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| | |-+  Net Melee Balance Mod: ALL ABOARD
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Author Topic: Net Melee Balance Mod: ALL ABOARD  (Read 39784 times)
Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #15 on: March 27, 2009, 05:12:54 am »

However, I do have a bug to report. I'm not entirely sure what specifically happens to cause it, but some ways into a battle with a Dreadnought, a sync error often crops up. So far, it's the only ship I've seen that causes an error. To the extent of my testing, it's always when fighters are deployed, usually a lot of them. It probably has something to do with the new fighter AI behaviour?

I wouldn't be too surprised if this turned out to be the case. The Dreadnought's code is stupidly complicated now. It may need simplifying.
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evktalo
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #16 on: March 27, 2009, 03:32:22 pm »

Yes! This is great news. I'm not sure when I'll have the time to play the mod (more), but I hope it'll be soon.

--Eino
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Dabir
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #17 on: March 27, 2009, 10:18:51 pm »

Sometimes when fighters are launched, they don't go anywhere for a bit, just stick around near the Dreadnought. I first thought it was the feature where a cloud of defensive fighters is launched, but I saw that you took that out. At a guess, it might be something to do with the alterations to the pursuit instructions, but it's your code so you'll know best what to do.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #18 on: March 27, 2009, 10:33:15 pm »

Sometimes when fighters are launched, they don't go anywhere for a bit, just stick around near the Dreadnought. I first thought it was the feature where a cloud of defensive fighters is launched, but I saw that you took that out. At a guess, it might be something to do with the alterations to the pursuit instructions, but it's your code so you'll know best what to do.

If you had read the Ur-Quan section of the change log or the Ur-Quan section of gameplay tips you would know that fighter idle behavior kicks in when the enemy ship is very far away. I can't really blame you for not reading either given that the former is an unbelievably huge wall of text and the latter is nonessential, but the question is still mildly irritating. I might possibly change fighter behavior at some point.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #19 on: March 27, 2009, 11:53:07 pm »

I don't think the fighters need much more tweaking. The behavior is great. One thing I really like is the fact that small, weak ships can't just evade fighters and shoot at them with their small guns anymore, lending some usefulness to the fighters against these ships. The gathering at the Dreadnought makes it harder for them to die because of time, which is good.

However, maybe a recall signal like the Orz one would be great.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #20 on: March 28, 2009, 02:24:24 am »

In future versions of UQM will this mod be included?  If so, will we have the option to play without the mod if we so see fit?
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #21 on: March 28, 2009, 02:55:23 am »

If I understand your question, no the mod isn't in anyway an official part of UQM and it probably won't ever be. But you already have the option to run either base UQM or the mod with a single installation -- just run uqm.exe instead of the shortcut to uqm-balance.exe.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #22 on: March 28, 2009, 09:39:13 am »

Whoa, how did this thread escape my attention for so long?  In any case, this is awesome and I look forward to playing it.  On a related note, I hope that the Macintosh version is not too long of a wait.

Congratulations to Shiver (and to all others involved) for this staggering achievement.
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Death 999
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #23 on: April 04, 2009, 03:00:00 am »

In reference to that mac (or other version)... I'll see what I can do. I've built uqm before.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #24 on: April 04, 2009, 11:31:12 pm »

Nic has the Mac stuff ready on his page. This Mac build is error-ridden, though. VUX limpets will crash the game for reasons beyond my understanding.

I don't think I'm going to update the mod (fix the intermittent Ur-Quan desync, poke ship stats, etc) until post UQM 0.7.
« Last Edit: April 05, 2009, 12:14:13 am by Shiver » Logged
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #25 on: April 06, 2009, 06:24:47 pm »

Error-ridden?  Don't be so dramatic.

The lone crash bug reported so far has been found and corrected.  The game should be fully playable now.

http://www.submedia.net/uqm/
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #26 on: April 07, 2009, 04:51:07 pm »

ZOMG.

The new Ur-Quan are scary. Those fighters sure take care of themselves a lot better. The energy drain is vicious.

The Supox are one tenth as hard to use as they used to be.

The Androsynth look substantially cooler.

I haven't played enough with the Thraddash to get a good feel for them in normal matches yet, but they sure look interesting.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #27 on: May 12, 2009, 09:01:14 pm »

Squashing the Ur-Quan desync bug was a stroll through hell (Even core team members couldn't figure out what was wrong with my code Sad ), but it's done. I'm not going to upload a new official version just yet for there are a few things I'm experimenting with. For one thing, I want to make another viable counter to Kohr-Ah so that Utwig stops being a mandatory fleet addition. If anyone has any ideas, throw them out here I guess. For reference, Utwig is effective against Kohr-Ah because Kohr-Ah's primary weapon leaves litter for it to collect and recharge itself.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #28 on: May 12, 2009, 11:21:34 pm »

Whatever happened to Spathi as an effective counter against Kohr-Ah? And if it was found to be a bad counter, improving it would be a good place to start.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #29 on: May 12, 2009, 11:50:19 pm »

Spathi is still just as effective, but thing is, players never mindlessly chase you (unless it's me getting impatient). I've actually experimented with making the BUTT missiles faster, but it made the Eluder much too powerful.
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