Louis Black's Root of all Evil FTW!!! "K-Boom, C-Ya"
Helioforge
Thunder Road: you say the mines slow your computer down a lot... I can't offer any alternatives, because the same thing happens with my independent code for mines, with 400-500 mines, my alternate code grinds the game to a halt as well... ...however when used sparsely, they can still destroy an enemy armada if you set the drift-speed of the mines to 1000, and if they regenerate, you don't have to worry about replenishing the fields... anyway, I believe Entrenchment
Having spent the fall season away from SINS in anticipation for 1.1 (1.11, I'm installed now [e digicons]:)[/e] , those days were used in a programming language that has excellent mesh display capabilities built-in... Recently, I coded a 3D environment that lets me fly around in a continuous galactic cluster, with 250 stars with up to 10 planets each, at 60 FPS on my badly outdated system... Anyway, it's taking my coding efforts away from porting my SINS code for release, (and
You didn't read the part that says use caution to not make designs that end in stalemates... Self restraint must be exercised and such a challenge would test one's capacity to play fairly... ******************** One more announcement: Having spent the fall season away from SINS in anticipation for 1.1 (1.11, I'm installed now :), those days were used in a programming language that has excellent mesh display capabilities built-in... Recent
Oh, here's how I got the Ümlaut on the Ü's hold down the ALT key... Type a number between 145ish and 165ish in the number-pad and let go of the ALT key...
Last night my eyes were opened to new possibilities and will no longer close myself to unorthodox possibilities... After doing so, here's what came up: The ÜBER Berzerker Dominion Challenge Everyone makes a single entity with four abilities, starting at it's home planet with no supporting units, taking over the entire galaxy by dispatching all opponents, and/or conquering all planets (resources are irrelevent)... Anyt
It interesting though to see similar patterns in trust exercised in real life as within games such as SINS, where empires competing for resources interact in all the range of ways in order to fulfill their needs... ...also, figuring out those needs, as well as the motivations of others when taking in account things like limited resources, is a lot more complex than SINS makes it look... I can't believe I insisted on dictionary defin
I'm partly to blame too, on several occasions I got fleetalex to profess a need to aquire my code, thinking it was funny at the time, and knowing full well he didn't need to ask if he wanted it... As for your 1.05 reference, I'm fixing that as we speak, and all the infrastructure that goes with my core code has already been done, that's why I don't need to join forces, because I'm done coding it... Oh, I did happen to see the show Leverage last night! Watching the bad gu
ShadowMastiff... Fleetalex is a good friend of mine and in fact he is sitting on the computer next to me as we write this! Sorry he had a little too much fun at your expense... You should know he also believes you're really Carbon16 in disguise, who long ago made the same type of mine...
I believe a person has a right to decide for themselves that a "Mine" actually is... If you pick the right definition, you can justify your work as complete... My definition of mines is most like those used by the Army, others may choose to develop those used by the navy, such as depth charges, now it is true I would call their work Depth-Charges, but it may very well be legitimate, when you allow the person creating the work to decide which definition they wish
Hevad Khan was an excellent change from the usual banter, but I thought Jamie Gold was brilliant in his obsessive truthfullness in a field of manipulative liars and thieves... To see him win simply because the other players forgot how to trust was the most ironic thing since Hellmuth won his first! I don't think you can get away with faking a mine-mod after saying that though, but it would be a massive disaster if you stumbled on the secret code
oops, I needed another (not blaming anyone) disclaimer on that last "oops", but wasn't quick enough... That was a good episode, but if you're implying that kind of deception, you should watch the "World Series of Poker", you get to see everyone's hands at the same time, AND see all their antics to trick the other player into folding... So instead, replace player with modder, and cards with mods, and try to figure out who has what without looking at th
All my coding is done, even the new minefield generators I started when 1.1 was set to release... Technically all the code is still grouped in my "experiments" folder, but assembling the mod "proper" is the easy part, which will wait until my 1.1 is installed (if Stardock didn't insist on forcing Impulse on us, you'd be playing with my mines as we speak) ...or rather, their assimilation into about 10 mods would have started already... ...whether or not I said they co
YES, MY MINE CODING WORKS PERFECTLY, SINCE AUGUST 6TH Now read the nasty chain of events that kept me from wanting to release them since... In the summer, we were all in 1.05, and several modders claimed to have mines, but secretly PM'ed me to get them, but wouldn't lift a finger in helping me with the parts I was still unfamiliar with, like a simple conversion of my mine graphics into SINS format that I had to
thanks... It shouldn't be long now for the release, I called my dad and had him do the Impulse thing for me, since his computer is the only one I would trust for the install... ...I just have to figure out how to get my 1.1 where it belongs (on my non-connected gaming computer) In whatever incarnation they arrive, Sins will surely have mines :) My package will surely be heavily modified to fit each person's vision of mines, and they are over-engineered for this very pu
In my early coding attempts, there were a couple of times I thought I had the code right, but didn't test them enough, and later realised they only worked under certain circumstances (they only targetted one ship, and if that ship wasn't in the area, the whole field failed to work)... ...those were the version-6 mines that were really just glorified homing missiles... they worked, but only in special cases... My version-2 mines were more like depth-ch
My mine code was completed in August!, a week before Entrenchment was even announced! Back in April, there was a thread where all the modders discussed their wishes for mines, and I voted for the proximity Drift mines, now it took a while to learn enough about SINS to code them, but on this one, the modders were ahead of the developers (although the developers have access to the code itself, so they will ultimately prevail with the best mines)...
Oh... Up at top you mention "manual detonation", Did I read the thread wrong because I thought you said they were auto-detonating... ...more specifically, you said they were triggered my enemy fire... Okay, I reread the whole thread, and found out you just started all this today (It took me 10 completely separate coding tries to get the 11-herbs and spices into my mines in the summer, and the wait was because I needed 1.1 and not 1.05 for the final timing issues from the old exp
Boom-Da-Yada!!!
Nice... You wanted to know my method for mines... My mines do not require enemy attacks, but detect proximity, so they explode in a much smaller radius of 450-850 distance units, which fits just inside the visual explosion designed for planet modules... Your work is nice though, but I'll be holding onto my code until I get 1.1 running with my mod for mines... <img src="http://static3.filefront.com/im
My mines are proximity drift mines, and the code will wait until I can get on my Dad's computer (the only one with internet and super-user access, needed for Impulse), but he lives in another state, and it was down on Thanksgiving (Vista), D'oh! The only snag I have is when you have 500+ mines, and the processor gets bogged down from the activation ability... otherwise they are perfect enough...
******************* I no longer have to feel guilty about not having released the code because you can play entrenchment now... <div class="meat
(Tkins, who are you yelling at??? it's not necessary) in the original post: [quote] to create a mod that sets resources from roids to finite? [/quote] this can be interpreted to mean: " to create a mod that sets resources from roids to finite..." as well as the way I read it as: "to create a mod that sets resources from roids to finite</
[quote] Damage system changed so that dead entities update as fast as possible so that explosion effects occur at the correct time. New explosion system. [/quote] YAY!!!!!!!!!!! I was waiting for this... It will make my proximity mines (and affected ships) explode in the right order, and while they are still in range of one another... (I had reservations of releasing them before "1.1 proper")
Fandangdo, are you referring to "starting credits" only?, where you start with a million credits, and asteroids don't pony up with the materials (and planets have 0 credits output)??? Just a few things to do it... (send only Karma) :) ---Set the starting credits in the Player.entity files to a million... ---go through all the planet entities and make the number of resource asteroids equal zero... ---also in the planet entities, make the credit ou