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Testing the limited fuel/ammo ingame.

Posted: 28 Nov 2006, 15:19
by VonGratz
Together with the TA_BattleFleet beta 0.65 I put a mutator file to test planes with limited fuel and ammunition.Is amazing the number of modifications in tactics that need and can be made.Now carriers and long range strategic bombers have a new role, very close to the reality.
VonGratz :wink:
The file is ...
http://www.unknown-files.net/index.php? ... &dlid=1968

Posted: 30 Nov 2006, 03:08
by VonGratz
OMG!
Im testing this and Ive resolved to put the fuel/ammo limit for planes not as option,
but as part of the mod development.
I loved this style of gameplay very much.Planes now have a more realistic behavior.
They wait landed to be refueled when pads are full, stop attacks when fuel is low,
and my ammo balancing do not gave any trouble, because they fire all times that are needed.
Of couse the Sidedata buiding list needed changes,
and more builders have pads in their menus.Also two mobile pads
were put ingame to supply small planes..
I will resurect one project, a carrier-cruiser, the Convoyeur for the ARM,
that was planned to support planes in long range missions,
but in the case of TA, planes flighting all time, it not was needed.
Also I intend to put a landing pad in the
CORE Nightmare only missile battleship.
VonGratz :wink:

Posted: 30 Nov 2006, 03:15
by SpikedHelmet
Yeah the fuel thing works wonders... it REALLY adds an entire new "plain" to airplane strategy... haha, get it? New "plain"? To air"plane" strategy? Ahahah.. aha..... yarr.

Posted: 30 Nov 2006, 03:29
by Neddie
If it isn't Astral, it is bogus!

Posted: 30 Nov 2006, 03:45
by VonGratz
SpikedHelmet wrote:Ahahah.. aha..... yarr.
ahahaha Yes! :lol:
VonGratz