Author Topic: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)  (Read 16292 times)

Offline carlosjuero

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Hmm - seems y'all did something to trim down the size of save files as well right? My 25 hour game save went from 1.2MB to <700KB  :)

Offline x4000

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Hmm - seems y'all did something to trim down the size of save files as well right? My 25 hour game save went from 1.2MB to <700KB  :)

That's the barracks at work.  All of those ships that were free-standing had a huge amount of data associated with them.  When they get loaded into the barracks, it just keeps track of what type of ship they are, and that's all -- when they are released from the barracks, they are then recreated from scratch.  Definitely keeps the file size down! :)
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Offline keith.lamothe

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The units that are "stored" in the barracks are actually totally destroyed, and the barracks just tracks the counts of each ForegroundObjectType within them (so, 10 FighterII's, 20 FighterIII's, 45 BomberIV's, etc).  Saves quite a lot in both ram and save-disk-size :)

Man, I'm getting ninja'd a lot lately ;)
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Offline x4000

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Offline carlosjuero

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Heh - thanks Keith & Chris :)

I thought about that very fact about 10 minutes ago O.o, my brain is very slow waking up today - maybe I should just let it sleep.

[Upgraded to latest update because I caught that crash bug w/ the scores screen... I never even knew it was a problem till I read the patch notes a little more thoroughly :p]

Offline carlosjuero

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Oh yeah, wanted to post a screenshot of a system summary w/ the updated save file showing the Guard Post variety... apparently the AI decided this one planet needed quite the mix of Guard Post styles :)

Offline x4000

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Oh yeah, wanted to post a screenshot of a system summary w/ the updated save file showing the Guard Post variety... apparently the AI decided this one planet needed quite the mix of Guard Post styles :)

Oh yeah, that will definitely happen. :)
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Offline keith.lamothe

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Quote
apparently the AI decided this one planet needed quite the mix of Guard Post styles

Oh, that must be the new Feng-shui AI Type ;)
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Offline Diazo

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Just had a thought about the new Military and Logistics command stations. Technically this should be in the 3.178 thread but I figure this thread's replaced that one.

It struck me as the FF should be on the Military outpost rather then the Logistics outpost.

My reasoning is that a military outpost is one you build in either a partially cleared system or a border system that's in danger. You have to build additional defenses around the command post anyway, (unless you gave it an ion cannon level weapon which would be OP), so the gun on the current military station doesn't matter really. However, if the mmilitary station came with a built in FF, all of a sudden it's worth building in a system with hostile ships still flying around in. The FF would have to weaker then the actual Mk I FF structure, but for me, this would make the military command worth building because it's actually worth it, as opposed to the current situation where the pop-gun it has makes it always better to build an economic station. Normal attack power reduction would apply to this force field IMO.

No real thoughts on the logistics station yet. It's pretty much a late game station you use to move your fleet around faster and I haven't reached that point in my test game yet.

D.


Offline keith.lamothe

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We're actually removing the ff from the logistics station, it's too fiddly since the mechanics for an ff generator kinda place it in the path of danger even when defended by other things.  Other things are being done with the mil and log stations now ;)
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Offline Ozymandiaz

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We're actually removing the ff from the logistics station, it's too fiddly since the mechanics for an ff generator kinda place it in the path of danger even when defended by other things.  Other things are being done with the mil and log stations now ;)

But do we get to keep the awesome speed of the log one? :)
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Offline keith.lamothe

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Yea, the only thing actually being removed is the ff :)
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Offline superking

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I'm starting think polarisers are mahoosive OP... they shred turrets of all kinds, starships of all kinds, bombers, any ship with half decent shielding and hives with incredible ease. their main counters have little or no bonus against them. I have a new favorite unit  ;)

Offline Diazo

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We're actually removing the ff from the logistics station, it's too fiddly since the mechanics for an ff generator kinda place it in the path of danger even when defended by other things.  Other things are being done with the mil and log stations now ;)

Well, good to hear things are coming down the pipe, even if they nullify my idea.  ;)

That's how I envisioned it working though, you throw the military station (with FF) up in a system you just captured or a border system without a lot of defenses yet, so the command station is the only structure of importance in system and it's what your defense is centered around, with the FF buying you time to solidify your hold on the system.

Moot point now as you've already decided what to do with both the military and logistics stations it seems.

D.

Offline keith.lamothe

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Yea, the military and logistics stations aren't really intended to defend other stuff, but rather to provide significant bonuses that go with their theme.  But Chris has given me the go-ahead on a line of modular command stations that will be able to (and will probably be slanted towards) be beefy fortresses in their own right, with their own forcefield generator (module) and guns of various kinds.  So we'll see the idea come back :)
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