He was being sarcastic. l2humor :( P.S. lol
Lost_WLd
[quote]This sounds like a good idea just needs some work and thought[/quote] It's a rough draft ;) I primarily am just hoping a developer will read this and think: "Oh, that's a cool concept." Planting seeds ftw.
Don't worry, Canada's finest are working on it... [img]http://climateprogress.org/wp-content/uploads/2007/09/polar-bear-tongue.thumbnail.jpeg[/img]
https://forums.sinsofasolarempire.com/307709 The truth is out... :d
People seem to keep gathering from my original post that their ships will be there full health one second and then gone the next. That's not what I'm going for at all. The dominant and/or well micro'd force should always win. :d Let me clarify again, this system will be random but predictable. If you let a ship with low health get pounded on, something bad will happen. The standard death animation will still be the standard :p . What I'm trying to do, at the core, is add some variety a
Nice work so far. :CONGRAT:
Anyone have any more suggestions or problems with this concept? So far as the modding goes: I've altered code and it doesn't do what I was hoping. No crashes though. :p
https://forums.sinsofasolarempire.com/306747 :)
I don't suppose any of you [I]good[/I] modders know how to trigger a buff using a combination of "OnChance" action type and minhulldamagepercent based off ship weapons fire? I can't seem to get 2 and 2 put together. :NOTSURE:
Don't worry, as long as you have a valid cd-key you can just download Sins off of Stardock Central. https://www.stardock.com/products/sdcentral/ I realize this doesn't fix your problem, but I assume you just want to use the software you just purchased.
I have an expansion suggestion for the big bad marker board if anyone has the time to check it out. It's a long one. X-( https://forums.sinsofasolarempire.com/306747 And on a side note: [quote]This past week I was on a press tour visiting our friends at [I]GfW[/I], IGN, GameSpy, Gamespot, Wired, PC Gamer, Game Developer and more. I had the flu so hopefully I didn't leave them any parting "gifts".[/quote] I'm still anticipating a news bulletin about an outbreak of
I think from a business standpoint it makes much more sense to release incremental updates a few times a year. Knowing how long people will stay interested in a game is a total crap shoot. If the popularity of the game wanes suddenly, while an expansion is in development, a company could be left with an expansion that took a year or two to develop and no one to sell it to. I also believe players would appreciate gradual content updates as opposed to the current model of "Here's our game, cya
[quote]It would have been a major nuisance trying to keep track of which tanks were utterly useless at any given time if there were 200+ of them on the field. Though I'd argue against it, death chances might not be so bad but the other non-death status effects strike me as something that would just be a hassle to manage. Especially in a game that's supposed to be low on micro.[/quote] I agree with this after realizing the [I]obvious[/I] fact it's a lot easier to micro repairs in CoH th
http://en.wikipedia.org/wiki/Railgun "In February 2008 the US Navy tested a magnetic railgun; it fired a shell at 5,600 miles per hour using 10 megajoules of energy. Its expected performance is over 13,000 miles per hour muzzle velocity, accurate enough to hit a 5 meter target from 200 nautical miles away while shooting at 10 shots per minute. It is expected to be ready in 2020 to 2025."
I personally like the "beat-up Chevy" in space look :) It adds to the feel that the TEC is desperately trying to fight a two front war. To paraphrase a Blizzard character: they were not prepared. ;)
Woooooooo, someone understood the concept. :CONGRAT: All those English college credits I took weren't a complete waste. :p I'd like different modifiers for capital ships though. I don't want people to be afraid to use them.
[quote]Damage modelling is good.RTS's are not really the place for this, though. Many (or most) players don't want random die-rolls determining if they win or lose. If the game had complex compartmentalised damage systems (like a sim) it'd be fine: but I doubt anybody wants retarded Armada 2 style 'oh yeah by luck the guns on your biggest ship stopped working lol guess you're doomed' stuff.[/quote] I disagree with this. Company of Heroes does this "random" dice roll very predictably.
Alright, thx for the reply kryo. I'll have to figure out some way to mod what I can. ;p I'd like to thank everyone else for keeping it civil. [quote]I think it's a good idea, but I'm really worried about massive interface clutter, as well as the encouragement of micromanaging units with interesting disabilities - like the engine overload. Would you want ship AI to be trying to handle the problems it encounters, or would you leave it in the players' hands?[/quote] I don't
I get what everyone is saying about the randomness of the events. I think I might be miss leading about how often and when they would occur. The chance of something negative occurring on a critical hit is inversely related to HP/SP. In other words the ship is going to have to be pretty far gone for something serious to happen to it. So in summary, something negative doesn't [I]always[/I] have to happen. What I'm trying to do is add some flavor in the way ships slowly falter and
[quote]Why did you use such a large font, it's like the entire thing is emphasized. It can't all be emphasized. That ruins the entire point of emphasizing.[/quote] Thanks, I was staring at it so long I didn't notice :p Should be fixed now :)
No thoughts, huh? :NOTSURE:
X-( ---->Obligatory Wall of Text Warning Hi, over the past couple weeks I've been slowly trying to flesh out a combat mod for SoaSE. To me the RTS standard "shoot unit X until HP == 0 and dies" is a little dated. I'm a big fan of Company of Heroes; and I know Frogboy is too thanks to the GFW podcast. I was looking for a way to add the variety of a CoH style critical hit system to SoaSE. For those of
:CONGRAT:
Just download Stardock Central. I think you'll figure it out from there. ;p https://www.stardock.com/products/sdcentral/