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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.02 20:11:00 -
[421]
Edited by: MotherMoon on 02/01/2008 20:22:56 oh hey!
in the ship mode, your using blue text on blue background...
ouch.
Also damps are great!
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |
MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.02 20:13:00 -
[422]
Originally by: CCP Prism X This is either the most epic RickRoll attempt of all times or possibly legit.. ..either way I refuse to fall for it!
P.S. Don't tell me you thought I'd post something constructive in a Tarminic thread, just don't. P.P.S. Gallenties and Minnies? And here I was hoping you'd just rolled Tarminic all wrong when you started without putting much thought into it.
lamer
I thought you were cool Prism X
(p.s. :P) pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |
Nova Fox
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Posted - 2008.01.02 21:19:00 -
[423]
Edited by: Nova Fox on 02/01/2008 21:25:28 Edited by: Nova Fox on 02/01/2008 21:22:45 Nanos no longer eat up armor max, instead they eat armor armount
Shield extenders have the same icon as shield boosters
Goonswarm mode does have a few waves that are right on top of each other, also there still seems to be a missile in goonswarm that does way to much damage, unsure if its just a bunch of missiles piled ontop of each other.
Suggested Bob mode where you fly a jovian frigate outfitted with all weapons, ewars, off field support, got some good tank going and 10 drones and spawns cruiser bc and possibly battleship to become the real reason why the bob empire fell. however goonswarm mode needs fixen first.
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Lance Fighter
Amarr
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Posted - 2008.01.02 23:45:00 -
[424]
poke...
the maulus with magstabs indeed does good damage...
*disclaimer: Nothing i say, do, think, or once have said, done, nor thought about can be held against me* |
Lance Fighter
Amarr
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Posted - 2008.01.03 01:27:00 -
[425]
Edited by: Lance Fighter on 03/01/2008 01:27:44 and using said maulus, i got all the way to the third mission... and got... THIS YET AGAIN DAMNIT
___________________________________________ ERROR in action number 36 of Draw Event for object Minimap:
Error in code at line 9: other.BulletX = other.MapWidth+other.X;
at position 41: Unknown variable X
edit witch killed my game.
*disclaimer: Nothing i say, do, think, or once have said, done, nor thought about can be held against me* |
MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.03 01:40:00 -
[426]
I fully support a jova mission where you play as the jove :)
and wehat is with the head!
is it a bomb test?
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |
Blane Xero
Amarr The Firestorm Elite
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Posted - 2008.01.03 06:42:00 -
[427]
The head is a "Derek bomb", its for blitzing missions i guess.... also X increases your max shields/armor but zero's out your score as does the bomb...
Also, DABUMP!
Welcome to EvE |
Blane Xero
Amarr The Firestorm Elite
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Posted - 2008.01.03 06:44:00 -
[428]
Originally by: Lance Fighter Edited by: Lance Fighter on 03/01/2008 01:27:44 and using said maulus, i got all the way to the third mission... and got... THIS YET AGAIN DAMNIT
___________________________________________ ERROR in action number 36 of Draw Event for object Minimap:
Error in code at line 9: other.BulletX = other.MapWidth+other.X;
at position 41: Unknown variable X
edit witch killed my game.
is it happening when you call in a strike? or when something specific shoots you? or when you shoot something? because it looks like its a bug in the minimap where a certain thing doesnt get mapped properly, and casues the minimap to throw that error, and sometimes crash the game....
Welcome to EvE |
MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.03 06:51:00 -
[429]
I would still love it if you and that window up top moved around with you.
as in you move down so the radar and the play screen moves down and then left and you only start moving away from the middle of the screen when you touch the edge or you only move the screen when your close to to edge?
that's why two cents I want the little square to move with me so I can reach out or back up to ambush enemies.
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |
Tarminic
Forsaken Resistance The Last Stand
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Posted - 2008.01.03 06:57:00 -
[430]
Originally by: Blane Xero
Originally by: Lance Fighter Edited by: Lance Fighter on 03/01/2008 01:27:44 and using said maulus, i got all the way to the third mission... and got... THIS YET AGAIN DAMNIT
___________________________________________ ERROR in action number 36 of Draw Event for object Minimap:
Error in code at line 9: other.BulletX = other.MapWidth+other.X;
at position 41: Unknown variable X
edit witch killed my game.
is it happening when you call in a strike? or when something specific shoots you? or when you shoot something? because it looks like its a bug in the minimap where a certain thing doesnt get mapped properly, and casues the minimap to throw that error, and sometimes crash the game....
That's pretty close actually. The minimap uses it's own x and y position as a starting point and multiplies the position of everything it draws by a scale (0.1 for a ten to one scale). The "BulletX" variable is the position on the screen where the bullet is drawn, and the "X" should be lower case instead of upper case. I think that this only occurs when a bullet leaves the right side of the screen, could be wrong though. Either way I've fixed it already for the next version, but my internet is craptacular for another 24 hours at least.
The good news is that the error will only pop up while said bullet exists, so keep clicking it and it should go away after the bullet expires. ---------------- Tarminic - 30 Million SP in Forum Warfare Play EVE: Downtime Madness v0.77.2 |
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Blane Xero
Amarr The Firestorm Elite
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Posted - 2008.01.03 07:02:00 -
[431]
Edited by: Blane Xero on 03/01/2008 07:02:19 You mean, i actually got something.... right? oh god the end of the world is near!
Also for teh second time, Tar your sig is a little Out of date
Welcome to EvE |
Tarminic
Forsaken Resistance The Last Stand
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Posted - 2008.01.03 07:09:00 -
[432]
Originally by: Blane Xero Edited by: Blane Xero on 03/01/2008 07:02:19 You mean, i actually got something.... right? oh god the end of the world is near!
Also for teh second time, Tar your sig is a little Out of date
Dually noted and updated! ---------------- Tarminic - 30 Million SP in Forum Warfare Play EVE: Downtime Madness v0.78 |
Lance Fighter
Amarr
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Posted - 2008.01.03 08:00:00 -
[433]
im not entirely sure what i was doing at the time, but it was entirely possible that one of my maulus's shots (with extended range) went clear off the right side of the screen. Those maulus shots seem to be able to instapop a pair of frigs.
And i still cant use the cruisers in the third mission :|
and did you nerf the derek bomb?
Oh yea, the artillery seems a bit.. cartoonish. little things like fireworks shooting... poor accuracy justs adds to this.
*disclaimer: Nothing i say, do, think, or once have said, done, nor thought about can be held against me* |
Nova Fox
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Posted - 2008.01.03 14:57:00 -
[434]
Is it possible for the vigil to have multiple painters that lase individual targets aka not stack each other?
If this is possible then it may open up the third minmatar frigate option.
Auto/Rifter with burner and decent tank would seem greelightable
Vigil is highly effective and on the same level as the malaus cept for its ewar its true it does more damage allowing for more offensive manuvers but it only does one target at a time, if a vigil can lase multiple targets at once this would be great.
The third frigate can be a mix between the two, possibly auto cannons, missile launcher, burner with 1 painter. Which hull to use seems uncertain but this may work out.
Arty Thasher is greenlightable once it gets its burner however the tank may be a bit to powerful on the boat but extensive testing may cite its balanced in this game and not reflecting the ingame use.
Waiting on the catalyst blaster/railgun to roll off the assembly line to pit the thrasher against for comparison of fire power and use.
Railgun shots seem powerful with enough upgrades and may overkill how with the tone down of range and limiting the shots fireable range. Any numerical changes to the railguns in the campaign should be held until the shop is finalized.
Is it possible to have our ships railguns slightly staggered fire similar to our enemies? May improve shot coverage of aimed area allowing for possible increase of accuracy giving 2 oppertunities to hit instead of 1 oppertunity with 2 shots.
IF railgun punchthough is ever introduced then the offscreen support shots would probably do best with extreme travel range to at least cover the travel from top to bottom. Large shell damage will be needing adjusting though.
Railgun sprite suggestion to make it cool looking First color change to light green/blue color then have the shot create a same colored smoke trail as it travels.
Goonswarm, player's blasters still outrange campaigns railguns
Because of goonswarms no shop mode would it be possible to get the drops in the store made available for random looting in gs mode or are loot tabels shared between the two modes?
I suggest that the speed modules available in the store get removed, we get enough of these things in the normal drop rate as is. Also suggest a Tech 2 1 time purchase upgrades for reppers, damps, drones, ect. That is if its possible to give each ship thier own shop.
More backgrounds and some stylization with menues and pages. Low priority but shouldnt be ignorged for the final version.
Killboard suggested once more
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.03 17:33:00 -
[435]
ctrl for shield repping and armor is in a wierd place move it up to spacebar I think.
but that's just my opinion
also some times when you buy a 50k upgrade it takes all your money.
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |
Nova Fox
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Posted - 2008.01.03 20:47:00 -
[436]
Thats because its buyings multiple numbers of that item far to quickly.
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Lance Fighter
Amarr
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Posted - 2008.01.03 23:23:00 -
[437]
indeed, plus range and damage on the ships makes for lots of damage.
*disclaimer: Nothing i say, do, think, or once have said, done, nor thought about can be held against me* |
Tarminic
Forsaken Resistance The Last Stand
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Posted - 2008.01.04 15:43:00 -
[438]
Originally by: Nova Fox Is it possible for the vigil to have multiple painters that lase individual targets aka not stack each other?
It would take a lot of work unfortunately, so for now I think I'll stick with one target.
Quote: Railgun shots seem powerful with enough upgrades and may overkill how with the tone down of range and limiting the shots fireable range. Any numerical changes to the railguns in the campaign should be held until the shop is finalized.
I may be slightly reducing Railgun damage in the next version, and there are changes to the shop that I've implemented that will keep things from getting too overpowered. I'll go into them soon.
Quote: Is it possible to have our ships railguns slightly staggered fire similar to our enemies? May improve shot coverage of aimed area allowing for possible increase of accuracy giving 2 oppertunities to hit instead of 1 oppertunity with 2 shots.
Well, it may be possible but might also be too much work at the moment. I'll explain how player weapons are coded right now: Each player-created weapon has a fire rate (per second) and a variable called StepsToFire, which counts down from the fire rate times 30 (30 frames per second). When the countdown reaches zero, another variable called CanFire is set so that whenever any of the firing keys/button are pressed the gun fires. Once that happens the countdown is set to FireRate*30 and CanFire is set to false again. This mechanism is repeated for each gun. Unfortunately this means that it's difficult to code the ability to stagger shots since each gun calculates its countdown separately. I'll look into it for a later version though.
Quote: IF railgun punchthough is ever introduced then the offscreen support shots would probably do best with extreme travel range to at least cover the travel from top to bottom. Large shell damage will be needing adjusting though.
Punchthrough has now been added for railguns, here's how it'll work: If a railgun shell impacts its target and successfully destroys it, the railgun shell will not be destroyed but it's damage will be halved.
Quote: Railgun sprite suggestion to make it cool looking First color change to light green/blue color then have the shot create a same colored smoke trail as it travels.
Yeah, I've been meaning to work on the railgun sprite for awhile but never got to it. I like the smoke trail idea though...
Quote: Goonswarm, player's blasters still outrange campaigns railguns
Intended, all weapons in Goonswarm Mode have double the range and damage of normal weapons.
Quote: Because of goonswarms no shop mode would it be possible to get the drops in the store made available for random looting in gs mode or are loot tabels shared between the two modes?
Yes, I'll be adding offensive powerups Soon(TM).
Quote: I suggest that the speed modules available in the store get removed, we get enough of these things in the normal drop rate as is. Also suggest a Tech 2 1 time purchase upgrades for reppers, damps, drones, ect. That is if its possible to give each ship thier own shop.
I may reduce the effectiveness of some of the speed modules, and some changed for the next version of the store will help this.
Quote: More backgrounds and some stylization with menues and pages. Low priority but shouldnt be ignorged for the final version.
Heh, my wife just mentioned that actually.
Quote: Killboard suggested once more
I'll be adding a scoreboard, but it's a lower priority at the moment since I'm not sure how to differentiate between modes using the built-in highscore. HOWEVER! I may add a web-based killboard. ---------------- Tarminic - 30 Million SP in Forum Warfare Play EVE: Downtime Madness v0.78 |
Tarminic
Forsaken Resistance The Last Stand
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Posted - 2008.01.04 15:57:00 -
[439]
Edited by: Tarminic on 04/01/2008 15:57:50
Originally by: Lance Fighter And i still cant use the cruisers in the third mission :|
Working on that, yes...though I may change the third mission so you can only use frigates for it, but have a significantly larger support force.
Quote: and did you nerf the derek bomb?
Hrm, don't think so.
Quote: Oh yea, the artillery seems a bit.. cartoonish. little things like fireworks shooting... poor accuracy justs adds to this.
Part of the problem with the large artillery is that there's no actual explosion when they detonate. I've added one and that should help.
Quote: strange bug where when the armor/shield values hit so high, they go to "INF/INF". At this point, the blue/green bars skew off to the left and up...
Weird.
Quote: ___________________________________________ ERROR in action number 5 of Draw Event for object AbstractEnemyJammer:
Error in expression:ParentShip.Size position 12: Unknown variable Size
I get one of those when i kill something that has an active jammer. ignoring clears it
Thanks for reporting that one, I've identified and corrected it. ---------------- Tarminic - 30 Million SP in Forum Warfare Play EVE: Downtime Madness v0.78 |
Tarminic
Forsaken Resistance The Last Stand
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Posted - 2008.01.04 16:03:00 -
[440]
Originally by: Nova Fox Thats because its buyings multiple numbers of that item far to quickly.
Both Tristan and Iskure if you buy the range and damage mods in lvl 1 and 2 wtfbbqpwntsfoxie lvl 3 without support. Waiting on store revamp to see if this will be corrected.
It has been corrected, see below.
Quote: Lvl 4 gallente starts but no units are produced. would it be possible to have goonswarm mode be a placefiller for missions you havent started to create yet?
Hrm, I should at least do something better than just an empty mission.
Okay, a rundown for the changes I'm adding for the new version: Tutorial In the last big version I removed the screen that tells you the controls, but didn't replace it with anything. Doh! The next version should have a tutorial for controls and then one for the various mechanics of each race, even if it's a bit limited at first.
Mission 3! I'm changing this mission so you'll be stuck in a frigate once more, but instead of two cruisers as support you'll have an entire squadron of friendly frigates, which is a surprising amount of firepower.
Upgrade Store There are two major changes to the upgrade store. The first is that ships will have actual mid and low slots now! Here's how that will work. Frigates: 3 mid slots and 3 low slots Destroyers: 4 mid slots and 4 low slots Cruisers: 4 mid slots and 4 low slots Battlecruisers: 5 mid slots and 5 low slots Battleships: 6 mid slots and 6 low slots
Minmatar Ships: +1 Mid slot, -1 low slot Caldari Ships: +2 Mid slots, -2 low slots Gallente Ships: +1 Low slot, -1 mid slot Amarr Ships: +2 low slots, -2 mid slots
So a Gallente cruiser would have 3 mid slots and 5 low slots while a Caldari cruiser would have 6 mid slots and 2 low slots, for example.
Mid and low slots will limit the upgrades that can be purchased. Speed mods, damage mods (at the moment) and armor mods will use Low slots. Capacitor mods and shield mods will use Mid slots. This system is a bit simpler than EVE's fitting system but created a decided style for each race:
Minmatar - Generally focused on shield tanking but with some ability to fit speed and damage mods. Must sacrifice tanking for capacitor upgrades. Caldari - Decidedly focused on shield tanking, with little ability to fit speed and damage mods. In exchange they may fit extra-hard tanks or good tanks + capacitor mods. Gallente - Generally aimed toward armor tanking, so their mid slots are a bit freer. They have to sacrifice their tank to fit damage or speed mods, however. Amarr - Heavily focused on armor tanking, which allows them to fit either an extra-heavy tank or a good tank + additional speed or damage mods. In exchange they must sacrifice their capacitor. It should be noted, however, that Amarr naturally have superior capacitor compared to other ships.
Instead of their cost increasing, modules will now have a stacking nerf (they put this in EVE for a reason!). This nerf will not be quite as extreme as EVE's stacking nerf, but don't expect to get much use out of the fourth or fifth purchase of the same upgrade. ---------------- Tarminic - 30 Million SP in Forum Warfare Play EVE: Downtime Madness v0.78 |
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Lance Fighter
Amarr
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Posted - 2008.01.04 18:31:00 -
[441]
sounds like a good idea, all around...
about the derek bomb, it used to be that you could spew out a hundred or so of them, but now you can only shoot one...
*disclaimer: Nothing i say, do, think, or once have said, done, nor thought about can be held against me* |
Lance Fighter
Amarr
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Posted - 2008.01.04 18:40:00 -
[442]
ah ok so it was intentional. No harm done...
*disclaimer: Nothing i say, do, think, or once have said, done, nor thought about can be held against me* |
Jack Hybrid
Caldari Autaris Enterprises
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Posted - 2008.01.05 01:27:00 -
[443]
Give me a shout if you need any help with music / sfx Sounds like a great game, pity im on mac. ------------ From the integrated screen in the pod of Jack Hybrid |
Tarminic
Forsaken Resistance The Last Stand
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Posted - 2008.01.05 01:36:00 -
[444]
Originally by: Jack Hybrid Give me a shout if you need any help with music / sfx Sounds like a great game, pity im on mac.
Actually, you can help if you can convert several sound effects in the EVE .stuff files into MP3s for me. I'd like two sound effects for the following weapons: -Small, medium, and large autocannons -Small, medium, and large artillery -Small, medium, and large blasters -Small, medium and large railguns -Light missiles and heavy missiles ---------------- Tarminic - 31 Million SP in Forum Warfare Play EVE: Downtime Madness v0.78 |
Alex Raptos
Caldari The Firestorm Cartel
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Posted - 2008.01.05 02:58:00 -
[445]
Only thing i could really reccomend, is for when you introduce the minmatar ships and storyline, could you add in the ability to chose your weapon type instead of just adding in ships with one type, possably even add the ability to mix your weapons.
Also, add in (underneath your Dones in bay / current in space) 5 little health icons for each drones health, would greatly increase awarenes off when something they are attacking off-screen is taking a fancy to your drones...
And lastly, in the bottom left (or right) hand screen, a list of pickups you have collected (namely ones that have both a positive and negative affect, i.e overdrives/nanofibers) and the ability to remove them via a little "-" sign beside them, it would greatly counter the problem of slowing to a stop when picking up too many plates/overdrives and being snagged on the edge of the screen
Tarminic is my Hero |
Nova Fox
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Posted - 2008.01.05 04:31:00 -
[446]
low pri bug
derek bomb prevents refiring of primary weapons more than once.
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Lance Fighter
Amarr
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Posted - 2008.01.05 07:59:00 -
[447]
dont use derek bomb, problem solved.
*disclaimer: Nothing i say, do, think, or once have said, done, nor thought about can be held against me* |
Tarminic
Forsaken Resistance The Last Stand
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Posted - 2008.01.06 00:46:00 -
[448]
Greetings loyal fans!
Despite how it may have appeared, I haven't forgotten about the new version I promised you guys. Myself and the wife are about to go get some food but once I return you'll receive a nifty new version. Some new features: 1. Tutorials for both basic controls and the Gallente ships 2. A pleasant surprise for those who are good at Goonswarm mode.
Plus my smattering of bug fixes and updates. ---------------- Tarminic - 31 Million SP in Forum Warfare Play EVE: Downtime Madness v0.78 |
MotherMoon
Huang Yinglong FOUNDATI0N
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Posted - 2008.01.06 00:54:00 -
[449]
Originally by: Tarminic Greetings loyal fans!
Despite how it may have appeared, I haven't forgotten about the new version I promised you guys. Myself and the wife are about to go get some food but once I return you'll receive a nifty new version. Some new features: 1. Tutorials for both basic controls and the Gallente ships 2. A pleasant surprise for those who are good at Goonswarm mode.
Plus my smattering of bug fixes and updates.
woot!
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |
Nova Fox
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Posted - 2008.01.06 01:49:00 -
[450]
/me preps the big hammer list of thinks to try to break.
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