Search found 29 matches

by Avimimus
Thu Dec 24, 2020 2:22 pm
Forum: Tech Support
Topic: Can't connect to opponent in lobby
Replies: 100
Views: 4968

RE: Can't connect to opponent in lobby

ORIGINAL: Steve McClaire

Hi Avimimus -- I will check that the back end server isn't having issues. What date / time was it when you experience this issue? Thanks!

December 19th from 1:30 to 3:30pm EST

by Avimimus
Sat Dec 19, 2020 5:50 pm
Forum: Tech Support
Topic: Can't connect to opponent in lobby
Replies: 100
Views: 4968

RE: Can't connect to opponent in lobby

<t> I also had an issue.<br/> <br/> Sometimes there would be failures to connect in the lobby.<br/> <br/> One of the players reported that the menus seemed responsive, however the other found significant delays in updating information. The set-up screen would get out of sync (e.g. player-ready statu...
by Avimimus
Sat Jan 05, 2008 4:16 am
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> I figured it out. I just had to turn all of the frigates into destroyers and now they use all of their weapons...<br/> <br/> I am just finishing up the mod, making a few cosmetic tweaks to sounds, attempting to decrease the amount of ramming and it will be done. It should also take the form of a...
by Avimimus
Wed Dec 19, 2007 5:59 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> I'm back and I discovered a new problem:<br/> - Some ships (namely the tiger class) start with their PDBs set to manual. This appears to effect the AI which can only fire one type of weapon at a time (rendering Tiger class completely vulnerable to torpedoes). What determines whether a weapon's d...
by Avimimus
Sat Sep 22, 2007 8:45 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

Either solution should work! The problem will be solved. All that needs to be done is to fix up each fighter, modify the Marakan OOB to include the new destroyers, run a couple of tests and assemble the first release.

by Avimimus
Sat Sep 22, 2007 1:49 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<r> Okay, so I will have to duplicate a few ships (shouldn't be that hard...)<br/> <br/> As for the fighters: The problem is actually that they are getting disabled to easily. <I><s>[i]</s>You see the mod made them smaller as it improved atmospheric flight and fighter vs. fighter combat. But at the ...
by Avimimus
Fri Sep 21, 2007 7:58 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> Okay, I think this is the last problem.<br/> <br/> Two questions:<br/> - I want to ensure that if a fighter looses its control systems or main drive it will explode. How do I make these components essential?<br/> - Is there any way to modify the campaign files so that more ships will appear "in ...
by Avimimus
Thu Jun 28, 2007 10:56 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> Ha! It was the patch!<br/> <br/> The game was defective, I needed 5.01!<br/> <br/> Not only that, but I have found a way to implement my modifications as part of 5.01 -so it will be possible to run both at the same time (compllete with multi-player).<br/> <br/> I should be able to have a release...
by Avimimus
Thu Jun 28, 2007 9:46 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> Very much!<br/> <br/> I have corrected another bug in the airfields and successfully tested the default campaigns. I did find one more bug though...<br/> <br/> In Trochanter and Marak systems the campaign crashes. This happens even without the mods installed which suggests that the mods have cau...
by Avimimus
Sun Jun 24, 2007 7:26 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> Aha! We found it.<br/> <br/> I had to 1) increase the fighter avoidance value (so that the AI would try to avoid the runway and fly upward and 2) decrease the carry mass for all weapons. I will probably release an alpha soon (and begin rebuilding it so that it is more functional in the campaign ...
by Avimimus
Tue Jun 19, 2007 1:32 am
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> This does not bode well...<br/> <br/> I am using stock craft with stock missions. The only changes are to the mesh scale size, the fighter collision avoidance distance and the number of hitpoints.<br/> <br/> In a normal mission the craft start on the runway, correct? Now if I decrease the mesh s...
by Avimimus
Mon Jun 18, 2007 9:56 pm
Forum: Starshatter Modding Forum
Topic: Fixing the Broadsword
Replies: 13
Views: 736

RE: Fixing the Broadsword

<t> Pah. The Original Starshatter didn't have what I would call game balance (appologies to the Dev).<br/> <br/> Here are the basic issues I have:<br/> 1. The player ships are more powerful than the AI ships<br/> 2. The AI ships have large gaps in their defenses that an astute player can easily make...
by Avimimus
Mon Jun 18, 2007 9:47 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> This problem I have appears to be due to my resizing of the fighter meshes to 1/2 normal size. This is needed for the rebalance.<br/> <br/> I have tried four different strategies (air launch, higher speed at launch, various resizing of the runway and launch heights for the fighter) but the fight...
by Avimimus
Fri Apr 27, 2007 2:21 pm
Forum: Starshatter: The Gathering Storm
Topic: Planetary Missions and Recon
Replies: 6
Views: 145

RE: Planetary Missions and Recon

I guess everyone here flies as a fighter or a single starship?
by Avimimus
Fri Apr 27, 2007 2:15 pm
Forum: Starshatter: The Gathering Storm
Topic: AGM and that first couple of Ground Strikes in the 1st campaign
Replies: 10
Views: 185

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Here is what I would do:
1. Target the sensor (or gun) subsystems on the AAA unit. It should be disabled with one hit.
2. Bring a wingmen and order them to attack one of the other units.
by Avimimus
Thu Apr 19, 2007 4:09 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

Also, is anyone aware of how collision avoidance is triggered?
by Avimimus
Thu Apr 19, 2007 3:25 pm
Forum: Starshatter Modding Forum
Topic: Modding questions (single thread)
Replies: 23
Views: 749

RE: Modding questions (single thread)

<t> Thank you for the advice,<br/> <br/> What initially started out as a minor upgrade of the Marakan/Dantari ships has gotten out of hand...<br/> All weapons and ships have been modified and gameplay has been changed considerably. The terrains have been modified and there is a draft tweaking of the...
by Avimimus
Sun Feb 18, 2007 1:41 pm
Forum: Starshatter Modding Forum
Topic: Campaign and AI
Replies: 11
Views: 183

RE: Campaign and AI

<t> The problem is the sheer size of shatter.dat would prevent redistribution. Anyway, this "galaxy" is fairly small. I have found work arounds for all of these problems and what remains is simply redoing the OOB to double the size of the Terrelian forces, adding triggers to missions and a bit of tw...
by Avimimus
Thu Feb 15, 2007 3:31 pm
Forum: Starshatter Modding Forum
Topic: Campaign and AI
Replies: 11
Views: 183

RE: Campaign and AI

<t> Thank you for the replies.<br/> <br/> - I have managed to make ships more aggressive through changing weapon performance and I intend to release this mod fairly soon (does anyone know how to get the *.dat file to take priority from shatter.dat?).&nbsp;&nbsp; <br/> &nbsp;&nbsp;&am...
by Avimimus
Wed Feb 14, 2007 3:59 pm
Forum: Starshatter Modding Forum
Topic: Campaign and AI
Replies: 11
Views: 183

RE: Campaign and AI

<r> I have made a number of static skirmishes in order to test the game ballance. In these a few enemy ships, while not impossible to defeat were much more threatening.<br/> <br/> The part of the campaign that we can access seems to be broken into three main stages:<br/> - establishing the order of ...

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