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AI War II - Modding / Re: A couple questions for Keith
« Last post by BadgerBadger on Today at 12:36:23 PM »
It's my understanding that you shouldn't try to persist List<GameEntity> across different SimSteps. This leads to a bit of difficulty if I want to coordinate ships for long periods of times. Lets say I want to build several fleets on different planets, then send them out in a coordinate fashion to strike the Ark. I'm having trouble trying to figure out an efficient way of doing this that doesn't involve building a state machine in my Special Faction. But if I could put some sort of tag on GameEntities then that would simplify things tremendously. I'd be able to do things like "In the LongRangePlanning, find all the Entities tagged with 'Fleet 1' and do something, then find all the Entities tagged 'Fleet 2' and do something else".

Is there a way I can get some sort of extra value added to a GameEntity (public int modderField1) or something?
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Pepisolo on Today at 12:33:23 PM »
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The on use item that summons meteors seemed to be kinda ineffective when I used it in a boss fight.

That might be ...ok, I think. As long as it's useful in regular rooms that should be fine. There are already quite a few items that are more effective on bosses versus regular rooms and vice versa. It kind of helps mix up whether you try to use those items up or whether you save them for bosses.

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The tank launcher seems to be pretty overpowered on non boss rooms. Maybe limit the number of shots the tanks can shoot.

I experimented with this a bit, I think that just increasing the energy cost a bit seems to do the trick. You can probably put out too many tanks at the moment.

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The sound effect on the paladins main weapon is kinda annoying having both the sounds for the swing and the flying blade. Might just be me though.

Yeah, I've toned that down a lot for the next build.

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The new visuals seem like a huge improvement so far.

Yeah, the aesthetics are a lot better, mostly thanks to Goldenwolf who has a bit of knack for that type of thing.

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Nice stuff! Seriously. The grenade launcher that shoots over walls? Love it. Also probably OP as hell, but I love it. The animation effect on it is spot-on too.

Cool! I'm glad you're liking the new stuff. Yeah, that launcher is Goldenwolf's work. It's kind of like the launcher in SMASH TV, I think.

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The module that has secondary side lasers that bounce off walls: the SFX on that could probably be toned down a bit (slightly lower pitch, lower volume), not a lot, but it did irritate me after having to listen to it a lot.

Yeah, I've made a few tweaks to that sound. It should be a lot better in the next build.

Thanks for the feedback! :)
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Draco18s on Today at 11:12:29 AM »
In trying to locate something else the other day, I did do a couple of runs.

Ran into some of the new weapons / modules that add weapony effects.

Nice stuff! Seriously. The grenade launcher that shoots over walls? Love it. Also probably OP as hell, but I love it. The animation effect on it is spot-on too.

The module that has secondary side lasers that bounce off walls: the SFX on that could probably be toned down a bit (slightly lower pitch, lower volume), not a lot, but it did irritate me after having to listen to it a lot.

Secondary homing missiles that shoot out backwards weren't as effective (I had to make a choice!) but I still liked it as an option.
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Ventifer on Yesterday at 11:20:50 PM »
Some stuff I've noticed so far.

The on use item that summons meteors seemed to be kinda ineffective when I used it in a boss fight.

The tank launcher seems to be pretty overpowered on non boss rooms. Maybe limit the number of shots the tanks can shoot.

The sound effect on the paladins main weapon is kinda annoying having both the sounds for the swing and the flying blade. Might just be me though.

Only new boss I've ran into so far was circuit rogue which was already mentioned that his attack pattern seemed somewhat simple.

The new visuals seem like a huge improvement so far.

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AI War II / Re: AI War 2 v0.508 Released! "The Adornment Of The Buttons"
« Last post by BadgerBadger on Yesterday at 09:47:02 PM »
Hey Keith, as a heads up, my crash is in Window_InGameEntityTooltyiPanel.cs, in UpdateContent when we run
                    markLevel = typeData.Balance_MarkLevel.Ordinal;

a wormhole has no Balance_MarkLevel so we're dereferencing a null.

For anyone else who wants to mess with things pre-5.12, replace the mentioned line with the following to stop the crashing. The result does not look pretty but it fails to crash:

Code: [Select]
                  int markLevel;
                  if(typeData.Balance_MarkLevel == null)
                      markLevel = 0;
                  else
                    markLevel = typeData.Balance_MarkLevel.Ordinal;

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I have added a poll here to see if we get more people to weigh in.
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AI War II / Re: AI War 2 v0.508 Released! "The Adornment Of The Buttons"
« Last post by BadgerBadger on Yesterday at 01:35:06 PM »
Sounds good.

Incidentally, I played a quick Maze the other day on .510 and wanted to share my experience. I took the 5 planets nearest to me so I could get enough fuel to build a good fleet, which put me at about 110 AIP. Once I had those planets though the next planets on either side of my chunk of the Maze were Mark IV. I sent in a multi-flagship fleet with my ark that used all my fuel (so lots of starships and fleetships with tech upgrades) and got annihilated. Not even close. Also in this game I was unable to capture an ARS and a Golem on one of my planets (see Mantis 19209 for some save games to reproduce the issue).

Also planetary cloakers are really hard to deal with. I felt like I needed o send in my ark and let the AI ships shoot at my fleet until I eventually wore down their cloaks. Maybe I was just doing it wrong?

Aside from the mentioned mantis bug and the fact that I couldn't beat a Mark IV planet to save my life, the game was actually feeling pretty solid. That's awesome!
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AI War II / Re: AI War 2 v0.508 Released! "The Adornment Of The Buttons"
« Last post by keith.lamothe on Yesterday at 12:42:14 PM »
Any chance of getting those issues (the wormhole crash and the inability to compile the external code)  fixed for the weekend?
Chris fixed the external code thing just now and did a release, along with updating the unity version because of a recently discovered security vulnerability. So my development environment is down for a few hours while I update the editor and reimport all the projects. If I can get the wormhole thing after that in time for another release today I'll do so.
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AI War II / Re: AI War 2 v0.508 Released! "The Adornment Of The Buttons"
« Last post by BadgerBadger on Yesterday at 08:52:36 AM »
Any chance of getting those issues (the wormhole crash and the inability to compile the external code)  fixed for the weekend?
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Misery on August 17, 2017, 06:34:49 AM »
I'm gonna agree with the bit about the Warhog mech.

I'd say it's a higher-skill mech, honestly.  Since it's bloody terrible at resource gathering, and knowing when to use the crazy missiles is difficult.  Not to mention that it actually makes max missile count important; on other mechs, this isn't really too important overall.  It's definitely meant to use missiles in combat situations rather than to get at stuff deposits.

As for charge weapons, yeah, as said above the game just doesn't do them well.  I'd prefer we avoid them altogether.... they just don't end well at all.  Frankly they're infuriating.  I'd love to see a fix for that, but that's a Chris/Keith sort of thing, and they're busy with other stuff, so that's not happening for now.
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