Author Topic: So, what most needs attention for 6.0?  (Read 16721 times)

Offline keith.lamothe

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Re: So, what most needs attention for 6.0?
« Reply #60 on: October 06, 2012, 11:47:21 am »
Random question, but is the issue where ships can only move at certain angles at lower speeds (cumulating to only the 8 cardinal directions at speed 1) on mantis yet?
Yes, though I don't think there's a whole lot that can be done about it other than to make the minimum speed higher than 1 or otherwise cheat.
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Offline TechSY730

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Re: So, what most needs attention for 6.0?
« Reply #61 on: October 06, 2012, 11:51:59 am »
Random question, but is the issue where ships can only move at certain angles at lower speeds (cumulating to only the 8 cardinal directions at speed 1) on mantis yet?
Yes, though I don't think there's a whole lot that can be done about it other than to make the minimum speed higher than 1 or otherwise cheat.

Do you have the issue number?

Anyways, I was thinking this over, and I no longer think this is as huge of a deal as I though before. It still is something, IMO, should be fixed, but I now realize it is sort of an edge case. If you ships really are moving that slow, generally, you aren't worried about them getting to where want them to go, but rather about fixing whatever is slowing them down (repair engine damage, take out the gravity guardian, whatever), and usually ships going that slow and not built to go that slow die pretty quickly anyways.

I guess this is why this went mostly unnoticed for so long.

On a semi-related note, I still think that the magnitude of the gravity effect is too large on almost all the gravity units (especially the Mk. Is), but that is a topic for different post. ;)

Offline chemical_art

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Re: So, what most needs attention for 6.0?
« Reply #62 on: October 06, 2012, 05:17:56 pm »
Welp, I'd say command stations now  ;)

Now econ stations are best 90% of the time with the current options.

It was bad enough when either econ or military stations were best 90% of the time, but now econ stations cover that role well.
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Offline rabican

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Re: So, what most needs attention for 6.0?
« Reply #63 on: October 07, 2012, 02:18:56 pm »
save on carrier pop, should happen almost instantly, twice.
Ok, just loaded that up and the two on Murdoch do pop quite quickly, but they're spawning units.  For some reason the units don't seem to spawn next to the carrier itself but not all that far away.

Because the AI population is already pretty high on that planet it converted the two 1000-mkIII-chameleon carriers into a total of:

73 MkV Chameleon
23 MkV Flak Guardians
7 MkV Artillery Guardians
10 MkV Beam Guardians
7 MkV Lightning Guardians

Translation: Ow :)

Do they really not spawn anything when you try it?  To check, see if you wind up with any mkV chameleons under the planetary summary, or mkV guardians in general.

yes, 0 spawns, this happens to me every time i pre pop  carriers too much. every time stuff gets at mk III area. 100% of the time in that save.  i get message tha says carrier relasese blah blah 0 units. Screenshot of what it looks like, from 2 seconds after the previous save.

I'm using pretty outdated backup computer currently ,and i'm noticing some other glitches, like tackle drones not moving in intense fights but... This one is pretty major and shouldn't really be hardware dependant.

Couple of other bugs i ran into:

1. AI corvettes always have lvl 1 modules regardless of the ship mark

2. Youngling fireflys sometimes spawn as planetary reinforcement. not a big deal but its only youngling that does this.

3. Flame wave projectiles aren't saved in save games, they disapper if you load a saved game with flame wave shots in it. Tested this around a bit and took out all nebulae bases that use flame wave in one nebulae in a row without losing single health. Not really big deal in normal gameplay but something that shouldn't happen.

Offline chemical_art

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Re: So, what most needs attention for 6.0?
« Reply #64 on: October 08, 2012, 06:21:02 pm »
Has nebula seed logic been changed yet?

With the original mechanics, if you wanted to access the final stage of the champion with a 90% success rate for the nebulae (and a 100% nebula finding rate) then you needed at least a 100 world map which I find very limiting.

I think nebulas need to be less dependent on the total number of worlds.
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Offline Toranth

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Re: So, what most needs attention for 6.0?
« Reply #65 on: October 08, 2012, 07:07:34 pm »
I'm using pretty outdated backup computer currently ,and i'm noticing some other glitches, like tackle drones not moving in intense fights but... This one is pretty major and shouldn't really be hardware dependant.
Oh, how I hate this issue.  It's made me stop using the Botnet.  Sometimes, I can't even use Hive Golems.  Unfortunately, there's not really anything you can do about it except kill 90% of ships in the galaxy to get the ship count down to something manageable again.


Couple of other bugs i ran into:
...
2. Youngling fireflys sometimes spawn as planetary reinforcement. not a big deal but its only youngling that does this.
Sure enough, Fireflies can also spawn as Special Forces units.  Can't tell about Reserve yet.


3. Flame wave projectiles aren't saved in save games, they disapper if you load a saved game with flame wave shots in it. Tested this around a bit and took out all nebulae bases that use flame wave in one nebulae in a row without losing single health. Not really big deal in normal gameplay but something that shouldn't happen.
I'm impressed.  Exactly how much save/reload did you DO to manage that?  I'd think the potential harm done to your sanity would make up for protecting your Champion...

Offline Winge

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Re: So, what most needs attention for 6.0?
« Reply #66 on: October 08, 2012, 10:02:11 pm »
Quote from: Toranth link=topic=11731.msg123533#msghttp://arcengames.com/forums/Smileys/aaron/tongue.gif123533 date=1349737654
3. Flame wave projectiles aren't saved in save games, they disapper if you load a saved game with flame wave shots in it. Tested this around a bit and took out all nebulae bases that use flame wave in one nebulae in a row without losing single health. Not really big deal in normal gameplay but something that shouldn't happen.
I'm impressed.  Exactly how much save/reload did you DO to manage that?  I'd think the potential harm done to your sanity would make up for protecting your Champion...

Your skill in micro has increased to 100.
Your sanity has decreased to 3.

Well worth the cost  :P
My other bonus ship is a TARDIS.

Offline Coppermantis

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Re: So, what most needs attention for 6.0?
« Reply #67 on: October 08, 2012, 11:49:33 pm »

3. Flame wave projectiles aren't saved in save games, they disapper if you load a saved game with flame wave shots in it. Tested this around a bit and took out all nebulae bases that use flame wave in one nebulae in a row without losing single health. Not really big deal in normal gameplay but something that shouldn't happen.



I think that makes you a contender for Cheesemaster.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Drjones013

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Re: So, what most needs attention for 6.0?
« Reply #68 on: October 09, 2012, 01:28:51 am »
The biggest turnoffs for friends who have played the game has been the *cough*LAZY*cough* controls; one in particular is just intimidated by the enormous amount of control the game gives and wanted an extremely simplified control scheme (i.e I mass select a group and then right-click them, giving me a dropdown for behavior). Of course that same friend couldn't figure out how to get multiplayer to work (HUGE complaints about that) and just found the game unintuitive, etc....

Of course, other friends who have played the game find the controls work just fine, it's just hard to coordinate via the ingame text. Messages don't appear when you're in the galaxy map, for example, which means that critical communications could be lost if you spend a lot of time in the overview map. Usually we end up using Steam just for that reason alone.

The really big complaints (4 out of 7 that I've gotten to play the game) has been about the multiplayer set up. We've given up on VPNs completely and just use direct connections to IP. There's nothing really that could be done about it but the 'unintuitive' (actual words used by the players) set up usually took 20-30 minutes of struggling with the VPNs and teaching people how to use them (again), bringing actual interest in the game to a grinding halt.

Offline Histidine

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Re: So, what most needs attention for 6.0?
« Reply #69 on: October 09, 2012, 07:04:15 am »
For my part, I'd still appreciate a review of FS shard chase spawn sizes (and nebula seed counts).

Offline Diazo

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Re: So, what most needs attention for 6.0?
« Reply #70 on: October 09, 2012, 09:41:37 am »
The really big complaints (4 out of 7 that I've gotten to play the game) has been about the multiplayer set up. We've given up on VPNs completely and just use direct connections to IP. There's nothing really that could be done about it but the 'unintuitive' (actual words used by the players) set up usually took 20-30 minutes of struggling with the VPNs and teaching people how to use them (again), bringing actual interest in the game to a grinding halt.

I don't play multiplayer much so I may be wrong, but isn't direct to IP the preffered method of playing and the VPN stuff was given as a workaround for people behind university firewalls and stuff?

Direct IP is always how my (few) multiplayer games have gone anyway and once the host gets the port open in his firewall it has taken about 30 seconds to get everyone connected.

On the interface stuff, I'm seriously considering doing a 'quick-start' youtube vid if I can ever find the time which will pretty much be the tips and tricks of how to use the interface.

D.


Offline Draco18s

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Re: So, what most needs attention for 6.0?
« Reply #71 on: October 09, 2012, 10:12:32 am »
once the host gets the port open in his firewall

And that's one of the reasons my PC is marked as the DMZ host. XD