How many hangers can you have in spaz




















Originally posted by Mirage :. Showing 1 - 15 of 16 comments. The author of this thread has indicated that this post answers the original topic. Mirage View Profile View Posts. I was installing SPAZ out of nostalgia. Still had this mod on my drive. I can confirm. Originally posted by RadiantShadow :.

Originally posted by bongerman85 :. Ill just do a quick video or something. Also, think you can send me that mod folder? I tried going on the way back machine and I managed to find the thread about the mod on Minmax's website, but when I opened the download link it said it was expired. Edit: After an hour or so of messing with the files, there is no real way to edit them anymore, since Minmax doesn't support this game since they want you to buy the second, there aren't the correct files to modify, which are.

They are all. I can still tell you how to change the number of hangars. If you browse local files for SPAZ, go to mods, whatever mod you're trying to edit, game scripts, and look for the one called globalTuning. Basically, the [2, 1] is an indicator for the game to read that the first number is the chapter it uses this script in, then the second number is the hangar number. If it says -1; then the hull will be disabled depending on what chapter and what hangar number it is, so you could actually disable hangar 4 on chapter 2 and have hangar 5 functioning, but then have them both disabled on chapter 3 for whatever reason you may do that.

The game counts starting from 0, so hangar 0 will be hangar 1 in game, and hangar 7 will be hangar 8. SS is just a better thought out game with more passion and thought and time put into it, and it shows. Oh, and I looked into adding new slots I added a number of new slots to Big Brother, for example, without any problems.

That's too bad, really; an editor probably wouldn't be too hard to write. Got through enough of the game to see the Particle Cannons. Wow, balance. Ugh, this makes me want to rebalance it properly. I feel the urge. So in a game with max Tech, you can find most of what you need pretty fast, because there really aren't that many Tech blueprints.

I've fixed the code that keeps us from building the ships we actually want. Left in a minor level-cap for it, but removed the artificial difficulty there. Reduces grind somewhat, as it gives you an uber-fleet for hitting the blockades, but doesn't really make things "easy mode", either, largely because of the vast level-jump as you get into the center of the Galaxy. If I can figure out how it's done, I think I'll create a "booster slot" that can be placed, alongside the generic Utility slots.

Then ships like the Hound could be made decent without being flat replacements for the Tug, which is, after torpedoes were un-nerfed, my go-to ship type for a lot of the game, simply because all of the alternatives suck so bad. This is one of those areas where I just feel like the designers just didn't think things through. Even un-modded, the Tug was the choice, first with Micro Missiles and Overload beams, simply because it has enough of everything to be good at anything, and doesn't leave a player without a way to do things like pick up loot, which, with the ships that lack Utility slots, gets real old, real fast.

I was especially irked by the Raven- it's probably the hardest ship to get a complete blueprint for harder than any other Bounty Hunter ship , and I figured it must be awesome. It's got a Drone Hive.

Drone Hives must have been really really OP at some point, for drones to be considered one of the best things in the game it's the only way I can make sense of Big Brother, balance-wise , but have been nerfed to the point where they're pretty useless now.

So the Raven's basically a one-trick pony whose legs are broken. I guess I could buff the Drone Hives a bit, see if that completely breaks things.

I think a lot of it's systemic, however; because of the ramped-buff system, if Drone Hives do enough damage in early-game to be useful, they'll be godlike by late game, against anything that can't defend against them.

A sucky, fast, auto-aim laser turret system that provided anti-missile support would be a great fit for that ship that looks like a bunch of grapes with engines. Well I have to admit I have finished the game at least twice, I think the second and third times were much easier and less grindy as I had a better idea of when to fight and when to get the [email protected] k out of there, and also which tech trees to ignore and which technologies are essential to surviving.

I think the toughest mission I ever had was the annoying one where you have to stealth your way past some guard ships or some rubbish. I never really had to modify or buff any weapons as I found the weapons in game when configured right can be supremely damaging against foes, but you still have to use lasers and PD guns to kill those damn zombies trying to invade your ship and destroy your hull.

Just make sure you send your ships back for repair during combat and keep them in top condition, except maybe the little ones Having said all that, each to his own, play the game however you like - you paid for the damn thing!

CopperCoyote Captain Posts: If you make it the max number of star systems it makes the level jump a little more gradual. I'm personally a little disappointed in the cloaks. They're great in the first 3 chapters i think, but once you get into the core the zombies show up and being cloaked is a liability. The individual floating zombies break your cloak way too often, and it's rather vexing.

I finished it last night. At least it's out of my system now The second act had a lot of potential, but it wasn't terrifically interesting. I think a lot of it is that the second act was designed to be a lengthy chore if you played it Vanilla, due to the absurd ship limitations and the fact that only one weapon really cut the mustard for anything except keeping those zombie-critters off the ship. Last edited by sbm ; 25 Nov, pm. Well, Ion Bombers aren't the only weapon you can harm yourself with at knife-fight ranges.

Plasma Dispensers are NOT a good idea during a ram. Huh, nice discussion going on here! Thanks for the feedback, I think I'm gonna stay with my current design of 2x zappers, 2x fighters and 2x bombers. What do you think? Currently, shields damage is no issue, but health is. The bombers tend to miss, especially when fighting strike crafts. If I could make a single hangar ignore my commands to have its fighters defend my ship all the time, even if I command the rest of the fighters to attack a target!

Last edited by Ameisenfutter ; 26 Nov, am. Originally posted by Ameisenfutter :. Last edited by sbm ; 26 Nov, am. Per page: 15 30 Date Posted: 25 Nov, pm. Posts: Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.

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