Kilsonx

Kilsonx

Joined Member # 3034985
1 Posts 8 Replies 3,256 Reputation

Running it on a Macbook Pro 17in HD, Intel Core 2 Duo , 2.6GHz, 800Mhz FSB, 4M L2 Cache w/ 4 gigs ram and an 256MB NVIDIA GeForce 8600M GT. Intel High Def Audio. Running Windows Home XP SP2 The only problem I have is that the game will not start in full screen I have to Tab out and back to get it to load. . . Think its the sound drivers, Updated them no joy Still have to tab out and back to get SoSE to load. . Have no problem running it at max after that. <b

16 Replies 6,143 Views

Sounds like the Colossus From FS2 - take forever to build but once done you have a ship that kicksA and takes names. Think it would be build in stages, and Researched in Stages. In the order of Frame Work - Space Structure Power Plants - Anti-Matter Reactors Primary Weapons- Main Guns Installed Shield Installed- Primary Shield Installed Phase Drive - Installs Phase Drive Maneuvering Drive - Lets ship Turn In Place Secondary Weapons- Anti-Capi

11 Replies 23,515 Views

Well if Im going to sacrifice the ship then Kenny :) Main Battle Ship Memor Morior = Remember to Die Exspectata Nex = Welcome Death Velox Nex = Quick Death Terminus of Totus = End of All Vita Terminus = Life's End Purgo of Universitas = Cleanser of Worlds Carriers Plures nex = Many Deaths Effervo = Swarm Parum Vesica = Little Blades Legion

85 Replies 107,469 Views

Most of this is about the TEC/ TC. The current ships of the TEC were they in use 10 years ago? Where they used in the same way as they are currently in the Time Line? Such as the Cobalt? how long has the design been in service? I can under stand most of the Capital Ships would have not been in use/ designed. Im wandering mostly about the Frigates and Cruiser Class of ships. Next, about Phase Space. . Would it break the Lore if I said that Dark matter

0 Replies 7,605 Views

Well I think what they did was make the game engine run really really well. Next we just need to bug them (The Developers) After all the Nerf crys and O'No's get done. . One thing Im going to change is the balance. . . And this game looks ripe for a storytellers fun time in space. I was really looking forward to having ingame scripts. . . But We can always bug(nag, pester,annoy, bother) them to put it in. .

14 Replies 11,251 Views

[quote] You're quite right; the largest Cap ships in HW2 had PD. No they didn't. Capital ships were bomber-chowder. [/quote] IIRC The Battle Cruiser had 2 Ion Lances for PD. BFM Some of the mods to HW2 had the ships decked out like WWII ships. . Looked a lot like some of the battle footage form the Pacific. With Gauss rounds sprouting from ports flak shel

43 Replies 35,518 Views

Thanks Psugar, Well there goes my Idea. . . all twenty two pages. . . "crys" Well as soon as I go pick up my copy from a local game store I will start bugging you all to put in map scripting. . at most once a day. . or per hour . . . or per minute which ever comes first. . . For # 2 I wanted to isolate players from part of the map, Till a certain event occurs. For # 3 What I was thinking of is for the Player to make a persona such

14 Replies 11,251 Views

Thanks Ron, I was hoping that the scripting would be robust enough to allow the community to mod in there own campaigns. The reason I posted this is because some of the developers post seam to indicate that robust campaigns could be made using scripts to drive events and modify the players experience.

14 Replies 11,251 Views

Hello, I have a few questions regarding the limits of the script for use in game. 1. Through scripting can I take the players units and move them to a new map? 1b. Can the status of the first map be saved and reloaded by the script? 2b. If so how many sub maps would be possible? 2. Can phase lines be turned on and off through scripts? 3. Through scripting can in game customization be implemented? * 2b. Can abilities and bonuses be add

14 Replies 11,251 Views