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Deathwatch

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Everything posted by Deathwatch

  1. That's why you should've looked at your diplomacy! (maybe a reminder here for incoming requests may help?)
  2. Hey, Welcome to GalSim - get your fleet and jump into the battle sector for some fun. Don't worry about losing stuff as you can easily replace it.
  3. That's the total you have at the moment (its 250k atm I believe) until mark raises the cap. Just keep in mind that if it is raised, the ships you have at the moment still count towards the total amount allocated.
  4. If you double right click the view screen it puts you back to the galactic view. This you can find at the bottom of the last report file. But I agree that this would be a nice addition. And no worries, it takes some getting used to, but mark is improving things rather quickly
  5. For a web based client for QuakeNet: http://irc.netsplit.de/webchat/?net=QuakeNet&room=%23EvR&nick=YOURNICKHERE For example: http://irc.netsplit.de/webchat/?net=QuakeNet&room=%23EvR&nick=Stevefin
  6. Pretty much - I did a test with a 2 fighters, one set to a hyperspace jump (well, two) and the other on escort/defend - the result was that the fighter made its two jumps but the escort was eventually stuck on defending. I'll run the test again with a ship and a fighter to see if it happens again.
  7. That definately is much better but there is one small problem - the escorting ships don't jump with the ship they are escorting due to the defend code.
  8. Although I reckon that this is a bit further off, what are the plans for the game in the longer run, with planets and such? Also about ship balance, what is the formula used to calculate the cost of the ships at the moment? Some ships seem to be quite overpriced for what you get. Also, some of the "older" ships are easily comparable with the "newer" ships, which may be something that needs balancing as well.
  9. I have to say that I did enjoy that fight - we (Kobra and I) managed to put our fighters to good use going after the SBBs, CLGUNs and such. They did save us as they drew away a lot of fire and helped take down the two MNFRGs (who did the majority of the damage on my RGUNs) and the CLGUN reinforcements that showed up later.
  10. Yeah it's a great fight. I do have a question though - the repairing that some ships do, does that do anything? I saw several of my ships coming up with the repaired 5 points of hull dmg message, but they seem rather broken still.
  11. To move ships faster, do an JUMP command, much better. Just keep in mind it usually takes a few turns to move ships that way. Nope, but have to admit I haven't tried. I DID see something fire a CM at some point though, which means that something did have the ammo.
  12. Actually that behavior (docked until something is in range - but what range?) is actually quite interesting. Do the fighters dock again once things are out of range again? (I assume not but still)
  13. True, but if you're away you can't always micromanage your fleet so an automated method would be preferred.
  14. A suggestion (which maybe exists already): if I would have a bunch of fighters which aren't hyperspace capable escorting a vessel that is and that can carry fighters, when that main capship will enter hyperspace, the non-hyperspace capable fighters will happily try to fly there the old fashioned way. (i.e. showing up a year later ). Maybe a possibility for these fighters to dock automatically (if possible) in case of a jump. (this could be a toggle perhaps) Of course this is just a minor concern but it is somewhat preventing me from using non HS capable fighters at the moment.
  15. That does explain the fighter behavior we've seen. But in order to make fighter escorts possible, maybe have a special sort of escort option for the fighters (CAP - Combat Air Patrol...well, CSP as it should be Space ) which moves them with the ship they are escorting but allows them to engage things within a certain radius?
  16. For me it happens when I click through arcs, mainly those of wedge shaped ships.
  17. A suggestion: have the server store the actual version of the game (timestamp of compile/whatever) and when someone logs in with a client, it verifies if it's the same version and if it doesn't match, it should mention the page for the update. This allows you to easily keep the client up to date without having to contact us every single time
  18. That is something Kobra and myself noticed as well - often when you click through arcs, the model of the ship shifts slightly (you can often see it when going through the arcs of an ISD) and after that the arcs don't match anymore.
  19. I think you two should fight it out to see who can keep the name
  20. Cracker Jacker - I did see the BAYONET jump in, it's just that there was an MNFRG with the same name before with a swarm of TDs. They couldn't be engaged or anything, but clearing the U##.ini and the U## dir did remove them. For now the problem just seemed to be a caching issue, but if it happens again in the future I'll back things up.
  21. Thanks for the data, makes comparing ship stats much easier.
  22. I've noticed the same behavior in fighters, although they do seem to be somewhat working if you jump them next to others. What I did notice is that I couldn't engage the MNFRG from Turg though. Skyblazer, as you were right next to him for a long duration, have you tried to engage the MNFRG Pike? It appears that I was trying to engage ships that were already destroyed as my cache folder didn't update. If you notice that some ships do nothing against you, just delete your u## dir and u##.ini and log back in, the game will refresh it.
  23. Yups, the RGUN did fire at the random ships (maybe due to arcs being able to target certain ships only, I can't tell right now as I don't have java installed on this pc), the LFRG never moved into range as I did intend for it to do, it just turned away to head towards the other ships. I reckon it was the combination of using the Attack command with the priority targets that caused the behavior, so perhaps next time I'll end up having to use a more direct set of commands or perhaps Patrol or microjump them. Overall, the CRRCK is a nice vessel - pretty decently armed for its price, reasonable speed as well. It does lack some more point-blank firepower though. Unfortunately, the RGUN was too slow (in my opinion) to be a good escort for it, if you rely on jumping it regularly.
  24. In order to keep see the status of the game, maybe have a changelog type sticky post on the forums which Mark can update with the implemented features, what's under development (or research) etc. (a bit like what's posted on http://markb50k.dyndns.org:12345/gal_sim/about.html)

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