Author Topic: 5p, Srv, 'dangerzone'  (Read 13620 times)

Offline evecolonycamander

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« Reply #50 on: June 20, 2010, 01:10:08 PM »
Quote
Edit: ECC, what you basically just said was "I made random edits to the sheets and OP2 crashed."  That's really not helpful in debugging unmodded OP2.
No the thors unit WILL crash the game if it has to shoot farther then 12 squares. other units do not do that they an shoot at any distance. they will lose accuracy tho the farther the target is
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Offline Hidiot

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« Reply #51 on: June 21, 2010, 12:44:58 AM »
Sirbomber, I deduced that Flashy uses a check to prevent mining beacons from appearing on inaccessible cell types. But mining beacons still appear on top of inaccessible cliffs.

Why I'd suggest that for all maps? Um... the bulldozer is the only reason really. So, yeah, I admit to the stupidity of the second part.
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Offline Sirbomber

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« Reply #52 on: June 21, 2010, 06:17:47 AM »
Quote
Sirbomber, I deduced that Flashy uses a check to prevent mining beacons from appearing on inaccessible cell types. But mining beacons still appear on top of inaccessible cliffs.
Ah.  That would be a good reason then.

And ECC, I'm not debating that having the Thor's Hammer shoot really far will make OP2 crash (whether it really does or not is irrelevant).  But you're arguing that this may be the reason Flashy's map crashes, while I'm telling you it's unlikely since he hasn't modified the range of the Thor's Hammer.
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Offline Flashy

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« Reply #53 on: June 21, 2010, 08:32:19 AM »
Quote
I deduced that Flashy uses a check to prevent mining beacons from appearing on inaccessible cell types.
Yes, it checks if a robo miner can build on at least one of the 2 possible positions. And I'll work on the inaccessible terrain marking. I already marked a few mountains and opened some up.
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Offline Hidiot

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« Reply #54 on: June 21, 2010, 08:41:25 AM »
In case you want to be thorough, you might want to keep in mind that the bulldozed adjunct tiles also need to avoid impassible terrain.
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Offline Flashy

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« Reply #55 on: June 21, 2010, 09:04:34 AM »
Yes, it works that way
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Offline Zhall

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« Reply #56 on: June 21, 2010, 08:22:33 PM »
Its fricken hard, or im a nub lol Me and ECC have tried it about 4 times... cant get metals production up enough
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Offline evecolonycamander

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« Reply #57 on: June 21, 2010, 08:25:19 PM »
no its easy for me. when i focus of coarse.
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Outpost 2: EoM project status: Re-planning

Offline Flashy

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« Reply #58 on: June 22, 2010, 05:53:24 AM »
Quote
cant get metals production up enough
Version 0.9 had more ore. But hidiot complained about the huge amount of 3 bars on the map, so it's no longer possible to find 5 to 8 3bars.
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Offline Hidiot

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« Reply #59 on: June 22, 2010, 05:57:00 AM »
Yeah, and your answer was to make very few 2-bars and lots of 1-bars.
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Offline Sirbomber

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« Reply #60 on: June 22, 2010, 05:58:58 AM »
If I've learned anything from Highlander_H over the years, it's that you shouldn't underestimate the value of lots of 1-bar mines.

Still, it would be nice to have at least some decent mines.
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Offline Flashy

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« Reply #61 on: June 22, 2010, 06:13:02 AM »
Quote
Yeah, and your answer was to make very few 2-bars and lots of 1-bars.
Lots? the number of mine beacons is very low.
Quote
Still, it would be nice to have at least some decent mines.
And what about the 0-2 3 bars that can now be found?
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Offline evecolonycamander

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« Reply #62 on: June 22, 2010, 06:30:54 AM »
the only 2-3 bar mines i can find are located next to a light tower.out of all of those only one of them can i build a colony at. it is a 3 bar mine. the colony MUST stay small and everything is restricted there
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
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Offline Flashy

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« Reply #63 on: June 26, 2010, 05:49:12 AM »
Post 1)
The chance of that b(e)acon of getting a 3 bar mine is 20%
Post 2)
Finally,  version 0.15 is finished. It has a children evac code modification so the children et gets spawned over and over again if it's destroyed, mountain cells are corrected, blight is on double speed, a little number of fixed beacons are placed, and disasters are cumulative(start weak and grow over time. Of cause, there's a maximum). Last but not least, the third AI base works. I don't recommend destroying it since it doesn't attack, it is capable of rebuilding the main base and shortens the time until the children et is build.
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Offline evecolonycamander

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« Reply #64 on: June 26, 2010, 08:49:50 AM »
but the blight can still be slowed down back to its original speed(or slower) when you stop at a Light tower?
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Flashy

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« Reply #65 on: June 26, 2010, 08:55:24 AM »
That still works in the same way.
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Offline evecolonycamander

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« Reply #66 on: June 27, 2010, 08:50:34 AM »
that is good. is there going to be any new tech for this map? are you doing a storyline? or did you give up on that?
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Flashy

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« Reply #67 on: August 10, 2010, 06:17:45 PM »
Post 1)
Im currently busy with lop's map, but there won't be new techs.
~~~~~~~~~
Post 2)
Er... Maybe i'll add new techs despite what i've said But only the wall upgrades from Survtech. The Blight is fast so the player needs something to counteract it. I just have to check if my version of the "give tech to everyone" code works exactly like the original
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Offline Sirbomber

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« Reply #68 on: August 11, 2010, 07:18:46 AM »
Code: [Select]
// -----------------------------------------------------------------------
// Misc. Functions
// -----------------------------------------------------------------------

void SetupWallTech()
{
    // Mark off the "Wall HP Enabler" tech for all players
    for (short i = 0; i < TethysGame::NoPlayers(); i++)
    {
        Player[i].MarkResearchComplete(12002);
    }

    // Create research triggers to share the wall HP techs
    MicWall = CreateResearchTrigger( 1, 1, 8403, -1, "ShareMicWallTech");
    LavWall = CreateResearchTrigger( 1, 1, 5702, -1, "ShareLavWallTech");

}

SCRIPT_API void ShareMicWallTech()
{
    short i, x;

    for (i = 0; i < TethysGame::NoPlayers(); i++)
    {
        // Find out which player actually researched the tech
        if (Player[i].HasTechnology(8403) )
        {
            x = i;
        }
    }

    for (i = 0; i < TethysGame::NoPlayers(); i++)
    {
        // For everyone else, send a message indicating they're getting the tech and mark it off
        if (i != x)
        {
            TethysGame::AddMessage( -1, -1, "Receiving Microbe Wall upgrade...", i, sndLab_3);
            Player[i].MarkResearchComplete(8403);
        }

        // For the player who researched it, notify them they're being forced to share the tech
        else
        {
            TethysGame::AddMessage( -1, -1, "Transmitting Microbe Wall upgrade...", x, sndLab_3);
        }
    }

    MicWall.Destroy();
}

SCRIPT_API void ShareLavWallTech()
{
    short i, x;

    for (i = 0; i < TethysGame::NoPlayers(); i++)
    {
        // Find out which player actually researched the tech
        if (Player[i].HasTechnology(5702) )
        {
            x = i;
        }

        // For everyone else, send a message indicating they're getting the tech and mark it off
        if (i != x)
        {
            TethysGame::AddMessage( -1, -1, "Receiving Lava Wall upgrade...", i, sndLab_3);
            Player[i].MarkResearchComplete(5702);
        }

        // For the player who researched it, notify them they're being forced to share the tech
        else
        {
            TethysGame::AddMessage( -1, -1, "Transmitting Lava Wall upgrade...", x, sndLab_3);
        }
    }

    LavWall.Destroy();
}   // end of SetupWallTech and sub-functions
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Offline Flashy

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« Reply #69 on: August 11, 2010, 07:48:39 AM »
thanks, now i don't have to write it myself

EDIT: maybe it would be good to mark the research for everyone but send the message only if the player has the right colony? A Plymouth player could be confused because of "Receiving Microbe Wall upgrade..."
« Last Edit: August 11, 2010, 07:55:02 AM by Flashy »
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Offline Sirbomber

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« Reply #70 on: August 11, 2010, 11:02:44 AM »
Well, they kinda need to know that somebody got it...
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Offline Flashy

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« Reply #71 on: August 11, 2010, 11:05:05 AM »
What about
"Eden got a microbe wall upgrade"
for plymouth
and
"Plymouth got a lava wall upgrade"
for eden
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Offline Hidiot

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« Reply #72 on: August 11, 2010, 11:33:54 AM »
Considering your skills at writing code, Flashy, some simple checks (ifs) shouldn't be hard to add.

To be precise, make an if (Player.IsEden()) before each "receiving... Wall upgrade".
« Last Edit: August 11, 2010, 11:36:23 AM by Hidiot »
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Offline Flashy

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« Reply #73 on: August 11, 2010, 11:37:11 AM »
I just wanted to ask before i alter the code
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Offline Sirbomber

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« Reply #74 on: August 11, 2010, 10:17:58 PM »
No.  I thought you were giving Microbe Walls to Plymouth anyways?
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

Outpost 2 Coding 101 Tutorials