New Bombard weapons

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.
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spikethehobbit
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New Bombard weapons

#1 Post by spikethehobbit » Fri Nov 27, 2015 4:40 pm

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.
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[The extension patch has been deactivated and can no longer be displayed.]

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Vezzra
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Re: New Bombard weapons

#2 Post by Vezzra » Sun Nov 29, 2015 12:53 pm

Can you create a pull request with that patch on github? That's the recommended way to provide patches now.

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MarcThibeault
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Re: New Bombard weapons

#3 Post by MarcThibeault » Sun Nov 29, 2015 4:40 pm

Sound like some pretty sweet doomsday weapons!
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spikethehobbit
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Re: New Bombard weapons

#4 Post by spikethehobbit » Mon Nov 30, 2015 9:04 am

Pull request "New bombardment weapons #411" submitted to github.
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Vezzra
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Re: New Bombard weapons

#5 Post by Vezzra » Mon Nov 30, 2015 10:03 am

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.

spikethehobbit
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Re: New Bombard weapons

#6 Post by spikethehobbit » Mon Nov 30, 2015 4:14 pm

Fixed.
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MatGB
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Re: New Bombard weapons

#7 Post by MatGB » Mon Nov 30, 2015 5:44 pm

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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spikethehobbit
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Re: New Bombard weapons

#8 Post by spikethehobbit » Tue Dec 01, 2015 11:02 am

Thank you for your suggestions and corrections.
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Vezzra
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Re: New Bombard weapons

#9 Post by Vezzra » Tue Dec 01, 2015 12:09 pm

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")?

spikethehobbit
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Re: New Bombard weapons

#10 Post by spikethehobbit » Tue Dec 01, 2015 1:41 pm

I'm already in there as Spike. :)
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Vezzra
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Re: New Bombard weapons

#11 Post by Vezzra » Tue Dec 01, 2015 1:55 pm

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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Balance Issue

#12 Post by spikethehobbit » Thu Dec 03, 2015 5:46 pm

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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MatGB
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Re: Balance Issue

#13 Post by MatGB » Thu Dec 03, 2015 11:46 pm

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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Vezzra
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Re: New Bombard weapons

#14 Post by Vezzra » Fri Dec 04, 2015 1:41 pm

Isn't there a "OneOf" function in FOCS which randomly picks one item out of a list of items...?

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Geoff the Medio
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Re: New Bombard weapons

#15 Post by Geoff the Medio » Fri Dec 04, 2015 1:57 pm

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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