czacen said:
i havent begun work on the vesuvius. its a BL ship in game so it gets done with BL ships. probably one of the last ships im going to tackle. confed is strong enough without the vesuvius, honestly, Bryn and Ton_viper can vouch for this.
Yeah, as czacen said, the Vesuvius hasn't been modeled yet and will probably be one of the last to be done. Although I've only been able to test the Confed units against a partial UBW inventory, Confed is able to field a formidable range of units at every phase of the game and once all the factions are complete, the intention is to balance them fairly so that each disparate faction is capable of defeating each other with sufficient strategy and tactics.
Mincemeat said:
The gameplay video looks and sounds great.
Is there a way to tweak the AI to increase the number of shots fired during each pass? It appears that the fighters only shoot two or three times each before turning around and flying another pass at the enemy.
Thanks. I think the weapons AI can be tweaked, but I'll ask Aaron. When two opposing fighter wings are closing to weapons range from opposite directions then they can only fire off a few salvos due to their current weapon range and high speed. However, you can see in the EP1 (Fighter Combat) video that when fighters are tracking an enemy that is retreating or travelling in the same direction, then they are able to fire off more salvos as they stay in range for a longer period of time. Appreciate the feedback and I'm fairly sure it's an attribute that can be tweaked, especially if there's still a feeling that it could be improved after the community has had a chance to play the first release.
Aaron has integrated the dynamic fighters mini-mod into the last testing update and I'm working on a video (EP2) to show that off, so the weapons AI may seem more realistic in that video -- let me know what you think when it's online.
I'm sending Aaron a testing report later today and one of the things I've queried is increasing the missile launch range and AI for fighters and general weapons range for capships, amongst various other things.
Last week's been hectic, so the tribute video is delayed, but still in the pipeline. I' m spending some time later today and tomorrow on a new EP2 detailing the new fighter improvements and looking at how the starbase, drydock and jump bouy work -- I want to get this finished by the end of the weekend and will then switch back to the tribute. The bombing run EP is finished, but new torpedo AI has been integrated since then and I want to make some changes to it. EP3 (small-medium size combined fleet operation -- capship attack with fighter escort) will follow the tribute, then EP4 (large fleet slugfest!), and then EP5 (re-worked Longbow torpedo bombing run).
Also, if anyone happens to know of any HW2 maps that feature planets similar to those found in our Solar system, such as Saturn, Jupiter, Earth, etc, please let me know. I have the HW2 Legacy 2.0 map pack and the TFL V6 Pack & Extras, but have only briefly tested a few and then uninstalled them because they were conflicting with some of the scripts and icons, as well as being quite laggy. Jadeth and Shield have a large, Jupiter-like planet, but with different colour composition as well as an earth-like planet. Anyone know of any others?
Cheers,
Bryn