Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: nvsblmnc on January 21, 2008, 02:07:02 am
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I've played a couple of campaigns through now, and I've been wondering about the Thunderbolt's secondary capacity:
The model has hardpoints for three missile banks, but only two of them have a capacity value (checked in the table). Was this a design decision to keep with canon evidence or is my TBP broken?
Sorry if this has been asked before - I ran a search but couldn't find anything.
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You didn't see that. Uses Men in Black flashy thing on nvsblmnc.
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Is standing beside nvsblmnc.
FLASH............
Huh, what... What were we talkin about??! :nervous:
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Thinks quietly to himself, "who said what now?"
Is wondering what all the secrecy is about...
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We could tell you. But...
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the terrible secret is: NOBODY OF THE TEAM EVER NOTICED THAT BEFORE !!! :) :) :)
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____> Cat
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Bag
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does that mean I am right ;) ?
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I'll let you decide. :P
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Might be a bad time to say this but I think I've seen this with some other ships as well. Secondary slot but no weapons that will fit in it. I'll have to double check tonight.
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Same problem exists with the PSI Thunderbolt, BI Halik and ISA Whitestar. Didn't get to test all the ships. For some reason even thought I was running the inferno build they didn't show up in the ship selection list.
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I guess asking if you have checked all boxes in the TEAM LOADOUT editor would be an insult? Okay, I won't do it then.
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Actually yea that was one problem the other was using the regular fred build but the inferno fs2 exe. That's what happens when your in a hurry. OK other ships with possible problems:
NR Freighter
MF Lintira
DH Fighter
DH Fighter (seems to be 2 with same name)
VE Fighter
SH (all of them)
TS Fighter
Now some of those might be by design since the weapon they can carry doesn't match the ship. But the others have a weapon it just won't mount. Then there is that TS Fighter. 2 missile banks but only the Minbari secondary is highlighted as allowable.
Also you sig needs updated for DC.
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Ok I'll stop messing with your heads. Because it's just resulting in more posts. So listen up:
1) When there is a secondary bank with a capacity of 0, we chose to set it to 0.
2) The game demands all ships have at least one carryable secondary weapon, even when there isn't an appropriate weapon or secondary weapons aren't appropriate for the ship.
Apply those rules to your list whilst remembering that the mission designer decides what weapons are actually made available to the player in any particular mission. ;)
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I figured that was the case for some of the ships with one secondary bank and the Minbari secondary as the only one that can be carried. It doesn't make sense for the ship to have multiple secondary banks and no selectable weapon though.
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It doesn't make sense for the ship to have multiple secondary banks and no selectable weapon though.
For christ's sake stop nit picking! The multiple banks were there in case we changed our mind about the balancing but why the hell should I have to explain this to you? It makes absolutely no difference whatsoever to the player who is oblivious to the internals of the pof! For pity's sake do you really have to disect every last byte of data to the extent of critiquing things that don't even have an effect on the game? :rolleyes:
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1) When there is a secondary bank with a capacity of 0, we chose to set it to 0.
Y'know, that's all I wanted....
I think the reason people nit-pick is that they don't always understand the decisions. The only reason I noticed is that the loadout screen shows the extra firing points and I wan't sure why they had been disabled.
Didn't mean to cause quite so much havoc though...
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Forget it. You weren't the problem here.