Crediting me as Ta'Lon is fine.
BTW, I am still keeping an eye out for other art requests in this forum section, even though my attention is mostly focused elsewhere at the moment.
Search found 66 matches
- Sun May 11, 2014 5:42 pm
- Forum: Graphics
- Topic: Suggested art for the Nova Bomb Tech
- Replies: 3
- Views: 9934
- Sat Apr 19, 2014 9:31 am
- Forum: Other Game Design
- Topic: Interesting Effect (accidental)
- Replies: 2
- Views: 1189
Re: Interesting Effect (accidental)
I like it!
- Sat Mar 08, 2014 4:08 am
- Forum: Other Game Design
- Topic: Steamrollering blitzkrieg—we need more pyrrhic victories
- Replies: 13
- Views: 4163
Re: Steamrollering blitzkrieg—we need more pyrrhic victories
OK, so I looked over the current combat system code. If I'm understanding it correctly, every weapon on a ship attacks separately, against a random target, in turn. Also, the next ship that gets to attack is determined randomly, not in any particular order. One ship or planet attacks each round, wit...
- Sat Mar 08, 2014 1:14 am
- Forum: Other Game Design
- Topic: Steamrollering blitzkrieg—we need more pyrrhic victories
- Replies: 13
- Views: 4163
Re: Steamrollering blitzkrieg—we need more pyrrhic victories
While I do not fully grasp how combat is handled currently (I'm assuming that values are assessed against each other, without any fancy mechanics for maneuver and such), if I had to guess why this happens, I'd point to one shot kills. I.E. if you have a 36 attack strength and the defender only has 1...
- Fri Feb 28, 2014 1:57 am
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11973
Re: Ship and ship parts balancing and flavor ideas
Chriss, I've seen a number of times on the map where ships simply bypass/zip past systems on their way to destinations. This is where the advance scout comes into play. You can actually change the routing of ships while they are enroute, so rather than just stop in that system (and waste movement po...
- Fri Feb 28, 2014 12:47 am
- Forum: Scripting & Balancing
- Topic: Patch: Robotic hulls rebalancing
- Replies: 15
- Views: 3444
Re: Patch: Robotic hulls rebalancing
Thanks for your hard work. Downloaded, and I will look it over after Big Bang...
- Thu Feb 27, 2014 8:52 pm
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11973
Re: Ship and ship parts balancing and flavor ideas
Mat, I looked over tha AI .txt code, and from what I can tell, the AI has certain hull designs it looks for in it's AI choices. I think that those designs could be preserved with the same names, while just noting the changes in the designs on the shiplist (i.e. just adding the relevant core slots to...
- Thu Feb 27, 2014 12:08 pm
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11973
Re: Ship and ship parts balancing and flavor ideas
Quote: Chriss I'd like to get to a point where each hull is really different and adds something to the gameplay that was not there before. Now, it's mostly about cost and number of slots. Later Hulls tend to be bigger and tend to obsolete earlier Hulls. That can and should (IMHO) be accomplished by...
- Thu Feb 27, 2014 11:21 am
- Forum: Scripting & Balancing
- Topic: Trying to apply a multiplier to MaxStructure
- Replies: 2
- Views: 1449
Re: Trying to apply a multiplier to MaxStructure
The /3 did what I needed it to do, at least according to the stats in the ship design window. So that appears to have done the trick... Thanks!
- Thu Feb 27, 2014 7:38 am
- Forum: General Discussion
- Topic: Idea to clean up Tech Tree Branch Interaction
- Replies: 5
- Views: 1904
Re: Idea to clean up Tech Tree Branch Interaction
My 'eventual goal' would be to have Ship Hulls in one 'Master Cagegory', with the various sub-categories used for sorting purposes only, so as to place the Organic Hulls below Growth, Energy near Learning, the Robotic Hull line near Production, and the Asteroid Hull line near Construction. Only one ...
- Thu Feb 27, 2014 6:59 am
- Forum: Scripting & Balancing
- Topic: Trying to apply a multiplier to MaxStructure
- Replies: 2
- Views: 1449
Trying to apply a multiplier to MaxStructure
I'm currently working on an idea for some new ship parts, utilizing the core slot concept. What I'm TRYING to do is to multiply the base Structure value (not current or max structure, but the initial value listed in ship_hulls.txt), and subtract/add said derived value from/to MaxStructure. I've trie...
- Wed Feb 26, 2014 11:47 pm
- Forum: General Discussion
- Topic: Idea to clean up Tech Tree Branch Interaction
- Replies: 5
- Views: 1904
Re: Idea to clean up Tech Tree Branch Interaction
OK, I just downloaded SVN6931, and modified the techs.txt and en.txt files in 6931, that will produce the layout shown above. I only did minor rearrangement of the tech.txt file, so that those of you doing .diff checks or whatever can see what changed more easily. I did add name headers to Asteroid ...
- Wed Feb 26, 2014 9:38 pm
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11973
Re: Ship and ship parts balancing and flavor ideas
Here's a hull table I put together, in .html format, in a handy .zip file.
Data is as of SVN Version 6913
Let me know if you see any errors guys!
Data is as of SVN Version 6913
Let me know if you see any errors guys!
- Tue Feb 25, 2014 1:06 am
- Forum: Play-Testing Feedback
- Topic: [6870] Core Slot
- Replies: 3
- Views: 1383
Re: [6870] Core Slot
This does raise an interesting question. Going over the ship hulls list, only two hulls currently support core slots. Those being the Self-Gravitating Hull, and the Xentronium Hull (which is currently not linked to a tech). Soooo, the Singularity Engine Core can only be used for one hull. Was this t...
- Mon Feb 24, 2014 2:31 am
- Forum: General Discussion
- Topic: Idea to clean up Tech Tree Branch Interaction
- Replies: 5
- Views: 1904
Re: Idea to clean up Tech Tree Branch Interaction
MatGB, OK, so it turns out that I CAN modify the tech tree layout using just the .txt files. I'd appreciate it if you could give this a gander ingame and let me know what you think. I spent hours perusing the various .cpp, .h, and other files trying to figure out where the tech category order was de...