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Topic: Aftermath (Read 104910 times)
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Tiberian
*Smell* controller
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Posts: 335
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haha, I was reading Madcap's post and was like 'WTF?' and almost posted some shit in IRC being in so much extacy, untill I realised that it was about Aftermath, not UQM.
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EliasDavid
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Just thought I'd tell you how great a job you're doing with this. I can't wait for the other races to be added in, and I'm hoping you have a melee thingy you plan on implenmenting like the super melee in UQM.
EliasDavid
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Shiver
Guest
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Semi-rant:
I personally don't like how the Ur-Quan are the front line of all combat and the Mycon are the ones that guard the starbases. I would replace the patrol fleets with Mycon and VUX ships but have a couple uber-Dreadnoughts pop out of the Starbases.
If you use VUX, you're gonna need to give them some means of closing in fast because even a few Earthling Cruisers would completely dominate hordes of slow moving Intruders what with the way the game's engine works.
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Cronos
*Many bubbles*
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Posts: 170
Shofixti Scoutmaster
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Perhaps this has been brought up or I'm forgetting something, anyway...
I go and mine an asteroid, I then switch ships and mine some more, I then switch ships and mine even more.
So, three ships full of ore.
Now, and I ask this for I feel it to be important, why is it that I only get credits for one cargo load of ore and why are all the cruisers emptied out?
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ChainiaC
*Many bubbles*
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Posts: 139
Cybernetic Experiment
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Hmm... I never noticed that. I usually get 3 or 4 cruisers and clean out the homesystem and simply drop off the cargo... I never actually checked if I got the right price for it. It seems I'm as careless with my game finance as I am IRL
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Madgap
Frungy champion
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We come in peace.
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Ok, I've triple checked both asteroid spawning thing and the resource selling code...both by looking at the code and experimentation. I don't have any problems with them. The one thing I did not do was save and then load the data...so if there is a problem it might be there.
Just to clarify: the asteroid positions, sizes, and resource amounts are random everytime you enter a sector. The game only keeps track of the total amount of resources in an asteroid belt. So if you leave a sector and there is only one 80 resource asteroid left, the next time you enter there may be 4 20 resource asteroids scattered around the belt. I have checked the code and that is working as it should. (Unless it's a save load problem.)
As for selling resources at starbase: a fully loaded earthling cruiser holds 160 resource units (they each weight half a ton). That's 1600 credits for a full load. The cargo ship holds 600 units (6000 credits worth). Cargo ships in the cargo fleets are always fully loaded so it's a pretty good payoff to snag one of those. You can also sell the ship and get some cash that way too (plus whatever additional fuel it was carrying.)
I'll keep checking, but as far as I can tell these things are working as they should.
Now, some of you seem to be a bit better at fighting than I am...the Ur-Quan should definately not be pushovers...the VUX are another story. Next version the Ur-Quan are going to kick butt. You've been warned.
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« Last Edit: May 19, 2004, 09:46:59 pm by Madgap »
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ChainiaC
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Cybernetic Experiment
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The Ur-Quan launch their fighters now, that's really awsome
edit: argh... a point defense laser would be nice :-/
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« Last Edit: May 19, 2004, 10:15:52 pm by ChainiaC »
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Shiver
Guest
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Yeah, no kidding. When the fighters flood in, all my cruisers break formation and start chucking away at fighters to little effect. I had to put Ion Blasters in all the secondary slots so they wouldn't throw away nukes against the little devils at close range. I almost don't want a point defense system - the fighters won't matter much when those are implemented.
Don't like the way the Mycons or the fighters look right now. Podships are supposed to be fleshy and the fighters were a mild brown color that shot yellow beams. The miniature Ur-Quan ships are an odd sight for sure. These complaints are justified since this is a really nice looking game on the whole.
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Strange_Will
Frungy champion
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Posts: 51
I love YaBB 1G - SP1!
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hmm, i need to check this new version, but an idea...
why not do the old star control stuff, take out the little damage dude in the bottom right, and put crew and energy just like the origional star control (or mabye an option in an options menu)
also, as it was said, point defense lasers are a must....
now that dreadnoughts launch fighters, it would be nice to slim down the amount of them and increase their armor, like a real dreadnought, they should be devistating... ALONE
um i think you should make umgah replace ur-quan scouts, and replace the regular ur-quan dreadnought with like... vux and mycon, and replace the stupid uber-quan with the regular ur-quan....
WE NEED SHOFIXTI!! MAKE EM CHEAP AND hehe... fast with lots of explosive power.... like a nuke... rush em into an enemy base hahaha!
also i think you should be able to decide if you want some of your ships to hold their position, so u can rush with stuff like the shofixti... if hes planned....
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Deep-Jiffa
Enlightened
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hmm, i need to check this new version, but an idea...
why not do the old star control stuff, take out the little damage dude in the bottom right, and put crew and energy just like the origional star control (or mabye an option in an options menu)
also, as it was said, point defense lasers are a must....
now that dreadnoughts launch fighters, it would be nice to slim down the amount of them and increase their armor, like a real dreadnought, they should be devistating... ALONE
um i think you should make umgah replace ur-quan scouts, and replace the regular ur-quan dreadnought with like... vux and mycon, and replace the stupid uber-quan with the regular ur-quan....
WE NEED SHOFIXTI!! MAKE EM CHEAP AND hehe... fast with lots of explosive power.... like a nuke... rush em into an enemy base hahaha!
also i think you should be able to decide if you want some of your ships to hold their position, so u can rush with stuff like the shofixti... if hes planned....
I agree with must stuff here, but I have few things to say:
It is his game, he will decide if he wants to put crew/energy or the correct system. Personally I prefer the correct system, more realistic.
True, they should be devistating. But correctly all you have is the crusiers and I don't think they are a match for them, especially when it isn't one on one battlles!
About the AI, in time I am sure that he will do that too. For now what there is is fine.
I wish I could help you
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Deep Jiffa Owns j00!
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Madgap
Frungy champion
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We come in peace.
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Thanks for the feedback guys. The current damage readout will be upgraded over time, but I can't use the 'old style'. There's too much new stuff that I need to display: separate damage to engine, hull, and weapon systems, and each weapon has it's own internal battery and recharge rate.
Play balance is more difficult with many vs. many ship battles. I can't program the computer to analyze your fleet setup and compose the perfect counter force, so I have to make the ships a bit more well rounded (no achilles heels and no super ships).
For instance, there will be a point defense laser, but it will probably be an auto-targeting laser that fires at the closest enemy target. The real earthling cruiser pdl is way too powerful for fleet combat, in my opinion.
I also want to keep the races separate...mostly. No more Ur-Quan hierarchy as Aftermath takes place almost 100 years after the end of sc2. Something very bad happened, and the galaxy is not what it used to be.
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« Last Edit: May 21, 2004, 07:51:41 pm by Madgap »
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