Search found 28 matches

by VictimOfPepperoni
Fri Oct 30, 2009 2:01 am
Forum: Ship Archive
Topic: The To'Hol Venaari Technocracy
Replies: 19
Views: 9193

The Ascendent Fury is awesome, especially the "Scorpion-with-dragonfly-tail" like design. I'd say keep the major shape, perhaps add a small claw-like section near the rear end which can be home to some rear defensive weapons. As long as that means anything you've got my blessing. :)
by VictimOfPepperoni
Mon Jul 06, 2009 4:29 pm
Forum: General Discussion
Topic: BSF 2 suggestion topic.
Replies: 491
Views: 159085

An option in the Encounter Maker that you can set your own music playlist, that can be played once or looped (That's what the user chooses). Importing your own song is already possible in the Sandbox, but nothing like a playlist. It would really make custom encounters more fun, and space battles mor...
by VictimOfPepperoni
Thu Jun 25, 2009 2:32 am
Forum: Shipmaker Info and Help II
Topic: Realistic Fighters
Replies: 34
Views: 7616

In my experience, flanking AI doesn't really cause fighter-like movement. Fighters make passes on their target and swing around. Flanking AI sits in a spot, shoots, then moves side ways left or right, maybe 300 pixels, and repeats. That's why you combine it with low accel and high speed. It results...
by VictimOfPepperoni
Wed Jun 24, 2009 4:08 am
Forum: General Discussion
Topic: BSF 2 suggestion topic.
Replies: 491
Views: 159085

Except the obvious coding related things, Who would pay for the servers needed to do this? Maybe, but that's just an idea, there could be the option that player's computers act like a sub-server: The player hosts its own game. If this could be integrated without too much memory use. Then MMO would ...
by VictimOfPepperoni
Wed Jun 24, 2009 4:05 am
Forum: General Discussion
Topic: BSF 2 suggestion topic.
Replies: 491
Views: 159085

The ability to switch between AI modes of a certain ship while in-game. Also more AI types, but it's kinda hard suggesting such.
by VictimOfPepperoni
Tue Jun 23, 2009 8:11 pm
Forum: Ship Archive
Topic: The IAFN Fleet
Replies: 7
Views: 1239

I would recommend that you try a slightly darker colour other than white. It is rather distracting to look at, in addition to it hiding your weapons. It makes your weapons a lot harder to see. I would say, the design is decent, but I'll say this, the weapon placement should have ablative armour. Th...
by VictimOfPepperoni
Tue Jun 23, 2009 8:09 pm
Forum: Shipmaker Info and Help II
Topic: Realistic Fighters
Replies: 34
Views: 7616

I tried flanking AI to create "realistic" fighters, but all they did was closing in on the enemy ship, standing right inside it, and attacking only each 10 seconds, thereby obviously getting blasted to death.
by VictimOfPepperoni
Tue Jun 23, 2009 2:31 am
Forum: General Discussion
Topic: BSF 2 suggestion topic.
Replies: 491
Views: 159085

When a multiplayer mode is added, shipmaker limits for multiplayer mode. Like there is a section amount limit, there must be a balance between weapons, handling and health. Of course, there will be a limit for total weapon strength, health etc. Also, a "galactic conquest" style persistent ...
by VictimOfPepperoni
Tue Jun 23, 2009 1:58 am
Forum: Shipmaker Info and Help II
Topic: Realistic Fighters
Replies: 34
Views: 7616

Anna wrote:An AI range of less than 0 isn't even necessary. Just using Flanking AI works just as well if not better, largely.
...what does Flanking AI do exactly? Gosh we really need an AI guide here on the forums... or is there already one?
by VictimOfPepperoni
Tue Jun 23, 2009 1:27 am
Forum: Ship Archive
Topic: The IAFN Fleet
Replies: 7
Views: 1239

have you tried selecting the guns and clicking a colour on the colour wheel at the left side of your screen? then it makes them another colour and they stand out a bit more,im saying this because i need to open those pics in paint and zoom to see the guns I tried, but i like guns more when they're ...
by VictimOfPepperoni
Tue Jun 23, 2009 1:23 am
Forum: Shipmaker Info and Help II
Topic: Realistic Fighters
Replies: 34
Views: 7616

Okay... so to create a fighter swarming around an enemy ship i just have to give it high speed, low acceleration and an AI range of lower than zero? (Does it make a difference when you put -600 instead of -10?)
by VictimOfPepperoni
Tue Jun 23, 2009 1:18 am
Forum: Ship Archive
Topic: The IAFN Fleet
Replies: 7
Views: 1239

The Hurricane Class' main guns are actually supposed to be mainly hidden, to get the idea of side guns being shielded by heavy armor. They are concealed much under the sections because otherwise they would get destroyed soon by enemy fire, the sections lying under them take the hits for them. Also, ...
by VictimOfPepperoni
Tue Jun 23, 2009 12:59 am
Forum: Shipmaker Info and Help II
Topic: Realistic Fighters
Replies: 34
Views: 7616

ArcaneDude wrote:The key is negative AI range. Set it to something like -600 and see what happens. It doesn't always work, IIRC, so you may wanna test it a bit.
What happens exactly when you do that?
by VictimOfPepperoni
Tue Jun 23, 2009 12:39 am
Forum: Ship Archive
Topic: The IAFN Fleet
Replies: 7
Views: 1239

The IAFN Fleet

Yesterday i drew up a faction called the IAFN, the Intergalactic Association of Federated Nations. Of course, it's all about the custom starships. The spacefleet of the IAFN holds some massive devastating cruisers. The first one i completed today, it's the Hurricane Class Broadside Support Battleshi...
by VictimOfPepperoni
Tue Jun 23, 2009 12:20 am
Forum: Ship Archive
Topic: [Quake] Something I'm Building
Replies: 45
Views: 11090

brenwasp wrote:For some reason this makes me think about star wars.
:lol:
It looks alot like the Executor class Star Destroyer, yeah. Only there are lots more guns.