Plasma Torpedo Interceptability

Discuss all things Battleships Forever that aren't Ships and Shipmaker - Missions, Development, etc.!

Moderators: th15, Moderators

TormakSaber
Commodore
Commodore
Posts: 746
Joined: Fri Sep 07, 2007 2:57 am

Post by TormakSaber »

Seraph is fairly right. The best way to learn how the modules and wepaons work when modified is to ust crack open the ship editor and start putting in funky values. The worst you can do is crash your comp, after all. ;)
Empty
Captain
Captain
Posts: 302
Joined: Fri Jul 04, 2008 8:23 pm

Post by Empty »

So many demeter drones. The horror...

The horror...
antisocialmunky
Vice Admiral
Vice Admiral
Posts: 1032
Joined: Wed Jan 30, 2008 8:22 am

Post by antisocialmunky »

Yeah, pointless question. :roll:

Here's a better one:

The 200% limit is kinda crap though, so I toyed with it and got higher values. I have super fast torpedoes now. Does breaking the editor maximium values screw up the game at all? I haven't noticed anything yet like popups even at 1000%. So far I've jsut messed with the plasmas mentioned above but I think that I'm going to mess with blasters so they feel more awesome. I'm more worried about issues like collision detection with speed. Has anyone also run into problems with other stats when breaking them?

A head's up on specific problems when doing this would be appreciated.
Don’t worry it has airbags.
TormakSaber
Commodore
Commodore
Posts: 746
Joined: Fri Sep 07, 2007 2:57 am

Post by TormakSaber »

Projectiles going too fast will have collision issues, yes. You can make somrething so fast it will completely skip smaller ships.
Arona Daal
Commander
Commander
Posts: 101
Joined: Mon Jan 28, 2008 8:35 am

Post by Arona Daal »

Well, I did the bursts, but while testing it, I got an even more awesome idea. Is it possible to make a burst of 50 or so, and have the torpedoes exploding constantly, so that it looks like you're ship is shooting clouds of gas? I tried using a really high variance, but there was very little difference from the default value. The effect looks great when there are plenty of PDs around, but on their own the torpedoes explode at a normal rate.
[img]http://i19.photobucket.com/albums/b155/Herumtreiber/Sprites/BeachwithTurtle.jpg[/img] by Me.
Pyper
Lieutenant, Junior Grade
Lieutenant, Junior Grade
Posts: 17
Joined: Wed Jun 25, 2008 2:30 am
Location: Over there! Over there!

Post by Pyper »

How do you input values higher than 200 for bullet speed (or outside the normal parameters for other values)? I know there is supposed to be a way, but it's not just typing it in the edit screen. I think I saw how once, but can't find the thread.
Now and then we had a hope that if we lived and were good, God would permit us to be pirates.
-Mark Twain, Life on the Mississippi
lightstriker
Commodore
Commodore
Posts: 721
Joined: Mon Jun 30, 2008 7:49 am
Location: "not here" would probably be accurate

Post by lightstriker »

probably using the e/r system and changing the values before re-entering them
Post Reply