I'm not going to complain when someone else is cleaning up my mess - so, no problem, go ahead and thanks for doing thisDilvish wrote:I would like to go ahead and get this finished and commit it, and then we could talk about working from there.
Search found 6002 matches
- Sat May 04, 2013 6:10 pm
- Forum: Programming
- Topic: Changes to weapon tech code names and ship part code names
- Replies: 8
- Views: 699
Re: Changes to weapon tech code names and ship part code nam
- Sat May 04, 2013 3:43 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Re: Reworking weapon/armor/shield stats
At pretty much the same time you were posting here, I was raising a concern about a portion of the changes, specifically the part and tech name changes, in this thread. I'll be glad to get to work on adjusting the AI to the substantive changes; I'm hoping the unnecessary part and tech name changes ...
- Sat May 04, 2013 3:32 pm
- Forum: Programming
- Topic: Changes to weapon tech code names and ship part code names
- Replies: 8
- Views: 699
Re: Changes to weapon tech code names and ship part code nam
Ok, sorry guys, I apparently went a bit overboard with the change of the internal names. I concede you definitely have a point here, basing internal names on game concepts rather than fluff content makes sense. However, I want to point out, that the old strictly linear naming scheme for the weapons ...
- Fri May 03, 2013 6:11 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Re: Reworking weapon/armor/shield stats
Ok, after much tinkering and some very basic play testing I've gone ahead and committed the reworked/rebalanced weapon/armor/shield stuff. Commit#5996 Reworked/rebalanced/adjusted weapons/armor/shields to accommodate for new shield mechanics -Added new shield and armor parts -Added new and adjusted ...
- Wed May 01, 2013 5:16 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Re: Reworking weapon/armor/shield stats
As there haven't been major objections to my last suggestions, I've started to implement the necessary changes, so we can get to some real testing. However, when I started on the shield parts, I realized that I have to set the shield strength via effects to make them non-stacking. Now, before the ne...
- Mon Apr 29, 2013 6:36 pm
- Forum: General Discussion
- Topic: Up-to-date FreeOrion Mac-SDK and build - Test please!
- Replies: 810
- Views: 260507
- Mon Apr 29, 2013 6:35 pm
- Forum: General Discussion
- Topic: Recent Windows Builds
- Replies: 767
- Views: 266778
Re: Recent Windows Builds
New test build (SVN 5995) available for Windows on sourceforge.
Download link for full installer.
Download link for zip archive with executables only.
Download link for full installer.
Download link for zip archive with executables only.
- Mon Apr 29, 2013 3:11 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Re: Reworking weapon/armor/shield stats
Alright, based on eleazar's objections and Ragwortshire's suggestions I've come up with somewhat different numbers. I've also decided to discard the new neutron parts, they only complicate things, it's probably better to get the new numbers for weapons/armor/shields done and leave the neutron techs ...
- Mon Apr 29, 2013 1:38 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Re: Reworking weapon/armor/shield stats
Like eleazar said, excellent As far as I'm concerned, go ahead!Dilvish wrote:... How does that sound?
- Sun Apr 28, 2013 2:41 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Re: Reworking weapon/armor/shield stats
I don't think it would be a bad thing if early game battles frequently lasted for a few turns-- at a time when the player is more likely to want to closely manage his few ships, and withdraw from battles not going well. The problem with that is that once an invader has survived one game turn of bat...
- Sun Apr 28, 2013 2:34 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Re: Reworking weapon/armor/shield stats
It strikes me as odd that you get a weapon, shield and armor from neutron stars. That seems to me a little monotone, and give a lot of significance to the single luck factor of getting a neutron star in range. I'd rather see special stuff based on different special resources. Good point. The reason...
- Sun Apr 28, 2013 12:31 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Re: Reworking weapon/armor/shield stats
One initial reaction is that multiplying the hull values by 10 might be a bit too much at least at the lower end of hulls -- a Mark I shouldn't really need 17 shots to take down another Mark I it seems to me. That's reasonable. I had looked at the hull structure of the weakest hulls and come up wit...
- Fri Apr 26, 2013 7:16 pm
- Forum: Other Game Design
- Topic: Shields -> Damage Reduction
- Replies: 128
- Views: 9817
Re: Shields -> Damage Reduction
The non-stacking should be doable with just content changes, so if someone would like to do so / post a patch that modifies the relevant content file(s), that would be useful regardless of whether a release happens soon. Based on this recent test experience I've already considered coming up with so...
- Fri Apr 26, 2013 7:10 pm
- Forum: Other Game Design
- Topic: Reworking weapon/armor/shield stats
- Replies: 28
- Views: 4509
Reworking weapon/armor/shield stats
As mentioned here , I've considered to come up with new numbers for weapon, armor and shield stats. Meanwhile I've gone ahead and given it a try. It turned out that if I don't want to do things halfway, other things need to be touched/changed too. First of all, IMO we need to do some kind of "...
- Thu Apr 25, 2013 12:18 pm
- Forum: Other Game Design
- Topic: Shields -> Damage Reduction
- Replies: 128
- Views: 9817
Re: Shields -> Damage Reduction
If there was some means by which shield meters were reduced as well, then the regeneration could be a factor that stacks. Oh! That sounds like an interesting, and good, idea. If what you have in mind is a specialized weapon ("shield disrupter") that temporarily reduces the shield strength...