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Re: [WIP] Galactic Navy Extend

Posted: Wed Mar 24, 2021 11:53 pm
by Cholmondely
montana05 wrote: Sat Jun 09, 2018 12:44 pm
Some time has past and in the limited time I have to continue the development on this OXP's I came to a new approach. Since its my habit to integrate new ideas I find on the way (now for example, escort formations, new lasers and lasers cannons are used) I recognized that there is no use to past & copy every single ship script. All 3 modules, thanks to the various textures, became quite large so I intend to start a 4th module, small but with a multi-purpose ship script and models and textures used everywhere. For future bug-fixing or updates there will be no need to upload every module again, a small control module should do the job most of the time.

My current alpha-version is based on (a lot) functions so when it comes to event handlers you just could pick the functions best fitting to the designed role. It could be found here: https://app.box.com/s/azwk0e8srzusvibajqqdnulvqdncim2f

I would be happy if some of our gurus could tell me their opinion / improvement suggestions.
Only just discovered all of this!
Did anybody ever get back to you about your AI issues?

Cholmondeley

Re: [WIP] Galactic Navy Extend

Posted: Thu Mar 25, 2021 1:29 am
by montana05
Cholmondely wrote: Wed Mar 24, 2021 11:53 pm
Only just discovered all of this!
Did anybody ever get back to you about your AI issues?

Cholmondeley
Oh yes, this one. :roll: This package started with a lot of enthusiasm and not much planing. The version available online is a pure test version, not even beta. Looking back today all 3 modules need a complete rewrite, 100+ ships plus several variants, questionable scripts and no overview at all.
I do have a much advanced design, but it sleeps on an external HD on the PH and, I guess, nowadays got "lost" with most of my other stuff there.

However, I would strongly suggest to NOT install this package, its really just a WIP.