Thargons in ADCK Behemoths: a bug and an infelicity

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UK_Eliter
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Thargons in ADCK Behemoths: a bug and an infelicity

Post by UK_Eliter »

Dear all

The 'thargoid warship carrier' (1) is - still - very, VERY, hard to kill (multiple and often serious missiles, plus much mi. laser fire, seemed to leave it untouched) and (2) launches non-thargoid ships (I've seen two vamps, a viper, and a Xarik). I thought people (or the OXP's author) might like to know (or, at least, like less not to know . .). Cheers.
Last edited by UK_Eliter on Sat Jun 12, 2010 5:16 pm, edited 1 time in total.
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ADCK
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Post by ADCK »

As i've said in this thread, the next release of ADCK's behemoths will have reduced stats on thargoids, and have added 'has_npc_traffic' set to 'No' so it should no longer launch friendly ships (which you would think since the game sees 'scanclass=thargoid' that it would know it's not friendly)

Please use this thread in the future when asking about ADCK's behemoths.

Oh, and the name is 'A*D*C*K*' not 'ADHK'
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Post by UK_Eliter »

Ah, I've failed to keep up, ADCK. Sorry.
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Post by Commander Learner »

As for the Thargoid Warship, their stats are 1400 energy and a fast recharge rate of 5. So you must consistently damage it or it will heal quite fast. It should also be noted that a Thargoid Warship has two "layers" named "Thargoid SuperStructure :?: :?: "

If it didn't have those stuff, life for you Navy pilots would be too much of a bed of roses! :D
Shooting polygons since 2001
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