Author Topic: Three human shadow ships walk into a ravenous shadow mission...  (Read 11156 times)

Offline brianc

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #15 on: November 05, 2012, 02:03:27 am »
True it would take a bit of work but as I understand the reason the glitch can occur is due to the shields acting as individuals.  Just thought I'd throw the idea out there but having no idea how programming works I can't say if its easy, possible, or worthwhile.

Offline keith.lamothe

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #16 on: November 05, 2012, 08:19:52 am »
There's a fairly simple fix, actually: there's already a rule whereby a ship cannot receive construction assistance while in the "cannot be repaired so soon after taking damage" timeframe, so I just need to make "your shield took damage" also trigger that cannot-be-repaired status on the main ship.
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Offline ZaneWolfe

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #17 on: November 05, 2012, 10:10:05 am »
There's a fairly simple fix, actually: there's already a rule whereby a ship cannot receive construction assistance while in the "cannot be repaired so soon after taking damage" timeframe, so I just need to make "your shield took damage" also trigger that cannot-be-repaired status on the main ship.

While that would fix this exploit, that could prove painful for other ships that can mount shields. Lets say  Riot/Spire ship just barely managed to get its sheilds back online after taking a pounding. Right now you could repair it even while it is trying to protect itself from attack as well as the engie/whatever that is healing it. If you change that, that could turn quite a few near lose situations into "You are screwed" situations.

Sorry, just had to be devils advocate here, since I've been in a few situations like the one above. On this note however, perhaps this code to be specific to the champion? After all, if you lose the champ, oh well. Worst case you have to wait a bit for the respawn. And even if you lose one nebula, many maps have at least one spare you can try.

Offline Lancefighter

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #18 on: November 05, 2012, 10:49:17 am »
I dunno - I think its either that, or increasing shield build times on championships.
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Offline keith.lamothe

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #19 on: November 05, 2012, 11:05:55 am »
While that would fix this exploit, that could prove painful for other ships that can mount shields. Lets say  Riot/Spire ship just barely managed to get its sheilds back online after taking a pounding. Right now you could repair it even while it is trying to protect itself from attack as well as the engie/whatever that is healing it. If you change that, that could turn quite a few near lose situations into "You are screwed" situations.
But why should those particular ships be repairable while under fire, when any ship without a shield is not?
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Offline Lancefighter

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #20 on: November 05, 2012, 11:23:42 am »
Oh hey keith - On the subject of shields.
I had a weird idea the other day. didn't old harvester exo-shields have an offset shield generator, with the shield being projected on top of the harvester? can that logic be applied to ship's shields at all?

https://dl.dropbox.com/u/3569927/oldexos.png

That stuff. Does that not exist anymore?
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Offline chemical_art

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #21 on: November 05, 2012, 11:28:35 am »
Oh hey keith - On the subject of shields.
I had a weird idea the other day. didn't old harvester exo-shields have an offset shield generator, with the shield being projected on top of the harvester? can that logic be applied to ship's shields at all?

https://dl.dropbox.com/u/3569927/oldexos.png

That stuff. Does that not exist anymore?

I want that mini-map in the right hand corner of my screen!
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Offline orzelek

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #22 on: November 05, 2012, 12:34:51 pm »
Oh hey keith - On the subject of shields.
I had a weird idea the other day. didn't old harvester exo-shields have an offset shield generator, with the shield being projected on top of the harvester? can that logic be applied to ship's shields at all?

https://dl.dropbox.com/u/3569927/oldexos.png

That stuff. Does that not exist anymore?

I want that mini-map in the right hand corner of my screen!

Signed that :D Pretty please with sugar on top ::)

Offline Lancefighter

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #23 on: November 05, 2012, 12:40:48 pm »
but.. the minimap was useless. It literally was the least useful thing in the entire game, next to mk1 engineers.

For instance, you can currently pull up a minimap by pressing t. Did you know that? No? Because its basically never useful.
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Offline LordSloth

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #24 on: November 05, 2012, 01:22:05 pm »
Lancefighter: Actually, yes.

I use that fullscreen minimap all the time, albeit primarily for setting up turrets and finding wormholes, not tracking enemy forces. It's an essential tool for windowed mode since it helps get around scrolling issues. And if I did go fullscreen, I'd just be dealing with a broken right edge- I use an old second monitor to keep an eye on things.

I feel no need for it in the top-right corner, however, it would be less useful for me than the fullscreen minimap.

Offline orzelek

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #25 on: November 05, 2012, 02:17:14 pm »
Only use for full screen map I found is to figure out where the game scrolled me out after I alt+Tabbed.

It can't be nicely used for quick sit-rep because of two things:
1. You need to actually call it up
2. It covers the screen when you do.. so you kind of stop seeing current situation.

Minimap was perfect tool to see quickly how things are on the planet. I can't find similar use for current full screen one. It maybe a nostalgy thing or something... but having option to add it back would be  8)

Offline Hearteater

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #26 on: November 05, 2012, 02:53:55 pm »
I second LanceFighter, the minmap would be useless to me.  At full scroll out (which is how I play the whole game, aside from placing some defenses) I can see everything already.  The only time I hit T is when a Counter Attack GP spawns a wave and I want to see where exactly it is coming in quickly.

Offline ZaneWolfe

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #27 on: November 05, 2012, 04:17:48 pm »
but.. the minimap was useless. It literally was the least useful thing in the entire game, next to mk1 engineers.

For instance, you can currently pull up a minimap by pressing t. Did you know that? No? Because its basically never useful.

I don't care either way if I will ever use it or not. I want it because your UI looks cooler than mine, which is just not acceptable to me. Surrender the UI mod or I will send in the superweapons.



PS- What is that box in the bottom right of the screenshot for/about? And if useful, how do I get it?

Offline keith.lamothe

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #28 on: November 05, 2012, 04:26:39 pm »
That's not a UI mod, that's how the UI used to look before we switched AIW from our custom .NET/SlimDX engine to Unity :)
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Offline Lancefighter

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Re: Three human shadow ships walk into a ravenous shadow mission...
« Reply #29 on: November 05, 2012, 04:34:23 pm »
http://www.gamershell.com/download_52410.shtml

just hit the download button(ignore the 'update available' thing). For now, some of the expansions dont work properly (I'm working on it! I promise!). Itll install to a new location, I needed to to get it to work. Totally. Your key should work fine..

The bottom right box also serves as kinda the 'network status' box - itll show each player, and itll show errors/waits in the simulation for network problems. Its not amazingly useful in singleplayer.
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