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 Post subject: New Bombard weapons
PostPosted: Fri Nov 27, 2015 4:40 pm 
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Space Squid

Joined: Mon Aug 27, 2012 7:24 pm
Posts: 57
EMP Generator (kills robotic)
Graviton Pulse (kills lithic)
Dark Ray (kills phototrophic)
Chaos Wave (kills everything)

Something I came up with a while ago, but forgot to submit.


Attachments:
bombard.patch [13.21 KiB]
Downloaded 61 times

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 Post subject: Re: New Bombard weapons
PostPosted: Sun Nov 29, 2015 12:53 pm 
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Release Manager, Design
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Can you create a pull request with that patch on github? That's the recommended way to provide patches now.


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 Post subject: Re: New Bombard weapons
PostPosted: Sun Nov 29, 2015 4:40 pm 
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Space Floater
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Joined: Thu Jul 04, 2013 12:48 am
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Sound like some pretty sweet doomsday weapons!

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 Post subject: Re: New Bombard weapons
PostPosted: Mon Nov 30, 2015 9:04 am 
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Space Squid

Joined: Mon Aug 27, 2012 7:24 pm
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Pull request "New bombardment weapons #411" submitted to github.

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 Post subject: Re: New Bombard weapons
PostPosted: Mon Nov 30, 2015 10:03 am 
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Looks good. As I can see, you've already put a license statement into your sig, can you extend that a bit? Game content (like the content scripts in your patch) is also licensed under the Creative Commons Attribution-Share Alike 3.0 Unported license, so we also need a license statement from you covering that. For reference, see the official license statement of the FreeOrion Project as contained here.


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 Post subject: Re: New Bombard weapons
PostPosted: Mon Nov 30, 2015 4:14 pm 
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Space Squid

Joined: Mon Aug 27, 2012 7:24 pm
Posts: 57
Fixed.

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 Post subject: Re: New Bombard weapons
PostPosted: Mon Nov 30, 2015 5:44 pm 
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Have added some comments on the PR, I like the overall work, it's good, there are some copy/paste errors (perhaps replace all uses of monsters using death spores with monsters using bombardment weapons?).

If implemented, then the organic base weapon needs reverting, which I'd be fine with, but we then need to sort out what to do with monsters that use them. It springs to mind that there could be a monster using each type of basic weapon, also that the death wave could be used by Experimentor beasties.

Good work, needs tweaking ;-)

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Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


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 Post subject: Re: New Bombard weapons
PostPosted: Tue Dec 01, 2015 11:02 am 
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Space Squid

Joined: Mon Aug 27, 2012 7:24 pm
Posts: 57
Thank you for your suggestions and corrections.

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 Post subject: Re: New Bombard weapons
PostPosted: Tue Dec 01, 2015 12:09 pm 
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spikethehobbit wrote:
Fixed.
Perfect. Another thing: Is there a real name you want to provide for the credits, or should we just list you under your nick ("spikethehobbit")?


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 Post subject: Re: New Bombard weapons
PostPosted: Tue Dec 01, 2015 1:41 pm 
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Space Squid

Joined: Mon Aug 27, 2012 7:24 pm
Posts: 57
I'm already in there as Spike. :)

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 Post subject: Re: New Bombard weapons
PostPosted: Tue Dec 01, 2015 1:55 pm 
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spikethehobbit wrote:
I'm already in there as Spike. :)
Ah, yes, right. Strange, I did search credits.xml for "spike" before and didn't find you, that's why I asked... well, must have mistyped "spike" somehow ;)


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 Post subject: Balance Issue
PostPosted: Thu Dec 03, 2015 5:46 pm 
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Space Squid

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In play testing, I have found a balance issue with the new weapons: Monsters bombard every planet in a system when they visit it. This means a trio of Black Kraken armed with a single Chaos Wave each would kill 6 population per planet. In a system with 4 planets, that is 24 population lost, which seems excessive. What I recommend is that monsters bombard one randomly chosen planet each when visiting a system, but I am not sure how to implement that.

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 Post subject: Re: Balance Issue
PostPosted: Thu Dec 03, 2015 11:46 pm 
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spikethehobbit wrote:
In play testing, I have found a balance issue with the new weapons: Monsters bombard every planet in a system when they visit it. This means a trio of Black Kraken armed with a single Chaos Wave each would kill 6 population per planet. In a system with 4 planets, that is 24 population lost, which seems excessive. What I recommend is that monsters bombard one randomly chosen planet each when visiting a system, but I am not sure how to implement that.
I agree, and neither do I. Anyone?

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Mat Bowles

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 Post subject: Re: New Bombard weapons
PostPosted: Fri Dec 04, 2015 1:41 pm 
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Isn't there a "OneOf" function in FOCS which randomly picks one item out of a list of items...?


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 Post subject: Re: New Bombard weapons
PostPosted: Fri Dec 04, 2015 1:57 pm 
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Programming, Design, Admin
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Vezzra wrote:
Isn't there a "OneOf" function in FOCS which randomly picks one item out of a list of items...?
Yes, but in this case you'd want the NumberOf condition to pick one in-game object.

OneOf(...,...,...) is used to specify that one of a list of values (numbers, planet types, strings, etc.) should be evaluated and used.


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