Talk:Rearming (TFTD): Difference between revisions
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=Gauss Cannon reload rates= | =Gauss Cannon reload rates= | ||
This is probably a typo in the game code and should have been 100 like the rest of the direct fire weapons.[[User:Morgan525| | This is probably a typo in the game code and should have been 100 like the rest of the direct fire weapons.[[User:Morgan525|Tycho]] 01:47, 22 September 2012 (EDT) | ||
: I agree that's the most likely explanation - there are other explanations but all of them add up to some kind of mistake! Even if it was a deliberate decision, I'd say it's still a design mistake. I will add this to TFTD Known Bugs as a probable bug. Do you know the code location for rearming rates? I have a feeling that I've tried patching the data structures in the craft weapon section of the executable and that didn't work, suggesting it's hard coded. If you do know where it's coded, could you also fix the Ajax/Stingray rearm rate from 1 to 2? On the basis that 6 medium missiles can be reloaded in the same time as 3 large ones. And on the game design basis that there should be some reason not to use DUPs all the time. :) [[User:Spike|Spike]] 05:03, 22 September 2012 (EDT) | : I agree that's the most likely explanation - there are other explanations but all of them add up to some kind of mistake! Even if it was a deliberate decision, I'd say it's still a design mistake. I will add this to TFTD Known Bugs as a probable bug. Do you know the code location for rearming rates? I have a feeling that I've tried patching the data structures in the craft weapon section of the executable and that didn't work, suggesting it's hard coded. If you do know where it's coded, could you also fix the Ajax/Stingray rearm rate from 1 to 2? On the basis that 6 medium missiles can be reloaded in the same time as 3 large ones. And on the game design basis that there should be some reason not to use DUPs all the time. :) [[User:Spike|Spike]] 05:03, 22 September 2012 (EDT) | ||
Latest revision as of 02:41, 25 September 2012
Gauss Cannon reload rates
This is probably a typo in the game code and should have been 100 like the rest of the direct fire weapons.Tycho 01:47, 22 September 2012 (EDT)
- I agree that's the most likely explanation - there are other explanations but all of them add up to some kind of mistake! Even if it was a deliberate decision, I'd say it's still a design mistake. I will add this to TFTD Known Bugs as a probable bug. Do you know the code location for rearming rates? I have a feeling that I've tried patching the data structures in the craft weapon section of the executable and that didn't work, suggesting it's hard coded. If you do know where it's coded, could you also fix the Ajax/Stingray rearm rate from 1 to 2? On the basis that 6 medium missiles can be reloaded in the same time as 3 large ones. And on the game design basis that there should be some reason not to use DUPs all the time. :) Spike 05:03, 22 September 2012 (EDT)