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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Sat Mar 10, 2007 6:25 am 
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Naming ships is possible with pings: the game script identifies newly built ships, checks in a file for a name, puts a ping on it that shows the name, et voilà. I do not know if the feature is worth the impact on game rule efficiency and rendering.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Thu May 31, 2007 12:14 pm 
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Evaders99 wrote:
Ship shields

Won't be re-added as it will lower framerates. The current system is comparable without adding significant overhead.

hero units

Address here
http://warlords.swrebellion.com/wp/?page_id=2
The short of it, it won't be added except perhaps for single player campaigns


I'm actually getting lower framrates with the newer versions, the shipdeath explosions especially slow my game to a crawl.  And then there's the torpedo sphere....how many torps does it shoot, for the record?


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Thu May 31, 2007 10:38 pm 
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Posts: 240
what video card? the new ship explosions are a lot more overhead on the vid card, make sure you don't have dynamic lod set to off, it will render all of the particles regardless of the framerate.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Sat Jun 02, 2007 11:29 am 
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I've got a radeon X550 256 MB card, I don't remember the vendor.
[rant] It's not very high end, I'm using it as a temporary card until I can afford something better, after my previous Radeon X1800 XTX burned out, and the (2!)  Nvidia 7800's before that both had memory errors.  This happened last summer when I was building my computer, you think the graphics card manufacturers would have higher quality control for their high end, $500 usd+ cards.  The $90 card I'm using now has given me absolutely zero problems, go figure. [/rant]

*edit* I don't see an option for Dynamic LOD, I have shadows off, and dynamic lighting on low, and geometry scaling on in the video options menu, and NLIPS off in the gameplay menu.

*another edit*  a feature I would like to see is the ability to repair ion damage, I like to use ion platforms to zap ships, then capture them.  Sometimes they never come back online.


Last edited by overeditor on Wed Jun 06, 2007 4:06 pm, edited 1 time in total.

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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Sun Jun 10, 2007 6:41 pm 
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If you want a new game strategy, I was thinking you could use the space stations that were available in v.45.  You could make it so the rebels/empire has to protect the station from pirates/rebels/empire until it is evacuated.  This would make it possible for the player to have a reason to build the different types of transport vessels.  You can have a counter that tells you how many people have been evacuated and have a nav bouy a distance away for the transports to go to so they can hyperspace out of the area.  The protector person would be given more RU units in the begining so they can build transports and escort ships while the aggressor is placed far away and given a small amount to start with but can build mining ships for getting RU units.  Or you can have each side have a set amount of RUs in the begining and can hyperspace all their units in with nav bouys and have a set amount of transport craft to use to evacuate the base.  To win you will have to have 75% of your transports reach the nav bouy or a time limit to have the space station survive. Ships like the SSDs and ESDs would not be playable due to that fact they could take out a whole entire fleet by themselves.  By doing this it allows you to have a reason to use the corvette, transport and shuttle crafts and add a different strategy to the game.  Thanks


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Fri Jun 15, 2007 1:16 pm 
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i think shields being back in on all ships for .6 would be great, or at least seperate .big's, one that had shields, and one that didnt. i never noticed much of a difference in slowdown between .45 and .6, and i know that my ISD's are useless as soon as any sort or missile ships engages them, as all sub systems get fried instanstly. 1 laser barrage, and then i have to hyper them out to repair. just about full health left, but nothing to shoot. maybe a way around this without putting shields back would be to increase the sub-system HP? id still prefer shields, made for some amazing long slugging matches between the bigger cruisers and destroyers

someone mentioned something about taking "the big fat ship" that comes from the reb cruiser yard out? i assume you meant the mon remonda, since its not nearly as heavy hitting as just about any other cruisers on either side. the mon remonda is great to use a shield for high damage-low armor ships. for example, you put together a fleet with 4 nebula or rejuvenator destroyers, both with lots of missiles, but not nearly enough armor to stand toe to toe with any cruiser, and the mon remonda, and hype them in somewhere to attack a fleet. everything will concentrate its initial fire on the mon remonda until one of the destroyers starts to out-damage the cruiser. the mon remonda is a tank, and can take multiple volleys from almost any 10 cap ships before you have to retreat. 1v1, though, your right, the mon remonda is useless. it has some missiles, and some decent damage batteries, but just cant put out the damage that other cruisers can.

i do have to say, i like having all the s-foils on fighters locked open now. it was very buggy before when they were animated. kind of funky seeing a folded up b-wing spewing reb a blue from 4 empty points in space.

i also like the idea of having the SSD's buildable by the rebs, in the later era's, since they did in fact capture at least 2, and as it stands now, there is thing for cruisers or super caps (as far as i know) on the reb side that can stand against one for any length of time.

as far as this release in general, its amazing. i play it non-stop, great job


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Fri Jun 15, 2007 2:23 pm 
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Dark Lord of the Sith
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I think Eville will have to completely redo every ship for shields again... it would just double his workload. I doubt things are going to change again, so you're pretty much stuck with it

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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Sun Jun 17, 2007 9:17 am 
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Quote:
i never noticed much of a difference in slowdown between .45 and .6,


That's the thing, v0.6 has better damage effects, much more detailed ships and better explosions. If yo had shields now it would grind your comp to a hold, besides they had a bug of shots actually going thru the entire ship and emerging on the other side and continuing on it's path. Shields are compensated by having a high health recharge rate on the first quoter or so.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Sun Jun 17, 2007 12:39 pm 
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it still doesnt do a thing to protect the subsystems. a mon cal cruiser may have 95% of its health after a hell of a beating, but its still as useless as the wreckage it produces if all its systems are fried from the first missile salvo. less useful actually, because you cant retire it and get some money, since it wont move


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Sat Jun 23, 2007 10:24 pm 
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the trade off was to remove shields (because they were buggy AND slow, it was a nightmare, they are not coming back) the shield regen goes to the hull, the turrets were removed as subsystems sho the ship could still shoot, but the other subs were added, any of the non-converted 0.45 ship in oldship.big still have the subsystem turrets, those are the ones that have the problem.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Sun Jun 24, 2007 4:15 pm 
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why doesnt the oldships.big still have the shields then?


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Mon Jun 25, 2007 9:29 pm 
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Does anyone think my option above is a good idea?


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Jun 26, 2007 12:01 am 
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I've been looking at the sub files and the shp files, and was wondering if it would work if I do some copy-paste work from the older versions to add shields to the ships in oldships.big?  If so, It would be a simple (but long) task to add them back to their respective ships.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Jun 26, 2007 7:19 pm 
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nice idea greendayman. I like it.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Wed Jun 27, 2007 9:51 pm 
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overeditor wrote:
I've been looking at the sub files and the shp files, and was wondering if it would work if I do some copy-paste work from the older versions to add shields to the ships in oldships.big?  If so, It would be a simple (but long) task to add them back to their respective ships.


if its eay enough, id be willing to go through and add them to all of the ships, old and new. i could send it to people afterwards if they wanted, assuming thats cool with EJ and co.


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