Yes, there are two ways. You can make everything faster, in terms of linear and angular velocities, by tweaking constants.xml. And of course every ship has its own individual speeds which you can also change. You can disable music from the in game settings menu.Gudeesno said:Well if I wanted to mod a game, is there a way to make ships fly faster.
Maj.Striker said:Likewise, I'd like to see any documentation you could provide in the way of what is needed to mod the Flight Commander engine. Additionaly perhaps a walkthrough of how to import ships etc.
Maj.Striker said:What about scripted events like:
When player arrives within 5000km of specifed vessel, such and such happens. etc.
How easy is it to swap out music, avis and screens?
Gudeesno said:Say, one more thing, will this game feature optional newtonian phsyics?
As in haveing flight phsyics toggle: Arcade - Newtonian Phsyics for the main game universe itself. I can tell that regular wing commander universe uses arcade by default.
So that the optional variable, weight can be very useful for space flight.
Yes, you can already change the cerberus room, just open up gameflow.xml in a text editor. Scripting is a very low priority for me, but I'll keep it in mind.Maj.Striker said:To clarify screens I meant like for example you have the screen of the Cerberus room from WCP...can we swap this out easily for other pictures? Also...how hard would it be to add scripting events? I feel that would be a major requirement to create an involving plot. At least it would be a great bonus.
eddieb said:Nope. I like the current style better.