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Posted by Triggy on 01-14-2002 05:22 PM:

Question Capital Ship Missiles

A question for the team:

Will the appropriate ships in the next release be armed with missile pods (primarily the Olympus)?

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Posted by Black Sheep 2000 on 01-14-2002 06:13 PM:

I think, they already have missile pods...at least I think the Olympus has two...

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Posted by Triggy on 01-14-2002 06:18 PM:

The version in the original release has four medium pulse cannon and one railgun. It needs a couple of side-mounted missile pods to be fully armed. The model has them but not the ship in the game doesn't.

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Posted by Triggy on 01-14-2002 06:42 PM:

I have an additional question:

With the planet surface models, what problems are created by having a planet-sized object (over 1000km diameter) with a very low resolution texture on it? Can Freespace 2 or Fred 2 not handle such large (single poly) objects?

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Posted by CptWhite on 01-14-2002 07:06 PM:

yes freespace 2 can handle that, but it would look rubbish if you wanted 1 texture it needs to be 1024x1024 size minimum and for the benefit of the low res users i decided to take the difficult route and cut and map the pieces seperately, i didnt have too, it took me close to +2 ours work to make it.

also olympus in version 1.1 has fully working missile launchers

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Posted by Starkiller on 01-14-2002 07:50 PM:

Yes, they work... My fury was reduced to ashes by those things... Didn't notice them until I heard a strange beeping sound...
That sound was actually 3 missiles... Ouch...

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Posted by Triggy on 01-14-2002 08:17 PM:

Thanks for the info, just what I wanted to know

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Posted by tomcat on 01-14-2002 09:27 PM:

those missile shouldn engage a fighter..they should be use anticapship not anti fighter

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Posted by CptWhite on 01-14-2002 11:23 PM:

its all in the name of balancing tomcat, olympus in our game near was meant to hurt a cap ship to any degree, expect something of comparible size ....freighter if its lucky .... but they are quite effective anti fighter gun ships

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Posted by NeoHunter on 01-15-2002 03:55 PM:

What about the Warlock destroyers? Are they going to have anti-capital ship missiles?


Posted by haderak on 01-15-2002 05:27 PM:

Duh! what do you think??? Warlock without missiles is like a dog without Fleas!

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Posted by Xaphod_x on 01-15-2002 08:17 PM:

my dog doesn't have fleas!

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Posted by Triggy on 01-15-2002 08:22 PM:

Then I guess your Warlock has no missiles

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Posted by IceFire on 01-16-2002 01:54 AM:

Yup, Warlock has missiles....big ones

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Posted by Alphakiller on 01-17-2002 08:46 AM:

Icefire: How does the AI handle missile firing? As in, can you make the AI 'salvo launch' out of multiple missile tubes or do you have to script something like that?

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Posted by IceFire on 01-17-2002 03:44 PM:

Warlock and probably GOD missiles (when we get farther along with them) will use the Swarm tag and then a decently long fire delay. So you'll get 6 missiles, pause for 45 seconds, 6 missiles and so on.

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Posted by NeoHunter on 01-18-2002 08:39 PM:

45 seconds? That long? The GOD in Endgame fired them like continously....


Posted by Triggy on 01-18-2002 08:52 PM:

Aaah, you just didn't see the end of each salvo. From the looks of it I think that the GOD platforms fired two rows of missiles at a time. This allowed a both a rapid rate of fire (having a total of two banks of four rows of missiles) and a large number of missiles per salvo.

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