sky shield battery?, three or two |
sky shield battery?, three or two |
15 May 2013, 2:37
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#1
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Group: Members Posts: 16 Joined: 18 May 2010 Member No.: 999 |
hey guys its late and i am from germany so please excuse my bad english
first i really have to say thank you thank you thank you thank you thank you for the awesom mod rotr aaaand shockwave i cant even choose which one to play after coming from university second: i'm a little irritated because i actually dont know which version i am playing (1.8 or 1.802?) but in the descriptions for the images on moddb the skyshield battery has three turrets mines while playing have only 2 and the radar hub. is that becaus of the update or is there maybe something wrong when installed oder patched or whatever? can you help me please? i really hate when i don't have things other people have and enjoying them playing?? ( i hope you guys understand me otherwise i am sry but it is quite late for discus such a problem:D:D:D:D:D:D) thank you all for the work you are doing for so many time in making both mods and thank you all for helping me in advance |
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15 May 2013, 2:49
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#2
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Dangerous Eukaryote Group: Members Posts: 868 Joined: 6 June 2012 From: CANADA :D Member No.: 9173 More awesome than an imploding star and a burning car combined |
No, nothing's wrong. They changed the skyshield to 2 guns after the patch, they're probably just too lazy to post a picture of it. (Probably not worth it either)
Also, welcome to the forums! -------------------- |
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15 May 2013, 4:54
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#3
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
From the 1.802 patch notes:
CODE -------ECA faction tweaks and adjustments--------- ... -Sky Shield now has 2 turrets instead of 3 (damage has been increased accordingly to match the 3 guns from before) -Sky Shield now requires power to operate they're probably just too lazy to post a picture of it. It's not lazyness, it's efficiency, there's no point in re-rendering everything in the patch that had a model edit. -------------------- |
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16 May 2013, 10:00
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#4
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
We actualy switched it to a 2 turret base since there was no way to make the 3 turrets inoperatable when the ECA player would be out of power.
The only way to make it properly lose power when there is no power was to give it a 2 turret design which is unfortunate but a necessary design eliment we had to pull through with. -------------------- |
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16 May 2013, 15:11
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#5
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Master of Wreckage Group: Leader Posts: 2673 Joined: 31 May 2009 From: Dallas TX, USA Member No.: 2 Projects: SWR Productions |
That and if I'm mistaken, to make the footprint smaller as well since before it was MASSIVE.
-------------------- SWR Co-Lead | Texture Artist | Modeler | Level Designer | Fan of all things Awesome |
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16 May 2013, 22:51
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#6
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
That and if I'm mistaken, to make the footprint smaller as well since before it was MASSIVE. Yes bit this was in the alpha stage of the game nobody on the public had to deal with that gawd awfull version -------------------- |
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17 May 2013, 15:34
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#7
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Group: Members Posts: 234 Joined: 2 January 2013 From: Earth Member No.: 9606 |
^ you guys are great, you know how to do everything just right
-------------------- "You can't kill the Messiah..." |
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18 May 2013, 22:24
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#8
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Group: Members Posts: 2 Joined: 17 May 2013 Member No.: 9935 |
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19 May 2013, 2:04
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#9
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Group: Members Posts: 127 Joined: 29 September 2012 From: United States of America Member No.: 9322 |
^ I'll give it a shot and say, SAGE limitations. (I do not officially represent the SWR team, so, don't quote me on it).
I don't recall much about ECA, since it is one of the factions I play a bit less (currently playing a lot more random to shift and fix my doctrines up a bit more, after going on an RoTR hiatus). But wasn't it because of the independent targetting system the turrets had, and because of independent targeting, you guys hit a snag. Or possibly, you can only turn off so many events at once, or impacting a structure. - I'm assuming it may have been along the same coding issues as the Shockwave Leang double gat. turret issue, on the same lines? |
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19 May 2013, 6:54
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#10
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
I'm assuming it may have been along the same coding issues as the Shockwave Leang double gat. turret issue Pretty much. By default objects in ZH can have 2 turrets like the ZH battleship. To give the skyshield 3 "turrets" the old sky shield was coded like the stinger site, but for some reason, objects spawned in like stinger soldiers can't get low powered. So in the end the skyshield was turned into a normal defense with 2 turrets. tl;dr: SAGE happened. -------------------- |
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