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Topic: Net Melee Balance Mod: ALL ABOARD (Read 39788 times)
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Shiver
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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
Frungy champion
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Posts: 50
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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
*Smell* controller
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Posts: 291
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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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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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jaychant
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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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Terrell
Frungy champion
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Posts: 75
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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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astkr5
Zebranky food
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Posts: 18
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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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Ph
Zebranky food
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Posts: 35
baby we can photoshop until we both rofl
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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
Global Moderator
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We did. You did. Yes we can. No.
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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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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.
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« Last Edit: April 05, 2009, 12:14:13 am by Shiver »
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Death 999
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We did. You did. Yes we can. No.
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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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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 ), 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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jaychant
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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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