|
|
|
 |

February 7th, 2005, 10:26 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Mod interest check
Searching through a large asteroid belt to find the few asteroids with usable resources in them would be appropriate prospecting work 
__________________
Things you want:
|

February 8th, 2005, 12:44 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod interest check
Quote:
Suicide Junkie said:
Searching through a large asteroid belt to find the few asteroids with usable resources in them would be appropriate prospecting work
|
The radar sort of makes that pointless; anything that can be damaged shows up as a colored blip.
edit: though, that wouldn't happen with the cheese method..I think. Hmm.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

February 11th, 2005, 08:35 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod interest check
Ok, a component display question.
Each component has a ID number, which tells the game when the player is and isn't allowed to carry it. If you aren't, and it is detected, you will be fined and/or fired on.
The question is, how to related that to the player? The starting race has several levels of permission:
Civilian
Merc
Military Class 1
Military Class 2
Military Class 3
Right now I have it indicated like so:
Component X
[MERC] (component Description)
But that eats into the description space, which is limited as it is. I'd prefer something like
[Merc] Component X
or
Component X [Merc]
but that looks..sort of cluttered. So which would you prefer?
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

April 6th, 2005, 07:55 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod interest check
Yay for announcing things before you have time to work on them.
I've had to pretty much scrap all the weapons I had before to get PD properly balanced. A 'default' PD gun is now rated to destroy a 'default' incoming missile 100% of the time..but just short of impact, and only if both are stationary. A second missile will ALWAYS overload the defense and impact.
This means charging a missile-firing unit is going to hurt, because even that first missile is going to hit now and then. Its also better balanced than it seems because most PD guns now cover only a single firing arc.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

April 7th, 2005, 02:58 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2004
Location: Minnesota/South Dakota
Posts: 1,439
Thanks: 3
Thanked 3 Times in 3 Posts
|
|
Re: Mod interest check
If you don't think you have the time to do your mod, The People's Mod team is looking for new members.
__________________
You can give a man fire and he will be warm for a day but set him on fire and he will be warm for the rest of his life.
A* Se+++ GdQ $? Fr! C* Css Sf-- Ai% Au M+++ Mp* S@ Ss++++ RNSHP Pw++ Fq+++ Nd++ Rp++ G++++ Mm++ Bb+++@ L+ Tcp--
Get the newest Version of Invasion! here: http://www.secenter.org/

|

April 7th, 2005, 04:09 AM
|
Corporal
|
|
Join Date: May 2003
Location: South Karelia, Finland
Posts: 168
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod interest check
Quote:
Combat Wombat said:
If you don't think you have the time to do your mod, The People's Mod team is looking for new members.
|
Yep. People who would want to test and scale the models in the game would be nice because right now atleast some of the ships in the mod are scaled all wrong.
There are also some components issues and generally the redo of Main_Enemies.txt which will be quite a pain I believe.
Anyway all help is greatly appreciated.
|

April 7th, 2005, 07:56 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod interest check
Quote:
Combat Wombat said:
If you don't think you have the time to do your mod, The People's Mod team is looking for new members.
|
I have a 196 system completely mapped out system map. Mostly bug-free, at that. (I think.)
I'm NOT going that far and stopping.  I have time now, just didn't until now.
Right now I'm fiddling with the first race's ship design. I have it set currently so that some things (eg smaller weapons) can go on the "outside" of the ship. Not sure if that's a good idea or not.
For a while I had it so -anything- could go on the outside.
Then I realized that would let people stick three Heavy Mass Drivers on their ship and do 1k points of damage to anything within 220 LS. Err..no. BAD idea. It did take up 600kt, but nothing could go near that design and live..
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

April 27th, 2005, 11:31 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod interest check
Status update:
Since Moveplayer doesn't work, I went with my backup Hyperspace system. The original idea was that you'd drop a component, which would "open a portal" (move you to a exit outside the main system map).
Now you fly to a hyperspace point. But you have to have a hyperdrive or hyper intiator on board; if you don't, you'll be destroyed. The difference between the two is the Initator only has one charge, and then POOF, its gone.
Hyperspace itself has been completely implimented. It has two modes- one is like normal travel except the warp points are closer together, and thus faster to get to. The second is MUCH faster- it consists of 5 hyperspace systems with exits to every system in the quadrent. But its also very very dangerous.
I'll post some screenshots when I get the graphics done.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|