Homeworld: Rebirth
Would you like to react to this message? Create an account in a few clicks or log in to continue.

OI (out and in)

4 posters

Go down

OI (out and in) Empty OI (out and in)

Post by IGBC Sat May 25, 2013 9:55 am

List so far NOT final:


FEATURES STAYING:
Fusion
Remote Monitor
Ship exp
Ranks
years
viper missiles
Maintenence
ru storage
research score (maybe)
crew

FEATURES GOING (Declared by Nakamura):
Power
Trade
Planets / heat
Game Intro
efficency
Diplomacy code
pop.lua

FEATURES THAT CANNOT REMAIN (hard bugs):
UI.lua
Powerups (maybe; More investigation needed)
IGBC
IGBC

Posts : 252
Reputation : 2
Join date : 2013-05-09
Location : Burried in the Code somwhere

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Nakamura Sat Jun 08, 2013 11:52 am

Please start topics for creating/re-creating each mechanic in the new code. We need to discuss how they will work and discuss if there can be any enhancements.
Nakamura
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 30
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Nakamura Tue Jun 11, 2013 3:36 am

Get rid of all the missile/drone automation for the sake of simplicity and lag reduction, too.
If the player is too slow to issue orders to them, it's their own fault.

Also remove all the warning messages you need to dismiss with "OK". Pointless. It's displayed in the objectives section anyways.
Nakamura
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 30
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Farcrada Tue Jun 11, 2013 5:18 am

Nakamura wrote:Also remove all the warning messages you need to dismiss with "OK". Pointless. It's displayed in the objectives section anyways.
That also includes the message that pops-up that you have advanced a new rank. I mean... Come on... I just "build" my rank... I know I've advanced in rank...
Farcrada
Farcrada
Fairy Princess

Posts : 338
Reputation : 5
Join date : 2013-05-05
Age : 27
Location : Netherlands

https://homeworldrebirth.forumotion.com/

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by ALC Sat Jun 22, 2013 9:34 am

I think we should keep the idea of maps with a planet, in a completely different fashion. One body in the centre, with a ring of resources around it - the purpose of the body being to obstruct the far side of the map, and to create a new type of strategic play.

I presume that losing pop.lua will remove the cap on population and thus the cap on the number of ships a player can build - I don't like caps (it's a fatal flaw in SOASE imo).

ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Nakamura Sat Jun 22, 2013 10:03 am

pop.lua is civilian population on planets. The crew and officers are scripted in population.lua, which we keep. 

We will be free to increase the caps once the lag is properly reduced.
Nakamura
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 30
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by ALC Sat Jun 22, 2013 10:08 am

Civilians! Don't need 'em!
(You got me there, it's been a while since I was poking around in the population files - forgot which was which!)

ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Farcrada Tue Jun 25, 2013 7:52 am

ALC wrote:I think we should keep the idea of maps with a planet, in a completely different fashion. One body in the centre, with a ring of resources around it - the purpose of the body being to obstruct the far side of the map, and to create a new type of strategic play.
I suggested such ideas earlier, but then with a big black-hole where the game was time based. Planet's fine too, though.
Farcrada
Farcrada
Fairy Princess

Posts : 338
Reputation : 5
Join date : 2013-05-05
Age : 27
Location : Netherlands

https://homeworldrebirth.forumotion.com/

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Nakamura Sun Jun 30, 2013 4:11 am

Powerups are simple, module-based systems. I can help setting that up when it comes to that. We can keep them.
Nakamura
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 30
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by ALC Sun Jun 30, 2013 1:18 pm

I agree on that, Power-ups are well worth keeping (I use them a lot too!)

ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Nakamura Sun Jun 30, 2013 6:24 pm

Hopefully we can give vaygr something similar along the way, too.
Nakamura
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 30
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by ALC Mon Jul 01, 2013 2:27 pm

Vaygr power-ups ought to be slightly different though, favouring maybe things like shield and armour strengthening — to fit in with their culture.

ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Nakamura Mon Jul 01, 2013 10:03 pm

Yeah, differentiation is required.
Nakamura
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 30
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

OI (out and in) Empty Re: OI (out and in)

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum