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Author Topic: Raise the difficulty?  (Read 10010 times)
Krulle
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Re: Raise the difficulty?
« Reply #30 on: February 17, 2004, 04:42:16 pm »

That sounds promising Bwahaha!

In the play-challenges waiting for the final architecture has been mentioned as well.

BTW: Does anyone know how much app. has been achieved already?
Something between 20 and 80 % of the restructuring???

I must say, i enjoy it!

too bad my skills are not good enough....

Enjoy!
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Zeep-Eeep
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Re: Raise the difficulty?
« Reply #31 on: February 17, 2004, 05:50:22 pm »

Quote
As someone who has "hacked" a fair chunk of UQM code in the past, I would strongly recommend holding off until 0.4 before forking the project.

Why?  Well, for one, Michael's "road-to-0.4" posts seem to indicate that there will be some fairly fundamental paradigm shifts in a number of key areas in the UQM code.

Secondly, the gist that I've gotten from several of the core team's posts is that 0.4 is going to be breathtakingly close to the 1.0 release - this means that when 1.0 does hit the streets, it won't take a great deal of effort to bring the fork up to the same standard.

None of that should stop the thoughts from flowing, though!  The last couple of weeks have seen some really strong ideas come from a wide range of people - enough to inspire me to lend a hand on the 0.4 fork, should we ever get that far.


I agree. The 0.4 release seems to fix a good number of bugs and adds some eye-candy. Any work/havoc I perform on the code will wait until 0.4 is released.
I'd also like to say that I really like the gathering of resources idea, rather than straight RUs. I always thought that was a little flakey.
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Death 999
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Re: Raise the difficulty?
« Reply #32 on: February 17, 2004, 08:55:04 pm »

While we're at it, you should be able to recover some RU's from any of your ships that were blown up in the battle.

I was thinking of something else when you said that -- having each ship have a vector of resources it needs -- some amount of commons, radioactives, base metals, exotics, nobles, rare-earths. If you don't have enough of a certain type, you can use the standard RU system, but it will not be as efficient (ship costs would be raised to compensate).

Therefore, you might actually want to get corrosives, because your Spathi and Supox need them, but if you want Utwig, focus on the rare earths and radioactives.

A melnorme tech might be to improve the exchange rate.

Hmm...












shipcomcormetnobrarpreradexo
cruiser40614022020500
eluder200200200100102500
blade40030015116521
jugger251510035100501033


etc. Note that only if you exactly match the requirements do you actually make it down to the listed RU price.

Modules and fuel could lack this disadvantage.
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Terminator
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Re: Raise the difficulty?
« Reply #33 on: February 17, 2004, 10:59:22 pm »

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Here's an idea: try winning the game with the computer fighting all the battles for you, maybe even on the lowest setting...

That's how I finished 0.2.  Secondly the level only affects one thing speed.  I had to use it on the highest setting win keep on booting uqm in melee in anything slower.
« Last Edit: February 17, 2004, 11:00:31 pm by Terminator » Logged

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Death 999
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Re: Raise the difficulty?
« Reply #34 on: February 18, 2004, 01:19:11 am »

What are you talking about? The computer AI difficulty level affects much more than speed - use of the special in particular.
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FalconMWC
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Re: Raise the difficulty?
« Reply #35 on: February 18, 2004, 01:22:33 am »

If the computer is on easy - it will NEVER us the secondary weapon.
The other two levels of difficulty both use the secondary weapon.
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Deep-Jiffa
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Re: Raise the difficulty?
« Reply #36 on: February 18, 2004, 11:33:42 am »

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If the computer is on easy - it will NEVER us the secondary weapon.
The other two levels of difficulty both use the secondary weapon.

Except for the probe.
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Death 999
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Re: Raise the difficulty?
« Reply #37 on: February 18, 2004, 07:58:29 pm »

And the Pkunk. Really, these are sort of trivial examples.
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Re: Raise the difficulty?
« Reply #38 on: February 19, 2004, 01:10:03 pm »

Shows what I know,  Question how do u get the yehat and pkunk to join anyway? I know how to start the revoultion, but what are the triggering events/times?
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Krulle
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Re: Raise the difficulty?
« Reply #39 on: February 19, 2004, 01:48:40 pm »

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Shows what I know,  Question how do u get the yehat and pkunk to join anyway? I know how to start the revoultion, but what are the triggering events/times?

Spoiler ahead!

the Pkunk make their way towards the Yehat. Be sure to have started the revolution, then they'll survive

Actually, you seem to know the things needed anyway. Just give it time.
Otherwise, this is the wrong thread to ask this question.
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Mormont
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Re: Raise the difficulty?
« Reply #40 on: February 20, 2004, 02:52:54 am »

Hard mode, that's a great idea. Here are my suggestions:

The Sa-matra fireballs and green globs move a bit faster, perhaps equal to Pkunk speed, and cannot be destroyed. The size of the inner guard fleet should be doubled.

Or better yet, if it isn't too difficult, scrap the above Sa-matra ideas and make you fight the guards at the same time.

I really like the idea of the caster calling in hierarchy ships as well as the melnorme, though you shouldn't have to wait for long - maybe one minute.

ALL enemy ships should have their hyperspace speed and interplanetary speed increased. Right now, you can avoid almost everything with full thrusters and turning jets.

Better AI would be nice, but difficult to program.

The destroyed ship RU idea is excellent! You would get a lot less money, and no RUs from hyperspace ships is also a nice idea.

Rainbow worlds provide -100 credits. Technology costs +50 credits. Fuel costs 4 credits per 3 fuel, rather than one each. Lander upgrades protect you 2/3 as often.

Your flagship can hold 2 less thrusters and 2 less maneuvering jets.

Ships chase you farther out of their sphere of influence.

All modules cost +30%, except fusion blasters and ion cannons only cost +20% more because nobody uses them. Your ship can hold a maximum of 5 shiva furnaces. All ships cost +40%, except the Jugger costs 3x as much because the AI has no clue how to fight it.  Hellbore range dropped a lot, ion cannon range increased somewhat, fusion blaster ranged increased a little, ATS system is a bit less reliable.
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Chrispy
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Re: Raise the difficulty?
« Reply #41 on: February 20, 2004, 04:25:20 am »

I think better ai, if possible, is the greatest idea brought up here.
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Re: Raise the difficulty?
« Reply #42 on: February 20, 2004, 04:38:43 am »

Never having played TW to any degree, I have no idea on this, but would TW's AI be any better, if it could be somehow "imported" into UQM?

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Deep-Jiffa
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Re: Raise the difficulty?
« Reply #43 on: February 20, 2004, 10:27:05 am »

Let me picture you the AI of timewarp in the nicest way I can:
Picture a robot who can do 6 things in the simplest way possible.
That's TW AI right now.
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Death 999
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Re: Raise the difficulty?
« Reply #44 on: February 20, 2004, 06:24:33 pm »

Having just played TW for the first time yesterday, I must say I completely agree. One of the bots is called 'moronbot' and the other is 'wussybot'. Obviously, they aren't exactly Iceman or Maverick.
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