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AI War II - Modding / Re: Ship weapon GFX & multiple ship weapons
« Last post by keith.lamothe on Today at 06:52:06 AM »
Basically, I want to avoid a massive ship firing all of it's weapons on a single tiny fighter squadron, when there might be lots of other targets....
Each weapon system does its own targeting. First it filters down to possible targets, and then sorts those to find the most desirable target(s), and in both cases the result can vary radically based on the weapon system type.

That said, if you've given orders to kill a specific thing, or orders to kill "threats to my shields" (the Defense targeting-policy), it's likely to focus-fire for the purpose of efficiency.

You could add a "Cinematic" targeting-policy to get stuff to spread out its fire gratuitously ;)
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AI War II - Modding / Re: Ship weapon GFX & multiple ship weapons
« Last post by swizzlewizzle on Yesterday at 08:26:22 PM »
Hey Chris.

So I got some updated answers to this from the Discord.

One thing that isn't clear still is how to set multiple fire points on a ship (gimbals? Turret locations?) so that it spreads it's "fire GFX" across the ship's surface instead of a single origin point (like the ship's transform you used in your single mesh import vid).

Along with this, it seems that per-weapon targeting is... technically in? It looks like there is a bit more code work required though to get different banks of weapons on a large ship firing on different things?

Basically, I want to avoid a massive ship firing all of it's weapons on a single tiny fighter squadron, when there might be lots of other targets.... in that case, want to have it look more "epic" by spreading the fire around, ala what you would see from a typical star trek/star wars battle. :)
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Starward Rogue / Re: The SR Let's Play thread
« Last post by Pepisolo on Yesterday at 08:08:55 PM »
I'm just sitting down to watch this. Another run by Ethervil, this time focusing on another one of Logo's mod mechs, Crimson Moon. I haven't checked this mech out, yet, actually, I don't think. Should be interesting!

https://www.youtube.com/watch?v=QZLYgeBLsBo
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Starward Rogue / Re: Starward Rogue -- AuGMENTED testing feedback thread
« Last post by Pepisolo on Yesterday at 06:17:48 PM »
Jump rooms: Just one of them is to transfer actually, for a nice spread of puzzle rooms.

Doh! I moved both over. I'll move one back then! :)

Yeah, that Redshift fix should be fine. Making a better fix than that would probably require engine work, but it's not really worth it for a fairly trivial edge case problem.
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Starward Rogue / Re: Starward Rogue -- AuGMENTED testing feedback thread
« Last post by Logorouge on Yesterday at 01:21:17 PM »
[...]
Jump rooms: Just one of them is to transfer actually, for a nice spread of puzzle rooms.

RedShift: I think your fix sounds perfectly reasonable. I doubt anyone will mind that you to let a moment pass for the effect to kick in. It's similar to chests, so Redshift players should be pretty used to it.

Paladin: You're right. More testing time would be good.

Thanks Pepisolo!
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Starward Rogue / Re: Starward Rogue -- AuGMENTED testing feedback thread
« Last post by Pepisolo on Yesterday at 12:28:11 PM »
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-Mystery Missile Crate/Used Battery/Random Buffet: Don't work with Redshift. Timing problem?

Ouch, those Red Shift edge case problems can be pretty tricksy to fix...but fortunately, I seem to have found a solution. The solution is not super ideal, as you will have to progress time for the buffs to kick in, but they work at least. So we currently have the health buff that kicks in immediately, the other buffs need to have time progressed to for them to kick in. Plus, the nicety of filling the energy tank when you get an energy buff doesn't work correctly, but these are such minor issues for such a crazy mech that things are just about fine -- messing with time can cause weird things to happen I guess!

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-Rogue Communicator: The size of the explosions is a bit small.

I'll leave this for Goldenwolf to take a look at.

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-Random Buffet pickup: Remove empty stats space.

-Flux capacitor pickup: Remove empty stats space too.

Yeah, I'm not actually sure we can remove those without engine work (investigates)... actually we can, phew. Basically, rather than using on_pickup_grants_ship_system you need to use <modifier target="OnPickupGrantToPlayer" type="TemporarilyGrantSystem" />. Systems that use on_pickup_grants_ship_system are treated as weapons, which always have a stat block. Or something like that! Anyway...fixed! :)

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-Reflex Amplifier pickup: Remove irrelevant stats display.

Fixed, thanks!

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-Spike Switch: That new art looks like something I'd want to activate. It's perfect.

-Defense leecher pad: Also like the new look.

Nice!

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-QuadPuzzle room: It auto-resolved? Don't know why.

I think I've fixed this, but it's super awkward to test, so I'll just leave my fix in and hope that it works, which it probably should.

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-Crystal Beamer: Cost, 60 -> 70cr. It's just that good.

Changed, thanks. Feel free to make any credit cost adjustments your self, as I only did one pass on the costs, and any changes you want to make will probably be good.

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-Jump or Jumprope room: Square -> SquareNE. More variety for SquareNE, less repetition for Square. It's win-win.

Change those from being in Square to being in SquareNE? Seems good, I don't think Draco will mind if I change that. Fixed!

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-Armada (secondary): The flight sfx of the bulletships seems unnecessary and quickly leads to sound silencing.

I haven't noticed any problems with that, but if it's causing sound to cut out then, yeah, I'll remove it. Cheers!

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-Paladin mech: Both the blade and the shield are wonderful to use now. Great (future) update. But the projectile part going through walls feels like overkill, even though it makes sense thematically.

I think that removing the ignoring walls is going to complicate the implementation a bit more which will cause some extra work. If it's really too much then we can look into removing it, but there aren't any mechs that start with a weapon that ignores walls so it seems like an interesting thing for the Paladin. Plus, the phantom blade projectile is actually one of the weakest starting main weapons, I think, (if you don't use it to melee with) so if a mech starting with an ignores all walls weapon is going to work, then it's most likely to work for the Paladin.  So, perhaps we'll give it a bit more testing time?

Thanks for the feedback! Oh, I'll commit these changes to SVN pretty soon, probably. :)
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Starward Rogue Alpha Discussion / Re: Feedback about Shield
« Last post by tombik on Yesterday at 08:26:40 AM »
Okay, for the latest version of the Paladin the shield has been switched to on press rather than being a toggle, so thanks for that feedback Tombik. Although it is still something we need to monitor, I think. I'm still in two minds on this myself. A bit more feedback on this when AuGMENTED launches should prove useful.

I will try it out and let you know.
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There actually is a Photon Lance module, but the rewards are RNG so you may not get it every play through
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Starward Rogue / Re: Starward Rogue -- AuGMENTED testing feedback thread
« Last post by Logorouge on January 19, 2018, 09:13:26 PM »
Before I forget:  The Meteor Hammer module, some really weird stuff happens if the thing hits a vent or whatever those things are called.

I don't know if that's a "bug" really or just a bizarre interaction, but wanted to mention it before I forget.
It's a weird-looking interaction but it's normal. The vents send the different parts of the hammer to random vents (like usual) and the hammer returns to the user no matter what, resulting in a chaotic display.
___

I had a bit of feedback and suggestions:

-Mystery Missile Crate/Used Battery/Random Buffet: Don't work with Redshift. Timing problem?

-Rogue Communicator: The size of the explosions is a bit small.

-Random Buffet pickup: Remove empty stats space.

-Flux capacitor pickup: Remove empty stats space too.

-Reflex Amplifier pickup: Remove irrelevant stats display.

-Spike Switch: That new art looks like something I'd want to activate. It's perfect.

-Defense leecher pad: Also like the new look.

-QuadPuzzle room: It auto-resolved? Don't know why.

-Crystal Beamer: Cost, 60 -> 70cr. It's just that good.

-Jump or Jumprope room: Square -> SquareNE. More variety for SquareNE, less repetition for Square. It's win-win.

-Armada (secondary): The flight sfx of the bulletships seems unnecessary and quickly leads to sound silencing.

-Paladin mech: Both the blade and the shield are wonderful to use now. Great (future) update. But the projectile part going through walls feels like overkill, even though it makes sense thematically.
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Starward Rogue / Re: Starward Rogue -- AuGMENTED testing feedback thread
« Last post by crazyroosterman on January 19, 2018, 04:03:13 PM »
forgot I made that post btw I've changed my mind about that launcher I still don't like but I don't think its ACTUALY bad in any way it just doesn't jell with what I like to use missiles for (breaking those hardened blocks and interrupting boss bullet patterns when I'm feeling over whelmed)
same for most of its kit really the shotguns fantastic but I just prefer the way faster firing weaponry feels In this game over all. 

I'm really not convinced by the turrets though they felt really underpowered to me in my last session
haven't realy done any toying around with the fact they block bullets though might end up changing my mind on them as well if that functionality works well for me.
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