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Private Alpha Discussion / Re: Helping out with External Code
« Last post by BadgerBadger on Today at 10:19:08 PM »
Thanks for the feedback! I shall give them a try and see how it goes.
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Private Alpha Discussion / Re: Helping out with External Code
« Last post by keith.lamothe on Today at 10:07:32 PM »
Neat :)

An interesting refinement would be to have each cluster connect to its two neighbors by the two closest planets instead of center to center. as a lack of line-overlap generally seems to be more pleasing visually, and I think it would be more interesting strategically though center-to-center has its own points there.

And a variant could add a second "ring" of clusters closer to the center of the map, but there's only a few of them, each connecting to cluster N and N+2 in the outer ring (and possibly to other inner-ring ones, not sure if that would be an improvement).

A further variant would be to add a central cluster that connects to each of the inner-ring clusters.

Though it's hard to have that many clusters without a higher than normal planet-count (120 was tops in AIWC), I imagine.
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Private Alpha Discussion / Re: Helping out with External Code
« Last post by BadgerBadger on Today at 08:53:43 PM »
Hey Keith/Chris! I managed to create a planet style that I think feels pretty cool. It's trying to feel like "solar systems ultra-lite", where we have planets on a ring, each orbited by a few other planets. You have to go via the central planet of each ring to get to the ring of planets, so for people who like choke points it should work well.

If you guys would like to include it in the base game you'd be welcome, I'll happily send you the code (or take feedback). I learned a bunch about how the MapGeneration code works, so if any other aspiring modders wants to poke around in there and doesn't want to bug Keith, feel free to give me a holler.

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AI War II / Re: Quick release alert: 0.121 Ship Batch 2 of 7: 16 Ships!
« Last post by Chthon on Today at 08:27:59 PM »
Just to be clear, we can't really interact with the Ruined Network Nodes yet, right? I built one but I don't see any hacking menus or anything become available. Or do they just generate hacking points without any further interaction?
Yea, they should generate points without interaction (same as how science is handled) but you can't do anything with them yet.
Oh, that needs to change then. :P (I know it will)
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Just to be clear, we can't really interact with the Ruined Network Nodes yet, right? I built one but I don't see any hacking menus or anything become available. Or do they just generate hacking points without any further interaction?
Yea, they should generate points without interaction (same as how science is handled) but you can't do anything with them yet.
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Starward Rogue / Re: The SR Let's Play thread
« Last post by Draco18s on Today at 02:13:37 PM »
Huh.  I've never seen that happen before.  A bug of some sort, is it?  Or an oversight in the way the things work?

You tell me.

https://www.dropbox.com/s/cef8qgpuy8cisup/2017-04-29%2013-09-25.mp4?dl=0

Every hit (except one) I took during a teleport.  Took under 3 minutes to kill myself.
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Starward Rogue / Re: The SR Let's Play thread
« Last post by Misery on Today at 01:46:58 PM »
Also, on the note of videos of the game:

https://www.youtube.com/watch?v=dAr1GpHxDRo

It's not an LP, but it is unique.  I certainly didn't expect it.  I'm not actually sure how I found it.
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Starward Rogue / Re: The SR Let's Play thread
« Last post by Misery on Today at 12:27:07 PM »
Huh.  I've never seen that happen before.  A bug of some sort, is it?  Or an oversight in the way the things work?
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Starward Rogue / Re: The SR Let's Play thread
« Last post by Draco18s on Today at 11:57:21 AM »
One of the reasons for the current teleporter behavior isn't just the spamming of them, but it's also the fact that allowing the player to teleport INTO bullets/enemies is a huge no-no.

It is still possible to teleport into bullets right now. I was testing a room (which I've now scrapped as it just didn't work) where I could reliably teleport into bullets. If the bullet is dead on top of the teleporter you teleport into it and take damage before the poofing effect kicks in.
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Private Alpha Discussion / Re: Is there a way to do Multiplayer?
« Last post by BadgerBadger on Today at 10:24:19 AM »
Multiplayer via the same LAN seems to work; keith fixed an obnoxious bug where the sidebars were all messed up recently. There are a few known bugs (in Mantis); things like "Regardless of which player captures the planet, it winds up owned by the host player", but nothing that would make it unplayable.

I have not tried having a game across the broader internet.
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