OI (out and in)
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OI (out and in)
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)
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- Posts : 252
Reputation : 2
Join date : 2013-05-09
Location : Burried in the Code somwhere
Re: OI (out and in)
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.
Re: OI (out and in)
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.
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.
Re: OI (out and in)
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...Nakamura wrote:Also remove all the warning messages you need to dismiss with "OK". Pointless. It's displayed in the objectives section anyways.
Re: OI (out and in)
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).
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
Re: OI (out and in)
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.
We will be free to increase the caps once the lag is properly reduced.
Re: OI (out and in)
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!)
(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
Re: OI (out and in)
I suggested such ideas earlier, but then with a big black-hole where the game was time based. Planet's fine too, though.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.
Re: OI (out and in)
Powerups are simple, module-based systems. I can help setting that up when it comes to that. We can keep them.
Re: OI (out and in)
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
Re: OI (out and in)
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
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