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Starward Rogue / Re: AI War themed mech...?
« Last post by keith.lamothe on Today at 04:09:20 PM »
Murdoch Mech
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Starward Rogue / Re: Starward Rogue Twitch stream thread
« Last post by Pepisolo on Today at 01:53:33 PM »
Esty is currently streaming Starward Rogue again! :)

https://www.twitch.tv/esty8nine

Edit: the stream has now finished.
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AI War II / Re: Minor backend bugtracker changes
« Last post by Draco18s on Today at 01:03:33 PM »
* Draco18s salutes
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AI War II / Minor backend bugtracker changes
« Last post by Dominus Arbitrationis on Today at 12:03:08 PM »
Hey Everyone,

I have made a couple of minor changes to the backend of the bugtracker (Mantis), and wanted to put the change notes here, as well as get people's feedback about what kind of difference, if any, these changes have had.

  • Max upload size was raised to 8 MB to better accommodate AI War 2 save sizes
  • Attachments were moved from the database to normal disk storage

Neither of these changes should negatively affect performance, due to most users having small file sizes, and us using SSD drives for the server.

EDIT: Resolved issue with old attachments not being read properly
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AI War II - Interface / Re: Research into RTS UI
« Last post by Someone64 on Today at 07:07:45 AM »
IIRC there's a button in the command panel (bottom right I think...?) that has a circle with an arrow coming out (or in?) of it to set the retreat location. In general things like that are just buttons on the UI. Only a few things absolutely require hotkeys like CTRL Guarding and command queueing and unit groups.
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Starward Rogue / Re: AI War themed mech...?
« Last post by Draco18s on Yesterday at 01:59:51 PM »
That's a good point. In that case, how about Relic Mech?

Call it the Remnant Mech.
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Starward Rogue / Re: AI War themed mech...?
« Last post by Pepisolo on Yesterday at 10:06:35 AM »
Quote
I think just naming it "AI Mech" would make sense, if this is aimed for a promotional content for the release of AI War 2.

Perhaps, yeah. It probably doesn't matter too much what the name is, though, as long as it works for the mech. It could be AI Mech, Relic Mech, I'm not sure...whatever works! :)

Okay, so here's a quick design overview based on the ideas so far (and also a slightly rushed post).

The main ability(?) of the mech is that all enemies start incredibly weak but instead of yourself leveling up, enemies level up instead. You start with full map knowledge. You also get free shop items? If so, what is the purpose of credits? Or perhaps we try to stop credits from spawning? Launcher possibly gives you XP?

An important part of this design is going to be the enemy level up perks. We probably need at least 5 strong perks. Here are some ideas:

Enemy HP
Enemy Damage -- this is actually tricky, since the game only has enemy damage numbers varying from 1 to 5, having a percentage increase doesn't as much sense. So instead perhaps there would be perks to give enemy shots +1 damage.
Enemy Movement AND/OR Fire Rate AND/OR Shot Speed -- what would be the best way to separate these perks out?
Enemy Spawn Rate
...others?

I'm not so sure on the being able to move freely through rooms idea -- it's probably worth trying but it seems like it might be too exploitable.

Mech name: Relic Mech, AI Mech, Ancient Tech Mech...?
Main Weapon: Unknown.
Secondary: Spire Photon Lance
Missile: Drone Launcher...?

It seems like we're making good progress. Cheers!
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Starward Rogue / Re: AI War themed mech...?
« Last post by Logorouge on Yesterday at 09:04:28 AM »
Ancient Tech Mech. Somethign along the line because AI War plays far back in the past or better said, Starward Rogue is so far in the future that a Mech from that time would be so old.
That's a good point. In that case, how about Relic Mech?
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Starward Rogue / Re: AI War themed mech...?
« Last post by tombik on Yesterday at 08:25:31 AM »
I think just naming it "AI Mech" would make sense, if this is aimed for a promotional content for the release of AI War 2.
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AI War II - Interface / Re: Research into RTS UI
« Last post by etheric42 on Yesterday at 12:15:24 AM »
Ah, interesting.  I'm glad someone is working on Total Annihilation 3.  I still don't get why some games insist alternate between left mouse and right to input commands.  I mean seriously, why is move right click and attack move a+LEFT click.  Why is placing buildings left click and moving right click (not as bad as attack-move earlier, but still).  Seriously, make a button the "select things but don't really do things" button and another button the "seriously, go do this" button.

Also what is with having early campaign missions be a tutorial and then saying "you should overdrive your metal extractors, read the manual to know what we mean by that."

I did really like the click-drag to draw formations thing.  I did not like that I couldn't make my selections walk at the speed of my slowest unit selected.  I mean if it wants me to cover my rocketeers with machine gun fire to protect them against basic speed bots, then let me move my rocketeers at the speed of the machine gunners.  Also, when is a game going to let me see a unit's patrol waypoints and just let me drag them to move them around.

I also didn't like how I could assign a builder to a command group and then the units that it spawned weren't automatically part of that command group.  I thought that was the way it worked way back in TA.

Auto retreat is nice.  The game should tell me how to set a retreat location, but I assume it shows up in a later campaign mission.

Also interesting is the traditional build menu+hotkeys AND a radial build menu by holding right-click.  AoE metal extractor placing is also nice.

The feedback parts of the interface lean heavily on TA and SC.  I guess why fix what isn't broken.  I like being able to draw on the map, but I still feel a bit crowded in by the interface and I don't know how many units I've selected at one time (or that I own).  Whoever chose green as a default PC color on a grassy background was wrong, I often have a hard time picking out individual units and I often zoom out to icon land just to find things.

A lot of interesting things there to explore!  (Plus now I have some TA3 to keep me entertained in the evenings for awhile, Planetary Annihilation just didn't do it for me.)
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