Maybe so, but I don't particularly want to mess with the weapons atm. I might release a plugin to remove the smoke in the future or someone else can. But for now I will stay with the terran conflict and combat mod style.Treelor wrote:Don't try to fix the Gauss Cannon "glitch". I think it's more realistic for it to not have a smoke trail in space - for there to be smoke, there's gotta be heat, and in space it'll dissipate really quick.
I didn't edit the map I used a MD script to add them to a new shipyard in argon prime and ore belt iirc. I did see your comment on moddb, and I will be sorting something but the latest update was to fix the graphics problem .Treelor wrote: There's a suggestion I also made on the ModDB comment section, but I don't think you've seen it.
For the X2 ships, have you thought about adding a script in that adds them to currently existing shipyards instead of editing the galaxy map? That would still allow people to purchase X2 ships without forcing a game restart.
The x2 ships have the same stats as in x2 . I could slow them down if nessesary but in doing so they would lose there only advantage over the x3 ships except the X2 argon M1 which hold 130 ships.Street21309 wrote:Another thing to consider is the X2 Variants of the Colossus and Titan are a wee bit too fast and agile. Considering they would be like a light destroyed and light carrier. Say speeds of around a max of around 75-90. Other than that, everything else is good except for adding the ships to a shipyard as what Treelor said.
thanks for all your comments they have been helpful so far