and weapon types, WC-like t

42 Replies 21,965 Views

No need for me to echo Annatar, except to agree with everything he said, and to add: [quote]3. Are there any disadvantages/advantages of different kinds of weapons[/quote]Yes, but not based explicitly on the beam/mass-driver/missile type of the weapon, rather based on the armor type and weapon type. For example, bombers do a lot of damage to LRM frigates because LRM frigates mount "Very Light" armor. Similiarly, flak frigates do a lot of damage to fighters/bombers, but very little to

6 Replies 18,198 Views

You can make the mod show up on the Enable/Disable list by putting it in the Mods directory (which can be shown on the Mods UI screen in-game), but there's a bug preventing optionally-loaded mods from working right now. They're fixing it in 1.02, iirc. For now if you want to mod you have to edit the actual game files.

29 Replies 27,968 Views

You can actually mod the supply cap now in the gameplay.constants file ("maxShipSlots 2000" is line 3), but I don't think we can currently edit the actual fleet supply techs to increase how much supply you actually can get.

8 Replies 17,325 Views

One thing that was a surprise to me, and thus possibly for readers here, is that the upkeep cost of fleet supply is COMPLETELY INDEPENDANT of how many ships you actually have fielded. Zero ships = same upkeep Max ships = same upkeep So once you have those fleet supply points, you may as well use them.

14 Replies 31,987 Views

SoaSE is different in that the early non-capital units available only really have one standard "fighting" unit: the light frigate. Flak Frigates, Siege Frigates, Colony Frigates, and Scout Frigates don't really stand a chance against a Light Frigate in a standing fight. LRM Frigates can do quite a bit of damage, but are intended for fire support rather than slugging it out (i.e. they can dish it out, but can't take it). Even most of the cruisers aren't particularly good at I-punch-you

13 Replies 13,791 Views

Spartan, Wikipedia policy is against having full-fledged strategy guides and data dumps of unit stats and whatnot, that's why they have this template: http://en.wikipedia.org/wiki/Template:Move_to_gaming_wiki to quote: [quote]Articles on video games should not list minutiae or give a detailed description of how to play the game. Such topics should be moved to a gaming wiki, such as StrategyWiki, Encyclopedia Gamia, or GamerWiki.[/quote] An example of

9 Replies 18,404 Views

Thanks SD/IC very much for continuing work after release, doing so in such a rapid fashion, and particularly for these changes: [quote] -Game update rate change hooked to - and = buttons (singleplayer only). ... -Loading mods supported [/quote]

260 Replies 232,259 Views

It can be worth it to make a Star Wars mod if the engine you're modding with is better than the existing games dedicated to that franchise.

18 Replies 11,538 Views

One challenge will be getting fighters that can phase jump (the Star Wars mod people will have to face this one too). The alternative is making ordinary ships, essentially really small frigates, that you call "fighters". But they can't be carrier hosted, to my knowledge. However, when we can decode the .entity files, this might turn out to be possible after all.

42 Replies 21,965 Views

Like he said, the higher the level, the bigger the fleet. Also, the higher the threat level, the bigger perecentage of that fleet will be more dangerous ships. Specific data from the gameplay.constants file: pirateRaidDef arrivalDelayTime 6.0 minSupply 1 maxSupply 220 [B]strengthPerOwnedPlanet .10 strengthPerCargoShip .0025 strengthPerBounty .00003[/B] firstWarningTime 900 normalWarningTime 720 minSendRaidTime 30

3 Replies 7,257 Views

I'm more for an game-setup switch that either allows or disallows pausing/speed-changing than a vote-based system, from the perspective of development effort required, but I wouldn't be opposed if the devs wanted to do a vote-based system. I was also surprised to see the feature not in by default, but there may be design and/or technical reasons.

9 Replies 25,523 Views

I would prefer that they focus on the game itself right now. It's a question of development time tradeoff. HOWEVER, *later down the road*, I would very much like for them to develop a scripting engine so modders can play around with creating more "alive" scenarios (and campaigns). The only way I see them justifying that much development effort is if they use the scripting engine themselves, which means making a campaign. So I want them to do a campaign expansion (and expose t

124 Replies 147,978 Views

Schod, If you're refering to the PJI, it now increases jump charge time (from opening the white window to actually jumping) to 250% of normal. I'm pretty sure that means 25 seconds. I've seen a lot of ships get away under the new PJI rules (even scouts), but combined with Ion Bolt (each time they're Ion Bolted it resets their jump charge), I can keep a ship from jumping for a good minute and a half at least. That's usually sufficient. The good news is that the charge

41 Replies 41,579 Views

Well, when they give us the ability to edit the .entity files, presumably we could put the Novalith shot impact animation in place of the existing capital ship explosion, but that might be a bit overkill ;) Even that wouldn't give you your "hulled ship" floating around. But they already have debris models, so making "bigger debris" models should be possible.

3 Replies 3,648 Views