So, basically, it's a single-player Survivor without the Blight?Something like that.
Sounds good. I'll give it a try when I get finished with Eden #5 for OP:SC*. Of course, I will never get finished with it because my mapper (cough CK9 cough) is too lazy to do the celltypes on the map he made for me.QuoteSo, basically, it's a single-player Survivor without the Blight?Something like that.
It's a save game issue of 1.3.5.Say what? How come I'm only hearing about this now?
In other words, Sirbomber tried to get some satisfaction from hearing his colony was doomed, but was disappointed by his efforts.You know me too well, Hooman...
Alright, I played it. Gotta say, not all that impressed.Thanks for playing. I have a few responses:
1) It's a boring "get X amount of resources" mission. Those practically play themselves.
2) NOTHING happened. For a map where "your primary enemy is the disasters" there are very few of them.
3) You artificially inflate the difficulty by giving us way too many people to start with, ensuring that morale is at zero for ages and everyone dies of boredom.
4) If your population is 130, why the heck do you start with no research? You'd think you'd at least have something, especially on easy.
5) You should check to see if the CC has actually been built before you allow the player to unload the colonists.
6) I think it would be neat if, instead of starting with an ET filled with 130 people, you have the player start with a very small group of colonists (15 workers, 5 scientists maybe?). When the CC is finished, the ET with the rest of the population spawns and you can unload them into their new home.
7) You should add some failure conditions in case somebody thinks it would be funny to kill off the entire colony by self-destructing the ET, or dumping the CC kit from the ConVec, or whatever.
4. Rgding #5 - Enlighten me as to what code will check to see if the CC has been successfully built vs. merely in progress.Show me the code you're currently using and I can show you exactly how it's done.
IUnit playerCC;
(enumerator code)
switch(playerCC.GetBusy())
{
case ctMoDevelop:
case ctMoUnDevelop:
case ctMoDismantle:
break;
default: //If it's not being built, or destroyed, take it
// code goes here
}
Very true. Very well put Sirbomber. Have you provided technical support on a professional basis? :PNot tech support, but I have had to work the phones and deal with morons on a regular basis. Those days are gone, but my hatred for the rest of humanity still lingers. ;)
A good programmer should assume the user is a total moron and take preventative measures.That, or make the game/program so lame/easy/impossible/complex to play that it weeds out the undetermined morons from the get-go.