Outpost Universe Forums

Projects & Development => Projects => Topic started by: Sirbomber on November 11, 2008, 08:14:15 AM

Title: Brief Mt2 Update
Post by: Sirbomber on November 11, 2008, 08:14:15 AM
Hey everyone.
I haven't had time to do any coding lately, and I wasted this weekend playing Doom 3 with Betaray (and occasionally Arklon).  Oh well, that's the way it goes.  :P

Anyways, stuff will be done... Eventually.
Actually, I do have 3 levels "ready" for testing but they need maps.  Right now they use old maps.  Additionally, a fourth mission is in development.
When I'm ready to release you'll all be the first to know.

Look forward to it!
Title: Brief Mt2 Update
Post by: Eddy-B on November 11, 2008, 11:31:40 AM
We will, Sirbomber!

I've had the privilege to (beta)test the 4 missions, and they look promising :)
Although the missions themselves are quite simple, the new techtree certainly makes them worth to play.
Title: Brief Mt2 Update
Post by: Sirbomber on November 14, 2008, 06:37:15 AM
Oh, crap.  I just remembered I still have to fix that bug that causes Robo-Miners to mysteriously require rare ore to build...

I can't remember if anybody ever found the tech(s) that can cause it, though...
Title: Brief Mt2 Update
Post by: CK9 on November 14, 2008, 09:55:30 AM
...how the hell did you do that?  Then never require rare in the orignal game...
Title: Brief Mt2 Update
Post by: Sirbomber on November 14, 2008, 02:08:37 PM
It's a bug.  I don't know why it happens, and nothing I've done intentionally sets it.
Title: Brief Mt2 Update
Post by: Sonnebahn on November 14, 2008, 02:57:41 PM
Well, I told you where I found it happened.  I can test it again, but I suspect the same result.  

There is a workaround I thought of, if you are up to a suggestion.  Simply spam the tech tree with a setting to change the rare ore to 0 on miners with every technology.  Then the rare ore requirement will only be there until the next tech is researched.