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Author Topic: Earthling Cruiser: The Ship that Could Have Been..  (Read 8976 times)
Krulle
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #15 on: September 19, 2003, 04:48:55 pm »

Yes i know Timewarp and i actually play it more than SC Melee. I like the challenge of fighting 2 opponents in the same team. The AI is good, but sometimes with several ships it just makes some stupid faults, faults humans would do. That's what i like about it. And the variety of ships. Although i always disable the ship Gaia. I just hate it when the planet (not gaia) starts flying around like crazy.

And the starbases are funny too... Especially when you use the Ostoks special near the planet... Wink
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #16 on: September 20, 2003, 05:09:45 am »

It's very easy to change the ship values in TimeWarp. You just edit the right ini file.
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bigfoot256
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #17 on: September 20, 2003, 06:09:41 am »

Hmm, for some reason, Timewarp won't let me play as Human or 'Synth ships.  Huh Wrong forum to ask about this, but still.  Tongue
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #18 on: September 20, 2003, 10:15:49 am »

bigfoot256, the following forum has been used the most for TW tech support, so that's become its unofficial role.  If you post something there, either myself, youBastrd! or GeonmanNL will see it fairly quickly (I think we're the three programmers who are present the most lately).
http://dynamic.gamespy.com/~starcontrol/boards/timewarp/

I've never heard about your problem, but I hope it's easier to fix than the problems I'm having getting UQM to run on non-standard architecture (square pegs, round holes; where's my hammer?).
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #19 on: January 16, 2004, 10:14:16 pm »

Quote

#define MAX_CREW 18
#define MAX_ENERGY 18
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 9
#define SPECIAL_ENERGY_COST 4
#define ENERGY_WAIT 8
#define MAX_THRUST /* DISPLAY_TO_WORLD (6) */ 24
#define THRUST_INCREMENT /* DISPLAY_TO_WORLD (2) */ 3
#define TURN_WAIT 1
#define THRUST_WAIT 4
#define WEAPON_WAIT 10
#define SPECIAL_WAIT 9


For those who are curious:

MAX_THRUST is the ship's top speed.
[THRUST_INCREMENT / THRUST_WAIT] is the ship's acceleration.
THRUST_WAIT is the level of 'precision' of the ship's acceleration - a higher THRUST_WAIT means you have less fine-control over the ship's rate of acceleration [since acceleration comes less often]. In this case, a THRUST_WAIT of 4 and a THRUST_INCREMENT of 24 means the ship increases speed by 24 pixels every 4 frames, or 6 pixels per frame (on average) - although you only get a burst every 4 frames.

Similarly, ENERGY_WAIT is how long it takes for the batteries to recharge, and ENERGY_REGENERATION is how many 'dots' of battery you get when a recharge happens.

So what you probably want is to increase THRUST_INCREMENT by 1 (to 4), and drop ENERGY_WAIT by 1 (to 9).

Have fun!
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Deep-Jiffa
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #20 on: January 17, 2004, 01:29:48 am »

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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #21 on: January 17, 2004, 01:48:12 am »

Not really, since you just resurrected it back to the top...
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #22 on: January 17, 2004, 02:55:43 am »

HALLELUJAH!
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #23 on: January 17, 2004, 03:25:22 am »

Check the dates and see Hentai resurrected it.
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #24 on: January 17, 2004, 03:38:13 am »

*Hits DJ with pillow and shouts HALLELUUUJAH at the top of his voice.

I don't care who resurrected it, as long as it lives. Oh yes, my precioussss...

EDIT: This is meant to be a friendly and fun post, and in no way whatsoever am I trying to argue your point DJ.
« Last Edit: January 17, 2004, 03:39:11 am by Lukipela » Logged

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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #25 on: January 18, 2004, 02:08:09 pm »

I remember when i was looking for sc2 clones i fould one where you could set have fleets to attack each other in a melee screen.
and in that clone i loved to set up battles to see which side would win. i set both sides to auto.
the funny thing is when you set a equal fleetin points of ur-quan vs earthling cruisers the cruisers would Slauter the ur-quan.  like there would be 10/14 earth cruisers left and 0/10 urquan ships. those numbers could be wrong.


but if you want to make earthling cruiser godlike the replace the point defence with a cloaking device. could you live with yourself if you had such a ship? forget the mark 1, use earthling cruisers and rule the galaxy.
« Last Edit: January 18, 2004, 02:08:39 pm by BioSlayer » Logged

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Death 999
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #26 on: January 18, 2004, 10:51:52 pm »

Quote
but if you want to make earthling cruiser godlike the replace the point defence with a cloaking device. could you live with yourself if you had such a ship? forget the mark 1, use earthling cruisers and rule the galaxy.


Screw the cloaking device. Put in an Afterburner.
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #27 on: January 19, 2004, 05:02:34 am »

In my weird 'fury' mod, I wound up making the Earthling Cruiser the most feared ship in the game just by providing a blast radius to its missiles - each missile was essentially a toned-down version of the Shofixti Glory Device, that did 8 damage at core and petered out to 1 damage at the edge. Then the missiles were given a 'proximity fuse' so they would detonate at their closest point of approach, if they could do damage. Fun, fun fun.
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #28 on: January 19, 2004, 07:44:45 am »

Any betas for the current version of uqm? (I have the beta for the older uqm...)
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Michael Martin
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Re: Earthling Cruiser: The Ship that Could Have Be
« Reply #29 on: January 19, 2004, 10:53:25 am »

Quote
Any betas for the current version of uqm? (I have the beta for the older uqm...)


Nope, they're all still alphas Smiley

There haven't been any "official unofficial" releases to my knowledge; generally, we suggest that people who want to keep up with development as it progresses use SourceForge's CVS repository.  We try not to add anything to that unless we're pretty sure it works.

The only platform we directly support that can't do this trivially is Win32, but the only upgrade so far that would be worth an unofficial update build fixes a problem that only manifests under some versions of Linux, so we can just point them at CVS.
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