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Old 04-27-08, 04:43 PM   #22
andycaccia
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Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Quote:
Originally Posted by Mikhayl
No, the ship has exact same damage model as the AI ship, so you will burn and sink as easily as the "target version" But I didn't link the damage boxes to the .upc file so the damage doesn't show in the damage screen and you can't repair it. To be honest I didn't expect more than 1 or 2 replies so I didn't push the concept much, it's just refreshing to cruise in W_Clear or Kriller's envmods with that rust bucket and it brung back some cool memories to me

Lil Subsim, I choose this ship because of its design, it's almost "all open" so you can pretend you're walking from bow to stern. The liners and transport are "closed" so it's not that cool.
Yes I agree, but do not underestimate what you have done. This mod is very very nice. Seriously. It's nice because it is original and because it's the first mod that gives us the ability to sail a merchant.
It has a great potential. Jus wonder if the game had AI subs and we played for the other side...
I'd like to suggest to improve an continue you focuses on this "merchant mod" and especially on the german merchant raider.
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