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| | |-+  Net Melee Balance Mod: ALL ABOARD
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Author Topic: Net Melee Balance Mod: ALL ABOARD  (Read 26937 times)
Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #90 on: June 16, 2009, 11:55:44 pm »

[!] Update v1.12 [!]


Balance changes:

Chenjesu: Regen increased from 1 per 4 frames to 1 per 3 frames, battery size increased from 30 to 40, DOGI cost set to 40, Photon Shard cost set to 7. As a result, the Broodhome is more resilient to energy drain.

Thraddash: Afterburner exhaust timer decreased from 144 to 140 frames. Weapon speed decreased from 90 to 80 for the purpose of lowering the weapon's range.

Utwig: Fixed shield behavior against Ur-Quan fighter beams. This issue was present in version 1.10.

Ur-Quan: Fighter cost switched back to 5 per fighter. Fighter return time increased from 13 seconds to 20 seconds.

VUX: Maximum warp-in distance from enemy ship reduced. Battery capacity increased from 30 to 34.


I believe I may have fixed the intermittent crash bug, but am not really sure. It doesn't happen on my computer when I try to replicate it. I'm sure I'll find out from you guys soon.
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Death 999
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #91 on: June 17, 2009, 05:55:15 am »

I have been slowed down by the birth of my son. I think I'll be able to do it the next time I commute, which should be monday.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #92 on: June 17, 2009, 06:22:40 am »

I have been slowed down by the birth of my son. I think I'll be able to do it the next time I commute, which should be monday.

Yeah sure, don't even worry about time constraints because there aren't any.

I'm starting to have second thoughts about the shape I gave you. I think I'd rather have 1.2x default length, 1.33x default width instead. Remember that the base needs to be the same width as the old cone or I can't use it.
« Last Edit: June 17, 2009, 06:24:49 am by Shiver » Logged
Lukipela
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #93 on: June 17, 2009, 08:00:43 am »

I have been slowed down by the birth of my son. I think I'll be able to do it the next time I commute, which should be monday.

As excuses go, this is a pretty good one. Massive congratulations on the new addition to your family! Guess we won't be seeing much of you around here, but we'll be thinking warm thoughts and wishing you and the family all the best.
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Death 999
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #94 on: July 22, 2009, 09:16:50 pm »

How about I just send you the recoloring code? Then whatever you pick, the recoloring at least will be really easy.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #95 on: July 23, 2009, 08:44:51 pm »

I've got the random cone color generator working. A few gripes:

1) The program works one image at a time rather than in a massive batch.
2) It seems to leave some transparency in the cone itself.

Aside from these two things, it's exactly what I need and I'll set about making an improved Umgah soon. v1.12 is apparently bugless and flawless, so the next update will be devoted solely to Umgah.
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Resh Aleph
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #96 on: July 23, 2009, 10:18:42 pm »

v1.12 is apparently bugless and flawless,

Oh, about that...

v1.12 has crashed twice on my machine:

  • Ur-Quan vs. cyborg Yehat
  • Arilou vs. cyborg Ur-Quan

But it's much less frequent than before.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #97 on: July 23, 2009, 11:56:33 pm »

Well it's not bugged. There can be as many as twelve fighters and each of them has more instructions per frame than an Orz marine. Most likely UQM 0.6.2 doesn't handle that much activity well. The decrease in crashing is because I simplified fighter behavior. For instance, there used to be a special instruction for dodging away from Androsynth comets at a longer distance than other ships that was removed. Fighter behavior can't be simplified further without dumbing them down.

As an aside, I have nothing but contempt for those of you who still play frequent melee bouts against the cyborg and don't use #uqm-arena. You guys are the reason there are no more tournaments. I should strip the cyborg code right out of the mod just to spite you.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #98 on: July 24, 2009, 12:08:06 am »

As an aside, I have nothing but contempt for those of you who still play frequent melee bouts against the cyborg and don't use #uqm-arena. You guys are the reason there are no more tournaments. I should strip the cyborg code right out of the mod just to spite you.

Cheesy
But replace it with the code that connects you to a random player who is in #uqm-arena Tongue.
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Resh Aleph
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #99 on: July 24, 2009, 12:09:57 pm »

As an aside, I have nothing but contempt for those of you who still play frequent melee bouts against the cyborg and don't use #uqm-arena.

Yeah, netmelee doesn't seem to work too well over long distances. The game sort of loses its value when the FPS is a fraction. Tongue

Anyhow, it doesn't make much sense to me that the game crashes because of being "overwhelmed". That should simply slow it down. And my 2.67 GHz Core 2 isn't too shabby.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #100 on: July 24, 2009, 03:45:31 pm »

Yeah, netmelee doesn't seem to work too well over long distances. The game sort of loses its value when the FPS is a fraction. Tongue

Anyhow, it doesn't make much sense to me that the game crashes because of being "overwhelmed". That should simply slow it down. And my 2.67 GHz Core 2 isn't too shabby.

You have a bad connection. Other Israeli players are able to play online without much trouble. Gradient has been logged in or idling out in the arena for quite a while now. You would certainly be able to get a game out of him, maybe even some suggestions for getting decent connectivity with other countries.
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Death 999
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #101 on: July 24, 2009, 04:43:37 pm »

1) The program works one image at a time rather than in a massive batch.

What syntax would you prefer? Even with the code as it stands, In unix, at least, you can arrange batch execution with xargs. There ought to be a windows cmd equivalent.

2) It seems to leave some transparency in the cone itself.

Oh, I guess I didn't recompile after changing it back to the way you wanted. I can recompile and resend, after I find out what file specifying syntax you'd prefer.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #102 on: July 24, 2009, 10:08:09 pm »

1) The program works one image at a time rather than in a massive batch.

What syntax would you prefer? Even with the code as it stands, In unix, at least, you can arrange batch execution with xargs. There ought to be a windows cmd equivalent.

I'm not aware of a windows equivalent built in, but you can download xargs for windows (along with find and locate) at http://gnuwin32.sourceforge.net/packages/findutils.htm
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #103 on: August 13, 2009, 12:35:49 am »

[!] Update v1.15 [!]


Changes:

Arilou: Battery size increased to 22. Laser range increased from 80 to 88.

Thraddash: Energy recovery decreased from 1 every 4 frames to 1 every 5 frames.

Umgah:  Antimatter cone substantially increased in size. Battery capacity decreased from 30 to 20. Retropropulsion will consume energy every other consecutive zip, halving the ship's rate of energy consumption. Retropropulsion speed decreased from 160 to 140. Point value set to 8.

Ur-Quan: Fighter pursuit time decreased from 13 to 12 seconds. Fighters deploy with their weapons on cooldown.




EDIT: Up to 1.16 now. There was a defect in the Ur-Quan fighter fan-out code that made fighters sometimes move beyond 32 speed. Also raised the cost of launching fighter squadrons by 1 point.
« Last Edit: August 15, 2009, 07:49:54 pm by Shiver » Logged
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #104 on: August 22, 2009, 04:10:25 am »

I like the new Umgah a lot more. The new cone helps a lot, especially against the cruiser and flanking ships. The changed zip is nice too.
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