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Post by Xixmeister on May 16, 2006 12:33:14 GMT
if there is an update which need to be hosted...let me know
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Post by Vemarkis on May 16, 2006 13:10:26 GMT
I will once Mr. WHO emails me something to actually release (preferrably in working order )
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Post by mr. WHO on May 16, 2006 13:56:57 GMT
I just need to finish icons for transports, Loki, Zeus, Seraphim,Hades and test Second Greate war AI. It'll be ready for Tuesday or Friday.
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Post by DJ Die on May 16, 2006 17:11:20 GMT
so there will be more FS2 ships in next update+icons?
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Post by Vemarkis on May 16, 2006 17:44:53 GMT
There won't be any additional ships in the next release..
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Post by mr. WHO on May 16, 2006 17:57:09 GMT
He means next release related to this topic, while next official release will have new FS2 ships.
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Post by aaabbbccc on May 16, 2006 18:50:14 GMT
@ Akalamanaia Although I know this question has already been somewhere I'm asking you: is it possible to write a script that makes the bombers move away from their target after firing their bombs? they really get fucked by flak canons and beam weapons when getting too close and their primary weapons are not useful against destroyers or corvettes anyway. if there was such a script fighters would be more useful...at the moment a destroyer can take out 10 squads of heavy bombers without any help. Furthermore, the bombs often hit other bombers no matter which behaviour or formation you choose....it is really annoying when 30% of the bombs don't reach their targets because a bomber of the same squadron gets hit. I hope you all know that I really like this mod and don't want to complain. these are just suggestions for improving the mod
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Post by DJ Die on May 16, 2006 19:41:59 GMT
well 10 squads should destroy any capship quite easily but true they will have heavy losses if they close too much they should back of after firing bombs as weapon subsystem isnt destroyable anyway
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Post by Vemarkis on May 16, 2006 20:31:47 GMT
aaabbbccc, i don't have a clue about scripting, but i'd say making that kind of script would be hard, and a waste of time after subsystems become actually destroyable.
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Post by aaabbbccc on May 16, 2006 21:41:38 GMT
i just thought, moving back after firing bombs was some kind of ai-behaviour. well, it's not that important...of course, i can give the order to move back after firing the bombs manually
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Post by mr. WHO on May 17, 2006 19:11:26 GMT
Good news, I'm making last icons right now. Second Greate War AI (Shivan and GTVA) works fine. I did some cost/build time ballance. Also I set all bombers formations to claw. This solved missiles/torps crashing at wingmens bug.
Tomorrow I'll send package to Akalamania so he could do some testing and upgrades.
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Post by mr. WHO on May 17, 2006 20:18:51 GMT
Suprise boys and girls, I just finished my package and sent it to Akalamania. It's up to him now.
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Post by Vemarkis on May 18, 2006 15:34:37 GMT
Sorry i didn't check my email yesterday, gone to have a brief rest on my bed at 7pm and ended up waking at 5am. I'll try to get the update released today.
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Post by mr. WHO on May 18, 2006 15:52:43 GMT
BTW after we're done with that comunnity path for this version, we should start to upgrade AI, Buildlist and icons for that unreleased version that have new FS2 stuff.
All of this on staff-only section of forum of course.
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Post by Vemarkis on May 18, 2006 19:26:59 GMT
It seems i have to release the update tomorrow since Xixmeister is offline in MSN atm, and i really gotta go sleep.
So, this update will contain new icons for the ships(thanks to the fantastic work by mr. WHO), AI ship selection should have improved signicifantly(thanks again to, mr. WHO), and GTVA finally can build destroyers in the First Great War(me, thanks for bug notice by mr. WHO). NTF now has properly named Destroyers and Cruisers(me), fixed a bug with NTF being unable to produce Medusa bombers in Rebuilding period(me), fixed a bug where NTF was unable to build Ulysses class fighters in rebuilding period(me).
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