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Author Topic: Aftermath  (Read 98951 times)
Cronos
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Re: Aftermath
« Reply #240 on: August 07, 2004, 11:13:51 am »

Apologies but considering I've been awake since 4 AM I think the odd slip up here and there is excusable. Smiley
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thetallman13
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Re: Aftermath
« Reply #241 on: August 07, 2004, 09:07:50 pm »

I've noticed a bug.  After a raid into the system by pirates/enemies/whatever, my cargo ships disperse.  This is cool, but then they don't form up again and I have to go into hyperspace and come back in system to get them on my tail again.
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Madgap
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Re: Aftermath
« Reply #242 on: August 07, 2004, 09:37:22 pm »

It's actually not a bug.  They are fleeing to hyperspace by leaving the 'board', about 9500 units away from the center.  That can always be changed in the future...but at least it keeps them safe.
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Re: Aftermath
« Reply #243 on: August 08, 2004, 11:38:02 am »

Great job MadGap, I must say I am truly amazed by this piece of work!

Just a quickie suggestion...
How's about a link to your Aftermath site, I had to flip through quite a few pages just to find a link to your site. I was thinking if you put it in your sig or something, it'd be quick and easy for some of the new people to find!
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Re: Aftermath
« Reply #244 on: August 15, 2004, 08:21:19 pm »

No way in hell this is dropping to the bottom, Madgap, what do the Research Stations do where precursor artifacts are found?

//Semi Clandestine Bump-O-Matic
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thetallman13
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Re: Aftermath
« Reply #245 on: August 16, 2004, 12:31:54 am »

You beat me to it cronos, I was just about to do that. Cheesy
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Madgap
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Re: Aftermath
« Reply #246 on: August 16, 2004, 02:53:20 am »

Research stations 'mine' planets with precursor artifacts on them...I think only ice planets have precursor artifacts.  They represent another type of strategic resource, like titanium.  However, right now no system requires any precursor artifacts so don't bother with the research stations.

The next version will have an ultimate goal that will need to be met, and some kind of score so you can compare your abilities.  I'll also add in a save/load menu since that's pretty easy.  Lastly, I'm working on a new type of strategic level enemy...something that 'spreads'.  That's all I can say. Wink
« Last Edit: August 16, 2004, 02:54:09 am by Madgap » Logged

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Re: Aftermath
« Reply #247 on: August 17, 2004, 04:59:03 am »

I seem to be having a problem:

I got 5 earth fighters and 1 shofixti transport, 3 mine bases inside the transport...

I cannot build mines, I select the planet (P) but when I hit B nothing happens....

Tryed both flying the fighters and the transport... nothing
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Madgap
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Re: Aftermath
« Reply #248 on: August 17, 2004, 05:51:26 am »

I replaced B with a right context sensitive right click.  Mouse cursor only appears when you move the mouse.  You can select any target with a left click, or bring up the new drop down menu with a right click.

-Madgap
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Re: Aftermath
« Reply #249 on: August 17, 2004, 08:28:39 pm »

I'm thinking that the research posts should give advantages like SC1 did.

For example, you find a planet with an artifact on it. Build a research station and you can access a particular ship upgrade.

So Dynamos, turning jets, thrusters and crew pods would all add to the effectiveness of a ship. Think of them as sub modules for the module slots.

Certain precursor artifacts should also unlock certain systems, like advanced sensors that double your targeting range, Advanced shielding that offers more reliable protection then ordinary shielding, or ablative armor that costs less then shielding while offering the same protection and being unable to regenerate.

Damage amplifiers should also make a debut with precursor artifact help.

Also, where are the Pkunk? Smiley

If my ideas arent too clear or they dont make much sense it's because I needs my sleep.
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Re: Aftermath
« Reply #250 on: August 19, 2004, 02:57:58 pm »

Is there some way i could change the amount of Ru's in a system through some small editing....Need more money and dont Have Patince enugh ^^ Could you add something like a Fuel count number and in hyperspace autopilot implement a req fuel to got to X from X hope you understand what i mean
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Re: Aftermath
« Reply #251 on: August 20, 2004, 01:46:05 pm »

Hmmm... I bought 2 mine constructors and saved my game. When I loaded it again, the mine constructors where gone but the cargo space was still taken. Wich basically means start over.  :-/
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Eran
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Re: Aftermath
« Reply #252 on: August 22, 2004, 07:11:21 pm »

I, as well, would like to applaud you madgap for a job very well done. The game runs pretty smoothly already and is a marvel to look at. Also, congratulations on your new job. I know its really hard to get into the industry, though you probably won't have any time to work on aftermath, especially when crunch-time rears its ugly head,  And coincidentally it's just around the corner.

Anyway, while I'm not have programmer in any shape, form or way, I we try to use my meager artistry skills to supply you and thatsteveguy with some concept art, once I get my scanner working. so I'll at least do something.

And finally, a few suggestions:
1) also mining and anticollision

I, as well, would like to applaud you madgap for a job very well done. The game runs pretty smoothly already and is a marvel to look at. Also, congratulations on your new job. I know its really hard to get into the industry, though you probably won't have any time to work on aftermath, especially when crunch-time rears its ugly head,  And coincidentally it's just around the corner.

Anyway, while I'm not have programmer in any shape, form or way, I we try to use my meager artistry skills to supply you and thatsteveguy with some concept art, once I get my scanner working. so I'll at least do something.

And finally, a few suggestions:
1)Auto-mining and anti-collision AI have already been mentioned, and I know AI is the hardest part of the game. That being said, it would also be great if you could assign different AI's various ships. Such as miner, forward assaults, defensive etc.
2)      
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Eran
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Re: Aftermath
« Reply #253 on: August 22, 2004, 07:27:20 pm »

Grrr....
The rest of my post:
      2) Naming your ships would be very nice. Also when you buy ships you should be able to see what they have on them, it's a bit problematic now. Best thing would be if when your mouse goes over the icon the name of the part pops up.
      3) You should be able to see your credit rate whenever you want to, so I suggest when you press escape when your out of a base menus would pop up dealing with all kinds of stuff about your fleet.  How much credit you have, which ships is equipped with what, that sort of thing.

That's it for now, so good luck.
 Yours,
Eran.

PS
If the mod would be kind enough to glue my two posts I'd be greatly obliged. Thank you.
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thatsteveguy
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Re: Aftermath
« Reply #254 on: August 26, 2004, 02:50:17 am »

Ack! Today's one of the last days I've got access to a computer for the next couple of weeks. I can already feel the withdrawal. Anyway, once I get back online I'll get more models and whatnot made. In the meantime though here is one request for a feature that Aftermath NEEDS to have:

*MELEE*

Even if it's just against the computer it will help people new to Aftermath get used to the interface, help work out a balance for weapons and hulls and as a bonus help me do models for this game. I don't think it would be a hard thing to do, though of course not being a coder could make me very, very wrong. Smiley

So Madgap, could you please, please, please do a basic melee. It would be like christmas all over again.

-TSG

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