also, aoe dmg GA + regular dmg GA (ew + pw versions)
(currently , one GA can have multiple effects cant it, like upgrading speed, but decreasing missile dmg)
missile accel too, and lock radius and turn rate/circle
Cores for R5
I am not certain what topic you think this belongs, but how about increasing the gun limit? Yes you can hack job it and have more than 4 guns, but the problem is you can crash the game after you cycle your ships while docked, I've done it 20 times or more just to verify that it will crash, and it does.
I know you can't fix the graphic interface to reflect that you have more than 4 guns, or maybe you can, but it would mean changing the loadout screen
I know you can't fix the graphic interface to reflect that you have more than 4 guns, or maybe you can, but it would mean changing the loadout screen
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
That would require a loadout screen change, but it would be a very cool way of doing it.Andon wrote:QUOTE (Andon @ Sep 8 2007, 02:43 PM) Perhaps avoid the change of the loadout screen and make the guns scrollable once they get past 4?
[img]http://www.freeallegiance.org/forums/st ... erator.gif" alt="IPB Image">
<img src="http://adaven6x7.googlepages.com/PKBanner3copy.png[/img]
<img src="http://adaven6x7.googlepages.com/PKBanner3copy.png[/img]
I was talking visually rather than coding. You could keep the same loadout screen image, but just add a scroll bar to the items.
While we're at it, I think it would be a good addition to have everything like that.
One more thing I'd like to see is the limiting of cargo slots, in both number and capacity - Right now, Allegiance will allow any ship to carry 6 tactical nuclear missiles. Being able to limit what a ship can carry and how much it can carry would be very awesome.
While we're at it, I think it would be a good addition to have everything like that.
One more thing I'd like to see is the limiting of cargo slots, in both number and capacity - Right now, Allegiance will allow any ship to carry 6 tactical nuclear missiles. Being able to limit what a ship can carry and how much it can carry would be very awesome.



QUOTE You'd have the Garrison, which allows upgrades to Tac/Gar, Exp/Gar, and Sup/Gar - You invest in one of these. All of them override the Garrison, but they all disallow the other ones to be built.[/quote]
For the most part yes, but only if you combine it with the deactivating bits.
QUOTE What if all 'Override By' are made available, which one is choosed ?[/quote]
The last one to be researched. If you use the deactivating bits correctly to disable the other upgrades once one of the upgrade is complete, then it would work like Andon suggested.
But here is the tricky part:
Def bits switch bits on until a Dis bit turns it off.
Pre bits are the bits required to be turned on for the given Object to be enabled.
Dis bits (disabling bits) turn bits off until a Def turns the bit back on. (Very close to what Locals do for stations, but not quite)
-The last Def or Dis bit trigger will determine the on/off status of any given bit; however, if a bit is turned off by a Dis and then on by a Def then any tech that has that bit listed in its pre will be available for research again.
The new upgrades can be made to replace the current one:
IE::
-Tech A has 3 upgrades available: Tech B, Tech C, and Tech D.
Keep in mind that Tech B, Tech C, and Tech D are all upgrades of Tech A
--Tech B has 2 upgrades available: Tech C, and Tech D. Has a Dis bit that disable the Def bits of Tech C in order to avoid a crash (infinite loop). Has Def Bit to enable/re-enable Tech C so that Tech C can be researched again.
--Tech C has 2 upgrades available: Tech B, and Tech D. Has a Dis bits that disable the Def bits of Tech B in order to avoid a crash (infinite loop). Has Def Bit to enable/re-enable Tech B so that Tech B can be researched again.
--Tech D has no upgrades available. Has Dis Bits that disable Tech B and it's Def Bits, and Tech C and it's Def Bits
This gives us:
-Tech B and Tech C are interchangeable upgrades to Tech A.
-Tech D isn't interchangeable with Tech B and Tech C.
-If I research Tech B then Tech C and Tech D will always be available.
-If I research Tech C then Tech B and Tech D will always be available.
--If I research Tech D then Tech B and Tech C will not be available
One way this could be applied is:
-Tech B is the version of a base that has both a red and green door (docking bay open).
-Tech C is the version of the base that has only a red door (docking bay closed to everyone, including HTT runs)
You can now open and close your docking bay. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
-Tech D is the next tech level for your base giving you access to new tech to research.
It may be tricky to use, but it opens up a whole lot of possibilities.
For the most part yes, but only if you combine it with the deactivating bits.
QUOTE What if all 'Override By' are made available, which one is choosed ?[/quote]
The last one to be researched. If you use the deactivating bits correctly to disable the other upgrades once one of the upgrade is complete, then it would work like Andon suggested.
But here is the tricky part:
Def bits switch bits on until a Dis bit turns it off.
Pre bits are the bits required to be turned on for the given Object to be enabled.
Dis bits (disabling bits) turn bits off until a Def turns the bit back on. (Very close to what Locals do for stations, but not quite)
-The last Def or Dis bit trigger will determine the on/off status of any given bit; however, if a bit is turned off by a Dis and then on by a Def then any tech that has that bit listed in its pre will be available for research again.
The new upgrades can be made to replace the current one:
IE::
-Tech A has 3 upgrades available: Tech B, Tech C, and Tech D.
Keep in mind that Tech B, Tech C, and Tech D are all upgrades of Tech A
--Tech B has 2 upgrades available: Tech C, and Tech D. Has a Dis bit that disable the Def bits of Tech C in order to avoid a crash (infinite loop). Has Def Bit to enable/re-enable Tech C so that Tech C can be researched again.
--Tech C has 2 upgrades available: Tech B, and Tech D. Has a Dis bits that disable the Def bits of Tech B in order to avoid a crash (infinite loop). Has Def Bit to enable/re-enable Tech B so that Tech B can be researched again.
--Tech D has no upgrades available. Has Dis Bits that disable Tech B and it's Def Bits, and Tech C and it's Def Bits
This gives us:
-Tech B and Tech C are interchangeable upgrades to Tech A.
-Tech D isn't interchangeable with Tech B and Tech C.
-If I research Tech B then Tech C and Tech D will always be available.
-If I research Tech C then Tech B and Tech D will always be available.
--If I research Tech D then Tech B and Tech C will not be available
One way this could be applied is:
-Tech B is the version of a base that has both a red and green door (docking bay open).
-Tech C is the version of the base that has only a red door (docking bay closed to everyone, including HTT runs)
You can now open and close your docking bay. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
-Tech D is the next tech level for your base giving you access to new tech to research.
It may be tricky to use, but it opens up a whole lot of possibilities.
actually, R3 broke that, tf ass fig in RPS has 5 guns, and it used to workWeedman wrote:QUOTE (Weedman @ Sep 8 2007, 08:18 PM) I am not certain what topic you think this belongs, but how about increasing the gun limit? Yes you can hack job it and have more than 4 guns, but the problem is you can crash the game after you cycle your ships while docked, I've done it 20 times or more just to verify that it will crash, and it does.
I know you can't fix the graphic interface to reflect that you have more than 4 guns, or maybe you can, but it would mean changing the loadout screen
anyway
for probes, add checkboxes for options:
target players target on drop - probe targets what player has targeted at the time it is dropped, if target is valid (as defined by options to follow) it shoots at it, if not then, if auto target is not checked, probe becomes idle, else it targets the next valid target and begins shooting.
target players current target - probe targets and shoots at players current target (and changes its target if player changes theirs) provided the players target is valid for the probe, if target is not valid, and auto target is on, then the probe will target the next valid target and shoot at it until the player targets something the probe can shoot at, then it will shoot at that , else sit around until the player targets something it can shoot at.
auto target - probe will automatically target any valid target within range and shoot at it.
valid target definitions:
allow targeting of enemy: cons, miners, small drones, large drones, small players, large players, probes, normal missiles, aleph res missiles, capture missiles, bases, warn capture small ships, warn base kill small ships, warn capture large ships, warn base kill large ships
allow targeting of friendly: cons, miners, small drones, large drones, small players, large players, probes, normal missiles, aleph res missiles, capture missiles, bases, warn capture small ships, warn base kill small ships, warn capture large ships, warn base kill large ships
large ships are ones that require the large docking bay to dock, small ships are all others
allowing targeting of friendlys... NAN TOWERS!
similar options for drones, except they wont have the deploy things and maybe auto target things (auto target might be controlled by if their last order was attack etc)
Last edited by madpeople on Sat Sep 08, 2007 11:39 pm, edited 1 time in total.
Tontow, I'm not sure if we said exactly the same thing, but I think that we ran into the same problem.
It is currently impossible to make a ship that can have 2 different type of upgrades that can be bought in no particular order. I also came up with the same solution, a number(you call them bits) that would make a tech unavailable when all its def are available. It would make the whole override useless and bypass the problem that we currently have(The upgrades can only be linear).
Another way to fix it would be to add some conditions to the properties of some ships(Like, this ship cannot rip untill the pre 2,5 and 8 are met), but I think this one would be harder to make for the same results.
I also think that "dis bits" would help madpeople with whatever he wanted to do with his logical operators.
They would also allow a core dev to fix the problem with 2 cons at once when you upgrade a station that has a con out.
It is currently impossible to make a ship that can have 2 different type of upgrades that can be bought in no particular order. I also came up with the same solution, a number(you call them bits) that would make a tech unavailable when all its def are available. It would make the whole override useless and bypass the problem that we currently have(The upgrades can only be linear).
Another way to fix it would be to add some conditions to the properties of some ships(Like, this ship cannot rip untill the pre 2,5 and 8 are met), but I think this one would be harder to make for the same results.
I also think that "dis bits" would help madpeople with whatever he wanted to do with his logical operators.
They would also allow a core dev to fix the problem with 2 cons at once when you upgrade a station that has a con out.
i just thought having more logical operators than AND would allow for more varied tech trees
someone else said somewhere about null objects
they don't give you anything, and you can't use them, you're not even aware of them in game
but they have pres and defs, and when all their pres are met, they yeild all their defs
someone else said somewhere about null objects
they don't give you anything, and you can't use them, you're not even aware of them in game
but they have pres and defs, and when all their pres are met, they yeild all their defs
Drones which will shoot nans at any friendly ships within range.
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.


