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Re: Meta 2 Test Build

Posted: Tue Oct 11, 2011 1:44 am
by jwa8402
Wow these are pretty awesome! Though I feel a disturbing urge to convert my federation ships to star trek online style lol...

Re: Meta 2 Test Build

Posted: Tue Nov 08, 2011 5:48 am
by Jafo
Hmmm, just noticed. This release broke the Flaregun - no point defence (tested all four) will fire at the flares any longer.

Re: Meta 2 Test Build

Posted: Sat Feb 18, 2012 3:48 am
by Twi
At considerable risk of 'necromancy', as some call posting in an old thread like this:

If we're making proximity-fused autocannons, and we already have impact-fused ones, why not have timed-fuse? It seems relatively trivial to me to nick some code from the Plasma Charge or Repeating Artiller any of the other weapons that run on such a system and apply it to an Autocannon.

Unless, of course, the code is THAT hard to mess with that no one wants to. :/

But aside from that, Flakcannons and the Thruster DX are fun to mess around with, and the armor system makes for some interesting tactical choices and ship designs.

Re: Meta 2 Test Build

Posted: Sat Feb 18, 2012 3:33 pm
by Arcalane
You can't necro a sticky.

Timed-fuse as a seperate weapon is pointless; determine the desired flight time by dividing the range by the bullet speed. The shots will break up when reaching the limit of their range, and if you need to extend it you can just have it aimed for by a longer-ranged, non-firing weapon.

Re: Meta 2 Test Build

Posted: Sat Feb 18, 2012 9:25 pm
by Twi
Fair enough, but I mean like... I suppose 'Location fuse' would be a slightly better description. Like, something with the Fuse Variance stat that explodes. Although that aiming bit is clever, I don't know why I didn't think of using that.

Re: Meta 2 Test Build

Posted: Mon Apr 02, 2012 1:41 pm
by Icy
Is there any chance that this could be updated to use different resolutions? (1680 by 1050 would be neat) My computer just got a major upgrade so I'm kinda in the mood to mess with this again (6 GB of ram and a nvidia 9800 GT).

Re: Meta 2 Test Build

Posted: Mon Apr 02, 2012 2:55 pm
by Arcalane
Not gonna happen. Requires far too much fucking around with the game code.

Re: Meta 2 Test Build

Posted: Mon Apr 02, 2012 3:09 pm
by M123
^that, and it'd probably halve your framerate.

Re: Meta 2 Test Build

Posted: Mon Apr 02, 2012 10:54 pm
by shamrocksoldier
Is there any way to use encounter maker to add text by messing with the code or something? I think that would be a pretty neat feature...

Re: Meta 2 Test Build

Posted: Sat May 26, 2012 5:01 pm
by Orstavi
Umm, mediafire link is down.

Also does the Thruster DX version run on the 0.47 balances, or on a new set.

But yeah, I'd like to download it, and I can't find an alternate link.

Re: Meta 2 Test Build

Posted: Sat May 26, 2012 5:34 pm
by Anna
Here you go, dude.
ThrusterDX.rar
(8.38 MiB) Downloaded 940 times

Re: Meta 2 Test Build

Posted: Mon May 28, 2012 9:44 pm
by ZombieBane12
question how do you make meta game work?
Edit:no wait! never mind i know how to now

Re: Meta 2 Test Build

Posted: Thu Jan 17, 2013 6:01 am
by llleo
the thruster DX doest work the trail looks invisible...

Re: Meta 2 Test Build

Posted: Thu Jan 17, 2013 6:12 am
by Doogie12
Surfaces needs to be on for that, although that can mess with custom beam sprites.

Re: Meta 2 Test Build

Posted: Thu Jan 17, 2013 11:23 pm
by llleo
when i turn surfaces on,I go to the sandbox mode and a mesaage apparead saying:

unable to continue in surface mode help plz