Quick note about the Salthi ship in RF

If you buy the original game and RF in one package, a bug which was absent in the original separate releases is absent: since they reused one of the steltek gun slots for the fusion cannon, it turns out that the "fusion salthi's" were supposed to have unboosted steltek guns... in fact, the main plot is about the retros stealing the green gun and making copies, so the "final enemy" features the first prototypes.

I think it makes more sense plot-wise, too... otherwise you have retros using the latest and greatest tech rather than stuff they "borrowed" from a race which decided to shun technology in the end too. that's all ^^, just a suggestion. I'm going to keep releasing mini-fixes for things until Hellcat or Otaru tell me to stop. ;)
 
fusionSalthi is just that, a salthi that mounts fusion cannons. The ship you are thinking of is the plain old salthi, which does mount S guns ;)
 
I thought some of the salthis early-on had fusion cannons and only later did they get steltek guns...I can change them if you wish
 
Again, sorry for the nitpicking -- was just checking. Fixed a few things if/when you get to buy your own paradigm. I noticed something else interesting when you fly Kilrathi/Confed milspec ships: their autotracking covers something insane, like 180 degrees ns/ew. Is this intended?
 
Some ships which you can get a hold of (post-mission I think, judging from faction_ships.py) do have a 180deg. tracking cone. May I go thru the units.csv file and fix instances of these so that ALL buyable ships, even marginal ones, make sense? Things like the paradigm having 1 missile per hardpoint and so on.
 
Good work, spiritplumber. Be sure not to make cap ships like the Paradigm instant death if you stray in near them when they're not so happy with you.
 
Well as it stands capships have a lot of nasty turrets that will keep you away -- the usuall approach is still go for the flanks between the top and bottom turrets, a la WC3. Generally speaking, as a private citizen you shouldn't want to pick a fight with a Navy cruiser... you CAN, by all means, but you gotta be good at it to survive! Or, just turn and run, they won't catch you.

Going against a paradigm what I find works right now is:

(1) a tricked out centurion with torpedos.

(2) a decently armored drayman full of demons, release your demons, drive one in a torpedo run, go back to your capship to reload, repeat. You'll lose a few fighters in the process of course... and if you let your drayman get in range of the capship, the drayman has about 10 seconds to live. Basically you release 4~5 demons, drive one to punch in the torpedos, and have the rest harass the paradigm to distract it from the drayman. When you're out of torpedos switch ships, or recall your fighters for reloading (tractor them in and release them). This is another use of a drayman as a light capship. Note that if you have a paradigm yourself you can do the same trick. Or, if you want a WC4 moment, get in a demon or stiletto which you launched, and have your paradigm and the enemy paradigm fly by each other... just don't get caught in the crossfire! (Hey, they have Burrows/Brownhair do that in Wing Commander vs. Star Wars http://www.fanfiction.net/s/861681/1/ afterall.)

Updated my patchy thingy again, available as usual at

http://spiritplumber.dynip.com/privr009_hafh.1.1.zip
http://spiritplumber.dynip.com/privr-10-hafh-1.1.zip

depending on which version you have. What it does is this: since it IS possible for you, although it's extremely unlikey, to get your hands/paws on capital ships and kilrathi fighters, I made sure that the playable version of them is a little nerfed -- once you finish the game and buy yourself a Paradigm plus a fighter complement, it IS possible to, say, go pick fights with kamekhs, but it doesn't mean you have a death ship. By the same token, if you find the (***spoiler deleted***) which lets you get a hold of a dralthi, you get the option of either bagging it, or flying it. Either way it doesn't do all the aiming for you anymore ;). Also, you DO get a docking screen when flying your khamekh, but you don't get a concourse like you would on the Paradigm since you wouldn't have a bartender, merchant guild liaison etc. on a stolen kilrathi cruiser. Also, pirate bases correctly sell you talons (either as a cargo escort or as a flyable ship) once the Tayla mission is complete. Also, the bit with the Salthis is fixed. Very occasionally you will get a Salthi when visiting the (****), but never the steltek version.

Also, try flying the steltek fighter! It now carries the Insane Steltek Tractor/Repulsor Beam (if you completed the game you know what I am talking about). A fun thing to do is pushing ships against bases.... (The AI will not use this).

You can no longer dock at a hostile khamek -- well you CAN, but you can't do a thing at the docking screen.

Also, all turret-capable ships have at least plinking turrets, for looks. On this respect, look at two hostile Draymen flying by each other and exchanging volleys like two galleons...

In this respect, I'd like to add eyecandy turrets to bases (so that you get potshots if you land on a hostile base, just because they must make you land by convention it doesn't mean they want you to) and maybe little satellites around them. I would also like to add a non-game-significant "tug" ship (maybe the eject pod from version .9?) that runs around outside bases in a few instances, call it maintenance or whatnot. Stuff like this.... just for looks and to make the game a bit more immersive, basically.
 
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