Author Topic: 5p, Srv, 'dangerzone'  (Read 53624 times)

Offline Flashy

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5p, Srv, 'dangerzone'
« Reply #75 on: August 13, 2010, 06:57:41 AM »
Post 1)
No microbe walls for plymouth.

And I wondered why the tech gets shared at the beginning. Because the Ai is tech level 12. Is fixed.
~~~~~~~~~
Post 2)
v0.16 Beta 2 is finished and contains these changes:
-the survivor wall techs are added, the starting vehicles have new positions, the eruption is delayed, the AI attacks the strongest player, not the closest and the AI got a blight wall
Praise the mighty light towers!!!

Offline evecolonycamander

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« Reply #76 on: August 16, 2010, 05:59:56 AM »
Quote
Post 1the AI attacks the strongest player, not the closest
what do you mean by this? dose it attack the one with the most weapons or the most defenses or the most units
can i do you a favor and make the initial base for you... you''l have the to code it of course but you'll have a graphic representation and ill have a interesting time watching a colony die. oh and use the weapon i made to kill the colony. not the over-used advanced lab deal that we are so familiar with.  
« Last Edit: August 16, 2010, 06:05:49 AM by evecolonycamander »
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Outpost 2: EoM project status: Re-planning

Offline Flashy

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« Reply #77 on: August 16, 2010, 06:25:48 AM »
It attacks the player with the highest GetTotalPlayerStrength() value. Hooman said it is calculated like this:

// [Get] Player Strength  [Calculational]
// Note: Unit Strengths are as follows:
// Spider/Scorpion : 4
// Lynx   : Laser/Microwave: 5 Other: 6 ThorsHammer: 7
// Panther   : Laser/Microwave: 7 Other: 8 ThorsHammer: 9
// Tiger   : Laser/Microwave: 8 Other: 9 ThorsHammer: 10
// Guard Post  : Laser/Microwave: 4 Other: 5 ThorsHammer: 7
// Other   : 0  [Including Units in a Garage]
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Offline evecolonycamander

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« Reply #78 on: August 30, 2010, 05:05:25 AM »
im going to stick yo what i keep asking... how about that colony game version?
edit:i just reread something in that last post of yours...
Quote
// Other : 0 [Including Units in a Garage]
dose that mean you could theoretically hide your entire army in the garages?
« Last Edit: August 30, 2010, 05:11:51 AM by evecolonycamander »
''The blight cant get us up here!''
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--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Hidiot

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« Reply #79 on: August 30, 2010, 05:21:52 AM »
Yes. Is that a good idea? No.


Flashy, suggestion on making low resources playable: Make sure there are some base sites close to the starting location, or give players with low resources more food. All other difficulties get an agridome, which has a major impact on the rate of food consumption.
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Offline Flashy

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« Reply #80 on: August 30, 2010, 08:10:26 AM »
Ok. I think I should write a new repair code, too.
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Offline evecolonycamander

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« Reply #81 on: August 30, 2010, 08:14:16 AM »
okey to the colony game or what hidot said. or both :)
''The blight cant get us up here!''
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Outpost 2: EoM project status: Re-planning

Offline Flashy

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« Reply #82 on: August 31, 2010, 09:50:27 AM »
Hidiot. The mission isn't ready to be converted into a colony game.
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Offline evecolonycamander

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« Reply #83 on: August 31, 2010, 11:09:30 AM »
damn... thought id try tho
''The blight cant get us up here!''
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Outpost 2: EoM project status: Re-planning

Offline Zhall

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« Reply #84 on: August 31, 2010, 11:52:42 PM »
Full Virtual Error...

We had the main CC down the bottom base destroyed and were in the process of destroying the base that is south east of blues main.

Maybe it was the cargo truck spawning... Maybe it was just a code flaw with the new base.

About 2 hours wasted thanks to you..

Lol jk, playing outpost 2 is never wasted time.
Pumping out awsome.

Offline Flashy

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« Reply #85 on: September 01, 2010, 07:55:29 AM »
Silly code. I really should rewrite some parts.
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Offline TH300

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« Reply #86 on: September 03, 2010, 06:29:49 PM »
Today I played that map the first time and I already like it, although it seemed too hard.

First thing that annoyed me was the (almost) lack of 2bar common beacons. I don't demand 3bars, but even with 2 1bar mines (which were the only ones in range) I could barely build up enough forces to defend (no way to think about attacking). Of course that was also true for my allies (although Highlander somehow managed to find 2bar common and even rare which of far too little was on the map). You should place a few more (not many) 2bar common beacons on the map and you should make sure that players can find rare in every region of the map (1bar would already be good for most players, some could get 2bar). Randomness is nice, because it makes every game different, but too much randomness is bad, because it makes the game unplayable. Let me put it that way: There are the kind of players who like to try a hard mission over and over again just to proove to themselves how good they are, when they finally beat it. But the majority of players wants to win the game with the first or second try. (and here I'm talking about medium skilled players)

Something else is the mission objective that says not to launch the starship before enemy cc is destroyed. Its completely acceptable to design the mission in such a way that one objective must be completed before the other can be worked on. But its not acceptable that this is implemented in the form of a severe logical flaw. You still have to explain why building a starship would mean to lose the game (launching the evac module could, but not launching a random module). So, why don't you hold back the corresponding tech until the first objective is fulfilled? As far as I understand it, the trigger is already there (with the wreckage). You only have to add the condition that the enemy cc must be destroyed.

Offline Flashy

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« Reply #87 on: September 04, 2010, 05:55:02 AM »
Thanks for your opinion. Version 0.15.1 will contain a different repair code and a little bit more ore. Plus I already wanted to overhaul the objectives, since there are some questionable things in the code. I'll make the starship research depend on the cc's destruction. Maybe I'll remove the wreckages, too, since no one seems to like them(On easy you get them for free by now anyway)
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Offline TH300

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« Reply #88 on: September 04, 2010, 03:25:09 PM »
Actually, today I played it again with Highlander (2-player game) and we won. So, its not much too hard (or maybe its only too hard with 3 players, idk).

It was not easy though, until we took over an Eden base spot. (the south one)
« Last Edit: September 04, 2010, 03:26:27 PM by TH300 »

Offline Flashy

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« Reply #89 on: September 04, 2010, 03:46:48 PM »
Too hard with 3 Players? Strange, since the more players join, the more ore gets created. But of cause the AI is easier for 2 players since the Level-3-Attack is delayed. Maybe I should also use a mix of 1/4 fixed beacons and 3/4 random ones
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Offline TH300

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« Reply #90 on: September 05, 2010, 06:20:00 AM »
Quote
Too hard with 3 Players? Strange, since the more players join, the more ore gets created. But of cause the AI is easier for 2 players since the Level-3-Attack is delayed. Maybe I should also use a mix of 1/4 fixed beacons and 3/4 random ones
The delayed Level3 attack may have been an important factor. But probably it was just a matter of luck/different tactic. (in the first game we made some mistakes with base placement)
« Last Edit: September 05, 2010, 06:21:57 AM by TH300 »

Offline evecolonycamander

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« Reply #91 on: September 05, 2010, 06:28:03 AM »
Quote
Maybe I'll remove the wreckages, too, since no one seems to like them(On easy you get them for free by now anyway)
i like them
''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 #92 on: October 14, 2010, 11:35:29 AM »
You like them... ok, do really you want them to stay? They annoyed some people.
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Offline Hidiot

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« Reply #93 on: October 14, 2010, 03:18:18 PM »
They could stay if the sites are clearly marked, or at least hinted. Also, make people require escorts :P
« Last Edit: October 14, 2010, 03:18:26 PM by Hidiot »
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Offline Flashy

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« Reply #94 on: October 18, 2010, 09:24:15 AM »
Escorts?
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Offline Hidiot

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« Reply #95 on: October 18, 2010, 10:04:49 AM »
a.k.a. Have the AI attack the transports/trucks when they load mission cargo, such as scientists and wreckage. With reasonably powerful units.
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Offline TH300

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« Reply #96 on: October 18, 2010, 01:01:38 PM »
Quote
a.k.a. Have the AI attack the transports/trucks when they load mission cargo, such as scientists and wreckage. With reasonably powerful units.
Sounds plausible. But let the ai only attack if it sees such "unarmed convoys", i.e. ignore them if its night and lights are turned off.

And if you want to be mean, you can make the ai attack a players base if the player sends out many combat vecs with a convoy.

Offline CK9

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« Reply #97 on: October 19, 2010, 12:53:21 PM »
what's really fun (on the topic of being mean) is to have the computer hide scouts in the dark so it can find convoys trying to hide, lol
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Offline TH300

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« Reply #98 on: October 19, 2010, 02:52:21 PM »
And make the ai attack lights-iff convoys with lights-off armies. Actually, I suggest to disable this feature against high-res players.

Offline Flashy

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« Reply #99 on: October 28, 2010, 08:10:13 AM »
Post 1)
Oh my! Version 17 beta is finished. It has more rare, the laser guardposts are disabled, objectives are overhauled, the children ET gets created instead of getting build, new ai repair system added, the volcano was replaced by a bigger one, Arklon's earthworker bug fix is included... was hard. I hope it will work. Thank you Arklon.
~~~~~~~~~
Post 2)
Oh, and in addition, due to the severe lack of rare ore on the map, tiger and reinforced panther construction require rare ore processing instead of reinforced vehicle construction. The description has been altered a little bit to avoid consistency problems. If you've got problems with it, tell me and i'll remove it again
Praise the mighty light towers!!!