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Author Topic: Aftermath  (Read 94554 times)
Fossaman
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Re: Aftermath
« Reply #330 on: February 12, 2005, 12:55:05 am »

You left the solar system. You're supposed to blow up then.

Hey madgap, I have never been able to get the full game to work with .67, it just freezes, doesn't show my ship or anything. Any suggestions?
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Deus Siddis
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« Reply #331 on: February 12, 2005, 01:23:06 am »

Hey Robert, I downloaded Aftermath recently, Excellent Game!!! I can't believe you did all that on your own, in your free hours. It is really going to rock when the completed version comes out. If you don't mind my asking, are you going to release Aftermath and its sources under the GNU?

I hope the next build will come out soon!

P.S. The Kohr-Ah model is 100% evil.
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Kaiser
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Re: Aftermath
« Reply #332 on: February 14, 2005, 03:37:35 pm »

Hrm...  Perhaps replace the Yehat fighters with small Shofixti Scout models?  It'd make sense due to the relationship between the Yehat and Shofixti (Yehat Carrier anyone?) as well as make sense with their general ship design.
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Madgap
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Re: Aftermath
« Reply #333 on: February 15, 2005, 07:08:19 am »

Fossaman: I think you can get it to work by going directly to the main game.  If you go into melee first it gets screwed up.  I'll fix that in the next release.

Deus_Siddis: Thank thatsteveguy for the the Kohr-Ah model, and pretty much every model in the game.  He's around here somewhere. Smiley

To all: If a ship blows up right when you load that's almost always a data error of some kind.  Like a missing or miss named hull file.  Professionals (with fulltime testers) usually would throw an assert and stop the game or let it crash.  This way they can find and fix bugs quickly.

I, on the other hand, try to make sure that above all the game never crashes.  The up side is that the game will try to correct the situation on it's own so you can continue playing.  The down side is some bugs are harder to notice, and thus go unfixed.

I was gone all weeked so I didn't get any work done.  I'll try to get something out next tuesday since I have monday off.

-Madgap
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Fossaman
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Re: Aftermath
« Reply #334 on: February 16, 2005, 08:20:36 am »

It's always the shofixti and arilou ships that blow up. I think you need to up the hull capacity, because when you buy them in the starbase their load indicator is red.
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thatsteveguy
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Re: Aftermath
« Reply #335 on: February 17, 2005, 07:11:52 am »

Yeah, I'm still around... just been waiting for the new versions to come out before I bog Madgap down with more models to balance... >:-)

-TSG

BTW, Madgap, how's life in the working world?

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Deus Siddis
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« Reply #336 on: February 17, 2005, 08:26:00 am »

Cool, I can't wait to see the chenjesu and the chmmr.
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TheSaint
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Re: Aftermath
« Reply #337 on: February 19, 2005, 08:01:14 pm »

Hello.
First of all, all praises to Madgap. I read all 23 pages before starting playing the game and i want to say: great work! graphics are fantastic. gameplay is good aswell. now a few suggestions and a bug:

probably bug:
upon starting game for first time i mined some asteroids, bought fleet, constructed few mines, one starbase, went to fight the ur-quans, then i decided to mine 'roids a bit more, in few star systems couldnt have find any 'roid, then on 2 systems i've found 'roids on sensors, went that way, but no roids were displayed. i doublechecked in another galaxy and same happened. they are on the radar and not on screen. i can bump into those, after i colide i am going in opposite direction from previous course so game is registering them. but i cant mine them and see them. i tried with lazer to get them, rockets etc but they pass thru. its like its there and not there at same time. Those roids in first available system(at start few cm in front of u) are successfuly displayed and mined by me.

suggestions:
i find game quite playable and i congratulate u for it. my suggestions are:
1. instead of displaying all your ships that bump into one another all the time, making noises and annoying u, i suggest u show only one ship from fleet - the one that u switch to. like in starcon. u have all the ships in so-called fleet but they are not shown on screen. that will help u fasten the game more. tho its fast enuf and running smoothly for me at least. this will also help u dividing game into two parts - quest solving and combat. i suggest u make an option of running from combat without warp. like in Pirates. for example: fighter can/cant run from cruiser and vice versa. depends if u think that bigger ships have more powerful engines and higher speed or if u decide that small ships are more maneuverable and faster.
2. i suggest u speed up a main vessel in hyperspace
3. when buying items, if u click at certain slot it shud show u, below starship picture, text and characteristics of weapon that is already installed there and at the moment it shows u item/weapon that is selected on the left in the inventory/buy menu. that should be fixed. when i click my weapon slot i wanna see characteristics of current weapon and when i click on weapon in starbase menu i wanna c its characteristics.
4. i think that colisions with ships shud lower ship shields aswell as colisions with asteroids. if u bump too many times into asteroid ship shud blow up.
5. i suggest that instead of making asteroid small while ur mining it u might assign some value to each asteroid and lower the percentage of  mineral/metal on that asteroid. for example i ran into Aluminium rich asteroid. i start mining. there is indicator (%) that shows me 100% then lowering ... 78% ... 77% ... 49% etc. when u deplete asteroid it chages image to usual rock asteroid. no more golden veins or interesting colors. that way u dont destroy them. looks interesting, makes game more challenging if u can hit into something that can kill u, etc.
6. i also suggest u make planets/suns distance bigger than current one. at least 50%. and enable sun damage.
7. my personal suggestion would be making hyperspace bluish. for me it fits space better than red or green like sc2. btw great job on space colors, nebulas and dust. i love it.
______

now here is my offer to help aswell. i can make u a pictures of aliens for communications in rpg part of game. especially if u dont need big ones. i have a friend that is quite good at drawing, and im not that bad myself. we could draw and color it or just draw and thesteveguy could model it if u think its more apropriate. im also a coder so i can help u a bit with coding certain things, but since im student i could not spare mucho time on it. pictures, small coding tasks thats about it. also maybe few game ideas that starcon gives us at the end. i also have some v nice icons u can use throughout the game. ill post this on forums and send u to mail aswell.

Best regards,
TheSaint

p.s. the arilou and shof shippies are still blowing up before u even get the chance to look at it.

{edit:
actually i remember now that during gameplay one time when i died and went back to game menu game threw error "error cant load xxx " some module or model or something and after that this error happened. it didnt happen again.
}
« Last Edit: February 20, 2005, 04:02:18 am by TheSaint » Logged
Deus Siddis
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Re: Aftermath
« Reply #338 on: February 19, 2005, 10:43:11 pm »

"1. instead of displaying all your ships that bump into one another all the time, making noises and annoying u, i suggest u show only one ship from fleet - the one that u switch to. like in starcon. u have all the ships in so-called fleet but they are not shown on screen."

Personally, I kind of like having a large fleet follow you everywhere. It looks cool.

I have two suggestions too.

1) Make the point defense lasers a little more effective against escort and capital ships.

2) Take away the nuke ammo limit. It is kind of imbalancing and unnecessary.


If you want my help, I can build models in the freeware program Blender 3D. I don't know what kind of model files your engine can use, but if it can use mine, I might be able to help.
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TheSaint
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Re: Aftermath
« Reply #339 on: February 20, 2005, 04:04:03 am »

it does look cool, but ships often bump into u or each other, sometimes even stop u in moving by creating a bunch and they also speed down ur game, eating ur machine resources.
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Fossaman
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Re: Aftermath
« Reply #340 on: February 20, 2005, 05:09:51 am »

The only thing that really bugs me about the fleet ships is when they fly right into your mining laser or knock the asteroid you're mining flying.

Has anyone else noticed that when you have ships in your fleet with heavy autolasers and you're attacking an enemy starbase, whenever you encounter a new enemy the start firing on you? I've had my ship blown up by my own fleet.
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Deus Siddis
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Re: Aftermath
« Reply #341 on: February 20, 2005, 08:14:22 am »

The really sad part about that story is you actually got killed by an auto laser.  Tongue

Anyway, I thought that's what it's supposed to do, shoot everything in range. I mean, it even shot asteroids in SC2.
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Fossaman
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Re: Aftermath
« Reply #342 on: February 20, 2005, 10:18:48 am »

Right, but I'm talking six heavy auto lasers firing at the same time. And it's NOT supposed to shoot friendlies.

Although, in version .655, you can make a nice haul by blowing up friendly cargo ships and collecting their cargo with it.
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Deep-Jiffa
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Re: Aftermath
« Reply #343 on: February 21, 2005, 12:29:40 am »

I have tested the melee and I have few comments:

1. The AI sucks. They just fly towards you and die.
2. The koar-ah FRIED is useless when the pc uses it. The computer never uses it when he has to ( usally on nothing)
3. Yehat terminator:
a. wtf I can't see the secoundry weapon bolts.
b. No shield? That is too bad
c. Too powerful. It can beat koar-ah and ur-quan ( 1 and 2 ) without a scartch. Missle from far and if you dare to come near then you will be rained with invisible bolts and die.
« Last Edit: February 21, 2005, 01:11:57 am by Deep_Jiffa » Logged

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Deus Siddis
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Re: Aftermath
« Reply #344 on: February 21, 2005, 12:52:39 am »

Well, we can squawk for weeks about how things need to be balanced, but it might be better to just let the weapon types and damage levels be the same as they were in SC2, for now. Adjustments can be made off of that model.

Still, balancing is something you'd probably save for the end of a project. Midway through dev, content adding and bug squashing are the main focuses. When that's mostly done, you'd build a system that would allow you to alter values quickly without compiling and the real balancing act would then begin. As it stands now, most of all the specialized weapons and devices are not even coded yet, so there is only so much balancing which can take place, anyway.

That's just what I've heard, though.
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