Author Topic: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)  (Read 5134 times)

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #15 on: December 30, 2009, 02:09:23 pm »
Absolutely fantastic work as usual.  I will definitely see for myself the control nodes--thanks for the great work, Chris.
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline Pandemic

  • Full Member Mark II
  • ***
  • Posts: 172
  • Location: Miniluv ftw!
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #16 on: December 30, 2009, 02:15:34 pm »
What, exactly, do control nodes do?

Let me start out by saying that I was playing around with them in a solo game :P. But when I built one, it went poof! What's up with that? Does it give all my ships to his command? Just the ships on that planet? Does it not poof when I have a partner?


-Pandemic
http://www.di.fm/wma/trance.asx
"Freedom is the ability to say 2 plus 2 makes 4. If that is granted, all else follows."  -George Orwell, 1984

Offline BoinKlasik

  • Newbie Mark II
  • *
  • Posts: 15
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #17 on: December 30, 2009, 02:17:19 pm »
I thought control nodes were a type of rally point mechanic.  Instead of all incoming ships going entering a system staying at the incoming gate they would move to the control node.  Sort of like setting a rally point in system but it works for out of system production and ships.  Not sure though.

Offline Minty

  • Jr. Member Mark II
  • **
  • Posts: 69
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #18 on: December 30, 2009, 05:35:10 pm »
From the readme:

-There is a new category under command stations and mobile builders: CTRL. In this category, various "control nodes" can be built.  These are basically very cheap (1 metal, 1 crystal) control options that are perma-cloaked and which can be built by players in order to change how the current campaign works.  In many respects, these are simply like per-player lobby options, except that they can be set at any time during the game's play.  These are distinct from the overall settings options in that they are per-player, and a per-campaign.  Most settings will continue to be accessed via the lobby or the settings screens, but certain gameplay-centric options that need to be per-player per-campaign will be available via the new CTRL category at the command stations.  These options will typically center around ship behavior.

So, basically, it seems like you build it, and get to adjust settings that are normally lobby-only, on the fly. I've yet to DL 2.001ZG as yet, so I've not tested it..

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #19 on: December 30, 2009, 05:38:32 pm »
Control nodes do a variety of different things -- but, they are bascially like setting that cannot be accessed any other way, through the lobby or otherwise.  That is because they are per-player, per-campaign.  The first one added basically just lets other players command your ships just like you can.  That way if you want to share control of your stuff with allies, you can by just building that control node.  If you want to stop, just kill it.  Not sure why it was going "poof" in this release for some, but it doesn't for me; the next prerelease adds another 9 control nodes that do a variety of other things, so hopefully it will be more clear when those come out.  Some very exciting new control nodes upcoming, incidentally.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Minty

  • Jr. Member Mark II
  • **
  • Posts: 69
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #20 on: December 30, 2009, 05:51:23 pm »
Very much looking forward to em, Chris!

What with the hectic beta-release schedule (A new one every couple of days or so, it seems), I've yet to actually finish a game, because I always want to start afresh with all the new toys...

Not that I'm complaining, far from it!
 ;D

Offline Vaos

  • Full Member
  • ***
  • Posts: 107
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #21 on: December 30, 2009, 05:58:34 pm »
Not sure why it was going "poof" in this release for some, but it doesn't for me;

It also goes poof for me as soon as it finishes building, it happened on a older saved game though, let me test that with a new one.

Edit : It also goes poof in a new game.
« Last Edit: December 30, 2009, 06:03:08 pm by Vaos »

Offline Pandemic

  • Full Member Mark II
  • ***
  • Posts: 172
  • Location: Miniluv ftw!
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #22 on: December 30, 2009, 06:27:23 pm »
It also goes poof for me as soon as it finishes building, it happened on a older saved game though, let me test that with a new one.

Edit : It also goes poof in a new game.
Were you playing by yourself too? Maybe it doesn't vanish when you're playing with a partner...


-Pandemic
http://www.di.fm/wma/trance.asx
"Freedom is the ability to say 2 plus 2 makes 4. If that is granted, all else follows."  -George Orwell, 1984

Offline HellishFiend

  • Hero Member Mark II
  • *****
  • Posts: 758
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #23 on: December 30, 2009, 07:20:48 pm »
Some very exciting new control nodes upcoming, incidentally.

I dont even think I could imagine up 9 different things for them to do.... I can't wait to hear what they are!
Time to roll out another ball of death.

Offline Vaos

  • Full Member
  • ***
  • Posts: 107
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #24 on: December 30, 2009, 07:45:29 pm »
It also goes poof for me as soon as it finishes building, it happened on a older saved game though, let me test that with a new one.

Edit : It also goes poof in a new game.
Were you playing by yourself too? Maybe it doesn't vanish when you're playing with a partner...


-Pandemic

It would make sense for this one to work only in a multiplayer game. We'll see with the others in the next prerelease version  :)

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #25 on: December 30, 2009, 08:14:20 pm »
Control nodes do a variety of different things -- but, they are bascially like setting that cannot be accessed any other way, through the lobby or otherwise.  That is because they are per-player, per-campaign.  The first one added basically just lets other players command your ships just like you can.  That way if you want to share control of your stuff with allies, you can by just building that control node.  If you want to stop, just kill it.  Not sure why it was going "poof" in this release for some, but it doesn't for me; the next prerelease adds another 9 control nodes that do a variety of other things, so hopefully it will be more clear when those come out.  Some very exciting new control nodes upcoming, incidentally.

Oh, give us a hint, Chris?
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Prerelease/Expans 2.001ZG (Control Nodes, Co-Op Adjustments, Bugfixes)
« Reply #26 on: December 30, 2009, 10:10:58 pm »
Okay, here's the new version (how's that for a hint? ;)): http://arcengames.com/forums/index.php/topic,2821.msg17553.html#msg17553
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!