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Re: *** Star Trek Mod Discussion ***
Well, I was thinking that I needed to adjust them anyways. The original armor was smaller, that's why some of the rates seem high right now...
But of course, there was always Voyager... http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: *** Star Trek Mod Discussion ***
Yeah, Voyager-the-light-cruiser-that-just-happened-to-have-a-built-in-spaceyard-facility, "Let's go design our own Delta Flyer and build it RIGHT HERE on our ship!" http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: *** Star Trek Mod Discussion ***
Is there any way to make troops have a the ship capture and capture defense ability? I think it would be cool. If you had a security station you have to fill it with soldiers first. They would be your capture\defense personell. Is that even possible?
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Re: *** Star Trek Mod Discussion ***
Giving those abilities to troops would be meaningless. Only ships and bases can make use of those abilities. Units with them do nothing.
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Re: *** Star Trek Mod Discussion ***
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Re: *** Star Trek Mod Discussion ***
I know what he meant, and my answer included that and other situations in which you would consider using boarding abilities on units. Units in ship cargo have no abilities as far as the game is concerned.
[ April 17, 2003, 19:09: Message edited by: Imperator Fyron ] |
Re: *** Star Trek Mod Discussion ***
Hehe, my troops have Ubermachium Buckytube Nanoweave Armor and have 5000 hitpoints each, but since I can fit 10 of them in a cargo bay and a cargo bay has 20 hitpoints, all 50K HP worth of troops can be killed by a measly meson bLaster http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: *** Star Trek Mod Discussion ***
Greetings!
Exams are over and I now have almost two weeks of 'uninterupted' time to dedicated towards getting the STmod operational. Look for a website and status update shortly. |
Re: *** Star Trek Mod Discussion ***
Hooray?
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