Poll

Would you rather have

A: 10 Perma-Vortexes, or
4 (50%)
B: 1,000+ meteors hitting the map randomly
4 (50%)

Total Members Voted: 8

Author Topic: 10Perma Vortex's Or 1,000+ Meteors.  (Read 11768 times)

Offline jcj94

  • Sr. Member
  • ****
  • Posts: 407
    • http://techfusion-279.com
10Perma Vortex's Or 1,000+ Meteors.
« on: April 01, 2010, 08:01:50 PM »
I just want to see your responses.  Once i get better at the C++ ill try and make the meteor one, seeing as I can already create a Perma-Vortex

Offline Kayedon

  • Sr. Member
  • ****
  • Posts: 378
10Perma Vortex's Or 1,000+ Meteors.
« Reply #1 on: April 01, 2010, 09:23:18 PM »
Where's the "No. Just no." option?
"Trust me, I'm crazy."

Offline jcj94

  • Sr. Member
  • ****
  • Posts: 407
    • http://techfusion-279.com
10Perma Vortex's Or 1,000+ Meteors.
« Reply #2 on: April 01, 2010, 09:49:07 PM »
No! you must pick one... or just ignore it.

Offline BlackBox

  • Administrator
  • Hero Member
  • *****
  • Posts: 3093
10Perma Vortex's Or 1,000+ Meteors.
« Reply #3 on: April 01, 2010, 11:54:02 PM »
Moved to spam forum for containing no actual content.

Offline CK9

  • Administrator
  • Hero Member
  • *****
  • Posts: 6226
    • http://www.outpost2.net/~ck9
10Perma Vortex's Or 1,000+ Meteors.
« Reply #4 on: April 02, 2010, 01:56:36 AM »
you know...myabe this will get the point across easier...
« Last Edit: April 02, 2010, 01:56:45 AM by CK9 »
CK9 in outpost
Iamck in runescape (yes, I still play...sometimes...)
srentiln in minecraft (I like legos, and I like computer games...it was only a matter of time...) and youtube...
xdarkinsidex on deviantart

yup, I have too many screen names

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
10Perma Vortex's Or 1,000+ Meteors.
« Reply #5 on: April 02, 2010, 03:49:46 AM »
Neither choice is hard to implement and we already have the Doomsday map for lots of disasters (kicking it off with meteors).
"Nothing from nowhere, I'm no one at all"

Offline Conestoga

  • Newbie
  • *
  • Posts: 24
10Perma Vortex's Or 1,000+ Meteors.
« Reply #6 on: May 03, 2010, 08:52:47 AM »
Quote
Neither choice is hard to implement and we already have the Doomsday map for lots of disasters (kicking it off with meteors).
That being said, I'd still vote for 1000+ meteor showers for laughs, even Eden's Meteor Defense would really get a run for its money.

~Conestoga  :op2:  
Robert E. Lee - "Get correct views of life, and learn to see the world in its true light. It will enable you to live pleasantly, to do good, and, when summoned away, to leave without regret."

Offline evecolonycamander

  • Hero Member
  • *****
  • Posts: 602
10Perma Vortex's Or 1,000+ Meteors.
« Reply #7 on: May 03, 2010, 05:58:31 PM »
well Edens meteor defense misses a lot as it is so running it for its money isent the best of choices
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Freeza-CII

  • Administrator
  • Hero Member
  • *****
  • Posts: 2308
10Perma Vortex's Or 1,000+ Meteors.
« Reply #8 on: May 03, 2010, 09:08:02 PM »
the ONLY problem with having alot of meteors is the damn savant trying to say meteor meteor meteor meteor......

Offline CK9

  • Administrator
  • Hero Member
  • *****
  • Posts: 6226
    • http://www.outpost2.net/~ck9
10Perma Vortex's Or 1,000+ Meteors.
« Reply #9 on: May 04, 2010, 01:08:14 AM »
too bad we can't just edit it to say multiple meteors detected
CK9 in outpost
Iamck in runescape (yes, I still play...sometimes...)
srentiln in minecraft (I like legos, and I like computer games...it was only a matter of time...) and youtube...
xdarkinsidex on deviantart

yup, I have too many screen names

Offline evecolonycamander

  • Hero Member
  • *****
  • Posts: 602
10Perma Vortex's Or 1,000+ Meteors.
« Reply #10 on: May 04, 2010, 07:21:27 AM »
Well... we could, but as it stands i dont think anyone is up to the job. defenitly not me

edit: k, i finaly voted and i have to say that 10 vortexes are the best to have sence it makes both colonys on even survival grounds
« Last Edit: May 04, 2010, 07:24:22 AM by evecolonycamander »
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Freeza-CII

  • Administrator
  • Hero Member
  • *****
  • Posts: 2308
10Perma Vortex's Or 1,000+ Meteors.
« Reply #11 on: May 04, 2010, 01:50:27 PM »
I doubt that will happen or if any one knows how to go about or even if they know where it is.  other then that removing the sound from the voices so you dont hear it.

Offline evecolonycamander

  • Hero Member
  • *****
  • Posts: 602
10Perma Vortex's Or 1,000+ Meteors.
« Reply #12 on: May 04, 2010, 02:23:31 PM »
isent that what i just said. minus the
Quote
removing the sound
part
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
10Perma Vortex's Or 1,000+ Meteors.
« Reply #13 on: May 04, 2010, 02:26:15 PM »
Actually, it could be done by writing a patch that changes the way alerts are sent to output by adding in some checks that discard even more excess messages.

I have a vague idea of what I'm talking about, but I'm not able to detail at the moment. Hooman or BlackBox should be more competent on this subject.
« Last Edit: May 04, 2010, 02:27:33 PM by Hidiot »
"Nothing from nowhere, I'm no one at all"

Offline evecolonycamander

  • Hero Member
  • *****
  • Posts: 602
10Perma Vortex's Or 1,000+ Meteors.
« Reply #14 on: May 04, 2010, 03:58:01 PM »
i have to agree with that i did forget the patches... maybe... no you guys wont like it
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Hooman

  • Administrator
  • Hero Member
  • *****
  • Posts: 4955
10Perma Vortex's Or 1,000+ Meteors.
« Reply #15 on: May 05, 2010, 12:19:20 AM »
Could be a candidate for patch section of that competition thingy. It shouldn't be terribly hard to implement. I wouldn't be surprised if Hidiot could figure it out.

Btw, I think the relevant sections of code are already commented in the .udd file. Just trace through the creation of meteors, starting at TethysGame::SetMeteor.