RC2

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george moromisato
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RC2

Post by george moromisato » Sun Nov 08, 2009 5:41 am

RC2 is ready for testing!

http://www.neurohack.com/downloads/Trans10RC2.zip

RC2 fixes the following issues:

BUG FIXES

Fixed crash while invoking Sustain when out of ammo. This also fixes a crash when installing new devices.

Fixed crash when gating out [Thanks to fossaman]

Fixed crash when resurrecting [Thanks to Betelgeuse and digdug]

Fixed a bug in which weapons keep firing after switching [Thanks to Atarlost]

Fixed problem with wingmen not waiting properly

Wingmen no longer chase enemies unless ordered to [Thanks to Atarlost]

Wingmen stay out of player's line of fire

Fixed bug with multitarget fragments [Thanks to BloodEagle and Atarlost]

Fixed bug in which device enhancers stacked inappropriately [Thanks to omniaddict]

Fixed bogus fire rate in Longreach autocannon [Thanks to bimbel]

Fixed problems with Volkov when he finds Helena [Thanks to fossaman]

Fixed error when returning from militia mission (scrShowPane "Default") [Thanks to fossaman]

Fixed a bug with spurious "Invalid painter creator" errors

Fixed a crash in intro screen [Thanks to Wolfy]

Fixed a bug in which no opponent shows up in Arena [Thanks to Prophet]

Fixed bug when selling illegal items [Thanks to fossaman]

Reverted change that (eq 0 Nil) evals to True; this will fix DSF mod [Thanks to Atarlost and alterecco]

Fixed price of Ceratops 5T [Thanks to Aeonic]

Fixed a bug when destroying Iocrym outpost [Thanks to Prophet]

Fixed a bug in which freighters (and others) were not using their weapons [Thanks to Wolfy]

Fixed a problem with Sapiens compound producing missiles even after destroyed [Thanks to speedofsquid]

Fixed bug with pluralization of unknown devices [Thanks to Nate879]

Fixed conflicting accelerator menus [Thanks to digdug and Wolfy]

Fixed animation of Kytryn blaster [Thanks to Wolfy]

Fixed typos [Thanks to SparcMan and BloodEagle]

GAME BALANCE

AI is improved when attacking stations

Ferians are now neutral and turn to enemy only when colony destroyed [Thanks to Atarlost]

Player is not accused of piracy if enemy ships in the area

Heretic stations don't blacklist player

Heretic stations show destination marker when under attack (even if unknown)

Distress signal from Heretic stations comes sooner

Iocrym sentinels take longer between attacks

Stations in Heretic can be found with system map rom

EXTENSIONS

(objDamage) function creates fragments, if necessary [Thanks to Prophet]

(int "some string") returns Nil if if could not convert string to number [Thanks to alterecco]

combatStyle="chase" (see Ferian warrior)

Ignore extensions and folders with prefixed . or _ [Thanks to alterecco and Wolfy]

(objAddOverlay) returns overlayID [Thanks to Atarlost]

Added (objGetNamedItems) [Thanks to Betelgeuse]

USABILITY

F1 help screen shows damage type icons

Ship selection screen shows appropriate info for items

Visual enhancement colors match LRS colors [Thanks to bimbel]

As always, thanks to everyone for all your help and excellent feedback. RC2 does not incorporate all of your suggestions, but I'm continuing to work on RC3, which will have more fixes--mostly around game balance.

Thanks all!

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Shrike
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Post by Shrike » Sun Nov 08, 2009 5:46 am

YAY!

Thankoo!

*starts downloading*

:twisted:

EDIT:

I'm going through the early systems now, and for all I've seen more Dual-Particle Beam weapons than korolov stations (I havent seen any Korolovs before Rigel), and some of the topography is looking rather supiciously rectangular (I'll grab a screenie some time. There's some strangely rectangular asteroid fields...but I suppoe that's possible under the RNG).....it's looking great!

EDIT 2: Looks like the rectsngular asteroid fields was an RNG fluke.

And I just saw Iocrym Command Ship VS Iocrym Command Ship on the itro screen. They took out their shields with plasma weapons, then disintegrated each other :P
Your friendly local genderqueer weapons designer & forum moderator. My pronoun is "They".

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Prophet
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Post by Prophet » Sun Nov 08, 2009 12:05 pm

Hooray!
Thanks George, I can't wait to make a playthrough.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!

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Post by digdug » Sun Nov 08, 2009 12:15 pm

Thanks George ! yay! :D

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Wolfy
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Post by Wolfy » Sun Nov 08, 2009 3:06 pm

:D Thanks george!
^^
Now I can abuse 'n' once again on the intro screen! :D

btw everyone: http://xelerus.de/index.php?s=mod&id=562 <-XML resources for RC2
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Fossaman
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Post by Fossaman » Sun Nov 08, 2009 5:37 pm

This looks pretty shiny. Nice!
X-ray laser! Pew, pew pew!
> = = = = ۞

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Post by bluesaberist » Mon Nov 09, 2009 3:07 am

Sweet Home Alabama. You just made my night.
If you drop a bar of soap on the ground, is it dirty?
If a person is legally blind, and can suddenly see, is he breaking the law?
If a friend says he's going outside to get some air, what was he breathing before?
-Brad Stein

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Wolfy
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Re: RC2

Post by Wolfy » Mon Nov 09, 2009 4:42 am

george moromisato wrote:Fixed a bug in which freighters (and others) were not using their weapons [Thanks to Wolfy]
This still seems to be an issue with the korolov freighters however. I've consistently been getting freighters who won't fire their weapons (even freighters I'm not escorting: my EI100 and an Anatares II were flying side by side when some charon fighters flew over (practically right on top of the two), and neither shot a single shot.)

//edit// I reopened the ticket w/ my theory on why this is happening: http://wiki.neurohack.com/transcendence ... #comment:3
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Prophet
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Post by Prophet » Mon Nov 09, 2009 11:53 am

Any freighter that I've seen has been using it's weapons.

The AI upgrade is excellent so far. I'm losing less autons now. I'm still waiting for another Korolov station to try for a wingman and really put them to the test.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!

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Wolfy
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Post by Wolfy » Mon Nov 09, 2009 1:39 pm

yes, the autons do seem to work better.
korolov freighters still do not seem tp want to fire weapons though.
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Wurmish
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Post by Wurmish » Mon Nov 09, 2009 2:18 pm

Freighters seem to fire their weapons just fine for me...
Volkov does just fine for a wingman, staying out of my way and all. I dunno if he ever will repair himself, he hasn't taken damage yet.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789

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Atarlost
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Post by Atarlost » Mon Nov 09, 2009 5:29 pm

I *LOVE* the new AI type. It actually seems to be maxspeed independant.

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Wolfy
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Post by Wolfy » Mon Nov 09, 2009 10:51 pm

The only mod i am using is godmod, and that should not cause the freighters to not fire.
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Post by Wolfy » Tue Nov 10, 2009 12:14 am

--update on non-firing freighters--
I finally got an Antares II that had functional weapons (it was on a mission to gate out)... but all the others just didn;t seem to fire
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Post by Viperion » Tue Nov 10, 2009 7:26 am

Maybe I just had a good first game last time, but I loaded up my start-of-heretic RC1 save into RC2, and actually found the RC2 version more difficult than the RC1. In the RC1 version, with a Kaidun-800, 150% IM90 and Lamplighter +Fast, I only lost the Domina station. I lost them all in RC2. Maybe my piloting is crappier in RC2. I'll play again later and see if I experience the same thing.

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