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Old 07-12-07, 03:27 AM   #1
nattydread
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Default If merchant cargo values arent fixed in 1.3, whats the plan with modding it?

I remember there being a discussion about the lack of cargo coded into the merchant's holds, which is believed to drastically deminish the ability of our torps to set off secondary explosions.

Since these secondaries seem to deliver more damage than the torps do, they'd provide us with better lethality against some of the more stubborn merchants.

Perhaps we can look into removing some of the fuel and ammo cargo on board warships to increase their survivability.

Anyway, Im willing to help in some manner if anyone is interested and taking on this massive endeavor.
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Old 07-12-07, 04:41 AM   #2
The General
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They are fixed. Now concentrate on making the 1.2 MODs compatible. Especially the Slow Death MOD, that was awesome! Ships sink way too quickly in 1.3 Beta.
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Old 07-12-07, 08:18 AM   #3
tater
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Cargoes are a function of campaign work. Mine will come out with a new version a little after 1.3 here (this weekend?).

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Old 07-12-07, 12:04 PM   #4
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Jeah, good news
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Old 07-12-07, 12:09 PM   #5
tater
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There's an issue with my current campaign and cargo I need to check vs the release 1.3.

I tested my campaign with the other 1.3, and it CTDs if you blow up a Small Modern Composite Merchant if it has AMMO as the cargo. All other ships are fine with ammo (actually, I didn't test liners or tankers with ammo, need to do that).

I gather they added some new effects.

Until I figure out why I have to dump ammo as a cargo on generic merchants.
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Old 07-12-07, 12:11 PM   #6
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Looking forward to the new stuff tater


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Old 07-12-07, 04:58 PM   #7
nattydread
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Quote:
Originally Posted by tater
There's an issue with my current campaign and cargo I need to check vs the release 1.3.

I tested my campaign with the other 1.3, and it CTDs if you blow up a Small Modern Composite Merchant if it has AMMO as the cargo. All other ships are fine with ammo (actually, I didn't test liners or tankers with ammo, need to do that).

I gather they added some new effects.

Until I figure out why I have to dump ammo as a cargo on generic merchants.
Perhaps dumping ammo(or atleast reducing it if possible) isnt a bad idea, perhaps ammo will make merchants too easy.

I personally would like to see the cargo element be used to make sinking merchants more realistic, but every merchant shouldnt have ammo on them or it becomes to easy and not enough variety in encounters...at least in my humble opinion.

Have you considered reducing or removing ammo from warships so they dont all go up with a single torp hit or ignite from a small deck gun skirmish?
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