Search found 2623 matches

by george moromisato
Sat Jul 15, 2006 4:10 am
Forum: Closed bug reports
Topic: Bug: UNID shortcuts and colliding UNIDs (v0.96a)
Replies: 11
Views: 6883

Excellent detective work. Much of the code assumes that the unidExtension ends with 0000. Thus the @shortcut just OR's the number with the extension UNID. I'm not sure why you need to have an unidExtension that ends with anything other that 0000. Remember that no two extensions can have the same fir...
by george moromisato
Fri Jul 14, 2006 2:15 am
Forum: Ideas & Suggestions
Topic: Factions and Repitition
Replies: 2
Views: 2252

Good point. The repetition is entirely due to the lack of enemy sovereigns at the high-levels.

I like your proposals--some new factions and some new stations for the existing sovereigns.

The Ares, for sure, need more stations.
by george moromisato
Fri Jul 14, 2006 2:14 am
Forum: Ideas & Suggestions
Topic: Suggestion: Device installer/remover
Replies: 8
Views: 4775

I've been thinking about creating an engineer auton that you can dock with to install/remove devices. But I agree that there are some game-balance challenges. Not sure if someone suggested this already, but perhaps there is a small chance that the installation will fail and the device will be damaged?
by george moromisato
Fri Jul 14, 2006 2:12 am
Forum: Ideas & Suggestions
Topic: Realtime Mode
Replies: 7
Views: 4330

Unfortunately, I don't think it is currently possible to mod the game to change the time-scale. Someday in the far future, I may create a version with variable time rates to support greater than 30-frames per second. At that point, I think what you want would be easy. Right now, though, there are ma...
by george moromisato
Thu Jul 13, 2006 2:28 am
Forum: Beginner's Luck
Topic: Shield down-time
Replies: 10
Views: 7940

It's definitely intentional for shields to take a while to start regenerating once they get knocked down to 0. I think that it balances out certain shields. Right now there is not much variation between shield types: all shields have this delay. It might be interesting to create some new shield type...
by george moromisato
Thu Jul 13, 2006 2:21 am
Forum: Commonwealth
Topic: Collision detection
Replies: 3
Views: 3290

Re: thanks!

I guess I could play a little game where I compute tiny slices between an analytically-determined bound-entry and bound-exit point (I'd love to hear better solutions, naturally!). Yup. Essentially you would be testing a series of points along the line to see if they are inside the bitmask. Obviousl...
by george moromisato
Wed Jul 12, 2006 4:51 am
Forum: Ideas & Suggestions
Topic: BM & low fuel
Replies: 4
Views: 3183

For (A) I totally agree. Also, when the ship runs out of fuel, all devices should be turned off, but there should be a small grace period that allows the player to manually refuel (if there is any fuel on board). (B) is a little more complicated, and I need to think about it. I don't want to make it...
by george moromisato
Wed Jul 12, 2006 2:23 am
Forum: Commonwealth
Topic: Collision detection
Replies: 3
Views: 3290

I love pontificating about game design, so forgive me for the rambling post: First of all, the advice that I give everyone who wants to write a game is to go breadth-first. Don't spend a lot of time on every detail of the game. Instead, try to get as much of the whole game done as possible. The soon...
by george moromisato
Wed Jul 12, 2006 12:48 am
Forum: Commonwealth
Topic: Status update
Replies: 18
Views: 13556

Sounds very nice - I like the evilness regrading the system maps. Nice touch, more horrible tricks like this would be much appreciated :twisted: Carrying on from what Betel said, I'd like to see a little variance in mid range equipment, but the random bit I'd like most is in the enemies. Nothing gr...
by george moromisato
Wed Jul 12, 2006 12:45 am
Forum: Commonwealth
Topic: Status update
Replies: 18
Views: 13556

This sounds great, George! I'm sure I'll be very miffed the first time an unsuspected ranx fortress pulverizes me while I'm cruising through a system I think is safely mapped, but I really like the idea. How are the new fuel rod types implemented? Do fuel stations sell them, are they found as loot,...
by george moromisato
Wed Jul 12, 2006 12:41 am
Forum: Commonwealth
Topic: Status update
Replies: 18
Views: 13556

with stations firing farther will ringer stations be brought down in strength? It seems it will be like there would ether dead stations or large areas of dead ships (this is a bigger problem in areas where there tend to be lots of stations) I didn't change Ringer stations--but I'm not sure it will ...
by george moromisato
Wed Jul 12, 2006 12:35 am
Forum: Closed bug reports
Topic: Save Bug
Replies: 8
Views: 6000

Ugh...that sucks.

Any information you have to help me reproduce it would help. I will add some debug code in the next version to help.
by george moromisato
Sun Jul 09, 2006 4:40 pm
Forum: Commonwealth
Topic: Status update
Replies: 18
Views: 13556

I'm hoping that along with the new reactor and fuel types, there will be more ways to get advanced fueltypes midgame. As it stands, if you happen to come across a 500MW reactor midgame, the only way you'll be able to fuel up is to kill enemy capships. If the enemy capships are going to be tougher, ...
by george moromisato
Sun Jul 09, 2006 2:51 am
Forum: Commonwealth
Topic: Status update
Replies: 18
Views: 13556

Yugimotomanager wrote:I think there are other items/devices in the game like Duralloy that should be made rarer, such as the QAC and Iocrym Veil.
Yeah, I agree. I haven't dealt with the QAC yet--probably after this release.
by george moromisato
Sun Jul 09, 2006 2:49 am
Forum: Commonwealth
Topic: Status update
Replies: 18
Views: 13556

Betelgeuse wrote:was the randomness of equipment or randomness of weapon stats implemented?
No.

But I still think it is a great idea. Post v1, I think it would be cool if there were a series of powerful artifacts that had random attributes.