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Outpost 2 Divided Destiny / Re: Has Colony Game difficulty changed?
« Last post by Crow! on August 09, 2018, 09:00:07 AM »
Idling structures reduces the damage they take from all sources.  It's mentioned in the game's electronic manual but not its physical one.

Quote
You may choose to deactivate, or Idle, any Active or Disabled structure, generally for the purpose of freeing up resources for use at other structures. (Another reason to Idle a structure is that Idled structures take less damage from disasters and attacks.) All Power, Scientists, and Workers are released...
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Outpost 2 Divided Destiny / Re: Has Colony Game difficulty changed?
« Last post by Highlander on August 08, 2018, 11:42:59 PM »
Probably you could survive the scenario if you avoided military research and only relied on self destructing scouts, though you'd need 2-4 VF's to have a high enough scout production. I haen't tried this approach though, so I dont know how well it would actually work. I'd also regard it as somewhat cheating, since you are manipulating the game to some extent (Im sure self destructing scouts was not an intended way of passing the scenarion :P )

The other method which you (Crow!) mention, (which will also work on most maps where enemy units enter the map if I remember correctly) is to self destruct your military units and rebuild your forces once the next enemy attack wave enters the map. This keeps enemy attacking units to a minimum, and if you place your VF's strategically on the map, you will have enough time to build defenses and intercept enemy units. But again, this is manipulating the game a bit..


The only way I have succeeded with this scenario on hard is to stall weapon research as long as possible, while building up my base and population. Then, when the first microwave attack begins, blow those lynxes up with scouts and jump start weapons research.
The enemy will enter the map on 6 different locations after that - two groups with 4x Vehicle Factories on each side will probably be able to produce enough units to keep up with the attacks.
EMP + ESG  Tigers is my main choice in weaponry -> set up bottlenecks at locations attacks pass through and the EMP/ESG combo will clear out most of the enemy units. As a backup you might want to keep 1 spaceport armed with an EMP missile + a few supernova or microwave lynx.
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Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V11
« Last post by lordpalandus on August 08, 2018, 05:20:49 PM »
As far as I can tell, it is a limitation with the libtcod library. You need to use, what I think is a sprite sheet, with all the various characters and symbols off a font file (included file is the font size 12 file). Why it has such large spaces in some words, and other times have like no spaces, I'm not entirely sure why that is.

I can definitely agree that having too many spaces in a word, artificially lengthens the word and makes it harder for me to read it quickly. Probably a perception related thing where the user expects the word to be longer, because it takes up more space that it usually does.

I'll fiddle with the UI, as it might be a problem created on my end. Maybe by giving a window too much excess space, it spreads out each character to fill that space more effectively. Or maybe legacy code from the tutorial creates the text issues. Or maybe it was fixed in a later version of libtcod library, and I'm just using an outdated version of libtcod.

Or maybe there is a text-formatting option in libtcod that isn't being used, which could be used to shrink the spacing of characters.

EDIT: I might be able to have Alpha V12's release out tomorrow. I am fighting with a few annoying interface bugs with the changes from font 10 to font 12, so I am not going to be able to promise a release. I've solved some of the interface issues, but not all of them, and many of them are extremely complex in nature, so it is slow, troublesome, and often times painful work to address these interface issues. And as the interface is key to gameplay, the game isn't really in a playable state at the present time.

EDIT2: I won't be able to release it today. However, I have made immense progress in getting the new character customization system to start working and I'm slowly but surely solving a whole bunch of interface related problems along the way. I hope to get this release out as soon as possible, but this all depends on how much more grief the interface will give me, between now and then.
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Graphics Update / Re: CHAP
« Last post by JetMech1999 on August 08, 2018, 04:54:36 PM »
So true. :)
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Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V11
« Last post by Hooman on August 08, 2018, 02:33:23 PM »
That's much easier to read. The letters are large enough to be clear.

I still find the spaces between characters within words slows down my reading. I vaguely remember reading an article years ago that talked about a scientific study on how spacing affects reading, which suggested spaces within words makes it harder to read.

Not sure how attached you are to that spacing, or if it's part of the engine you're using. Looks like it's part of the engine.
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Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V11
« Last post by lordpalandus on August 08, 2018, 11:32:02 AM »
Yes, when in a sub-menu it won't work. If you were able to move your character around the map, and then hit shift + /, then it would have opened the help menu.

Here is two screenshots, to give an indication of changes in font size.
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Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V11
« Last post by Hooman on August 08, 2018, 10:56:14 AM »
I had tried pressing Shift + /, as you mentioned in a previous post, but it didn't seem to do anything for me. Though I might have been stuck in a sub-menu without realizing it.

As for the in game instructions, I did skip reading the big block of text. It's just too small of a font to read comfortably. I'll take another look once the font size issue is dealt with.
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Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V11
« Last post by lordpalandus on August 08, 2018, 10:25:34 AM »
The h not rendering and the column of letters are associated with a bug with the menu code. I had thought I had solved all instances of this bug, but apparently not. With the font change, I will be doing an UI overhaul, so I'll make sure to address the bug then.

Yes, I've noticed that as well with font size 10. Font size 12 doesn't appear to have the same issue... or if it does, it is much more marginal.

I double checked, and I did indeed mention the help menu and the tutorial, in Binary V11. It is at the end of the story window, after the all capitalized text. The first sentence mentions the help menu. The second, the tutorial. When I redo the story, as with the font size increase is now TOO big to fit in the new window size, I'll look into making it more obvious.

For reference: Help Menu (Shift + /) and Tutorial (Shift + '). These are also mentioned in the Readme file... though, people rarely readme files anymore so I'll forgive you for not reading the readme.
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Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V11
« Last post by Hooman on August 08, 2018, 07:16:11 AM »
How am I supposed to compare? You haven't release the changes with the new font size yet  :P

Hmm, just noticed the "h" doesn't seem to render:
"w  e r e"
"P  y s i q u e"
Though I also noticed hitting a key caused a column of letters to disappear, which lined up with the missing "h"s.

I also found the spaces between letters made the text much harder to read.


I didn't notice any mention of a help key, nor was I able to activate a help menu.
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Projects / Re: Cross Platform Outpost 2 Utility Library
« Last post by Hooman on August 08, 2018, 07:08:12 AM »
Indeed, the library now works for both Windows and Linux, and compiles for both 32-bit and 64-bit.

Initial attempts at a 64-bit build on Windows produced a number of compiler warnings. Recent work has cleaned that up, and looks ready to be merged into the master branch. On Linux, the library builds cleanly for either 32-bit or 64-bit.



The stream library has a few new additions that make processing files much easier. The new helper methods shorten and simplify code needed to parse or write generic binary files, while also providing a number of safety checks by default.



I think you kind of hit the nail on the head about the CMake experience. So far it hasn't been very compelling. It seems like for everything we can make it do, there's another equivalent problem that crops up earlier in the CMake system. It's just moving the problems, rather than solving them.

I could go either way on removing the CMake stuff. I think maybe I'm leaning slightly towards removing it, though right now, I want to leave it in for a little while longer, just to make sure we're not simply running from the discomfort of using a new system.

Perhaps we should set a deadline for a decision so we don't leave this hanging open.
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