Good man.
If poss, and you're not too busy tomorrow night - I'll pop round on my way home from work and have a look at your sketches...
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Good man.
If poss, and you're not too busy tomorrow night - I'll pop round on my way home from work and have a look at your sketches...
my email's down and I need access to this at work tomorrow. I'll bin it afterwards. Thanks.
[edit]Oooh. sorted now. I managed to email it to myself.[/edit]
*God forbid this site's down in the morning*
[edit]Thanks, God. Fixed it now :D [/edit]
Savour the chance?
If this thing I'm looking into works then we may be having alphablending!
Woooo!
Resolved the problem with being unable to build buildings. The script didn't contain any buildings with the build buildings option (f).
Silly me.
Random post to alter post count from 1337 :rolleyes:
.
Nice, good work on those! :)
Only one comment (as you knew there must be). The battery seems to have the black support struts for the baubles on top going right up the side of the image. This may not translate well if it's put straight into a 160*160 with a black background.
They'll get plugged straight in when I go home.
Now all I need are the fill bars from you and we're ready to upload the latest version. Cool as!
The battery needs work anyway. At some point in the not-too-distant future I'll totally redo it. For now, we've got a sufficient stop-gap.
I'd forgotten about the fillbars. I played with them last night, and dark green is still difficult to read, HOWEVER, I found quite a cool effect using the dark green that is quite readable ;)
Cool. You can send me those later on this evening then please.
Are you at work today btw?
I'm working on a help screen at the moment which should fill all the requirements that people have been asking for.
We'll need to pad it with serious amounts of text though.
The help screen is ultra cool in the fact that you can specify different help for each advisor (i.e. the conquest advisor would have lots of info on war and little on colony management etc).
Playing the game as a different faction would give you access to different help screens.
Cool as!
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G'day Skip.
Errrm.... yeah, anyway.
I've made the necessary framework changes to support biomass (I think), but I'm expecting long term repurcussions from changing something so fundamental at this stage. I'll iron problems out as and when I think of them.
Also, in a rare moment of genius, I fixed the bug stopping the AI working, so now the computer factions work. For now, of course... :rolleyes:
Ok, I've been busy this morning.. :)
I've amended the code so it should work now by transparenterising the torso/chassis images on top of each other. It seems to do this ok so far.
This was a bigger job than I thought as I had to amend 2 code modules, the mech design screen and some other stuff.
The scripts also needed changing and the internal bits for updating the core files (as the torso/chassis graphics need to be done as well now).
When I get the final air chassis' off you, the scripts will need changing again, but apart from that they should plug straight in. Mint!
PS, I've also amended the existing torso and chassis graphics to fit the 400x400 format (as they were all 400x200).
They're good enough for now, but doing it in paint was a bit of a bind and I might be a pixel or 2 out. You can send me the 400x400's when you get round to converting yours, but there's not rush - my bodge job works so far. :)
Also, I was thinking about the balance between mechs and organic units and I was thinking. Most organic units are going to be weak compared to a mech and they're hand to hand, so I was thinking about having them rapid little bleeders.
Anyway, I'll discuss it with you when you pop round this evening....
I'm looking forward to coming round this evening, but i don't want to stay over. I've got stuff to do at home, (and those air chassis are finished so I've got to send them over to you too).
I'll get onto the land torso/chassis' soon. It might give me the opportunity to make em better now we've got the 400x400 flexibility.
Morning dude.
I've got some ideas mulling around in my head for things, so expect me to be posting random tripe throughout the day... :)
Observability rating:
Each component will have an observability rating affecting how obvious a mech is. This will be added the view range of the thing looking for it.
e.g. something with an observability rating of 57 will be visible a full square further than an objects view range.
some components will have a negative observability rating, and if you go all out picking these then a unit will eventually be able to sneak within the opponents view radius unseen. This, however, should not be easy to achieve - units able to do this cannot be too powerful.
If a unit shoots at something then that something will able to shoot back as though it can see it - whether it could normally or not.
Shooting:
Units set to guard will automatically open fire on enemy units that they can see as they come within range *.
If a unit is fired upon outside of its turn and it's set to retaliate then it will give the aggressor the good news in return.
Static defense buildings fire once per unit per turn, units have no such limitation - they'll fire until they're out of power.
-additional-
At the moment, combat is biased toward the ammo based as they don't have a power drain. An energy weapon will run out of power during a turn of combat much fast than an ammo based gun will run out of ammo. We need to limit the number of shots an ammo based gun will have during a turn. I'll add that in at some point.
* Do we think a range limit should be able to be set on the static defense buildings so they fire if a unit comes withing x% of their max range?
Some static defence buildings should have a higher limit. Maybe some science or add-on that increases a laser's rechange rate and allows the laser(s) to fire 2+ times/turn.
Such as adding a larger capatister, or more room for ammo.
AND/OR
Recearching a science that increases a lasers power usage.
These ideas could also increase damage.
Hiya hairy guy!
Just noticed you online, you prepared for your interview?
I think we've decided that the one shot per turn per unit by static defenses is it now. If you want your static defenses to cause more pain then either build more of them or build better ones (or both ... ;) )Quote:
Originally posted by Gaming_World
Some static defence buildings should have a higher limit. Maybe some science or add-on that increases a laser's rechange rate and allows the laser(s) to fire 2+ times/turn.
Such as adding a larger capatister, or more room for ammo.
AND/OR
Recearching a science that increases a lasers power usage.
These ideas could also increase damage.
sort of. Need a bath and food first...
I'm also having a play with boat chassis/torsos. I remember we have 3 chassis types, but the torsos for each are going to have to be very different to fit on, but I remember we amended the framework to support this. Do you have any suggestions on how to make military boats cool without being sued by the Royal Navy?
You can't get sued by the Royal Navy unless you actually steal a photograph.
Get a photo, silhouette it, print it out and use it to hand draw your own.
How do you mean about the torsos being different? Bear in mind that if the torso won't fit on another chassis then it's a rather limited torso...
Ideally, all the boat torso's should fit on all the boat chassis.
a small boat is going to have to concentrate its "torso" stuff into a small area. Do this on a big chassis and itll look poo.
Ummm.....
I imagine we could work our way around it. If we make the bigger torsos too heavy to fit on a small boat chassis then that might work...
yay!
a small torso on a big ship is still gonna look bonkers, but I suppose thats down to the in-game designer, not me...
There you go - any problem can be solved with a bit of lateral thinking.... :)
Unless you want to actually draw the torsos for the different boats - it would certainly look a lot better....
Whoah...a sudden sense of deja vu :D
Huh I'd just like to let ya know that I disagree with the "one turn, one shot" thingy - imagine a turret with a machinegun, it should be able to shoot small bursts at different targets in a single turn right? You should use energy instead, but that's just MHO :D
Jotaf, you have no idea how long we debated this point the other night. I agree that one shot per gun seems unrealistic, but the alternative is far worse...
A limit of 1 shot a turn isn't good. It would be better to have the upgrades and sciences that chang that, and allow you to set the AI to shoot at more then one target, but reducing damage and/or range. Such as x total damage to y targets, or X damage to Y differnt Targets. The first one, you set a maxium amout of targets, the second you set an excate number of targets.
Its not limited to one shot per turn, its limited to one shot per enemy per turn. that way, it doesnt use up its entire quota for the turn on the first enemy that moves into view.
Ah, you may still wish to make it so that you can have it use up all of its quota on one enemy, so that way it will die. As I said:
And also the one shot/enemy would be nice.Quote:
Such as x total damage to y targets, or X damage to Y differnt Targets. The first one, you set a maxium amout of targets, the second you set an excate number of targets.
This would give three options:
1) Set maxium amount of targets/turn (good for fast killing)
2) Set excate number of targets/turn (it would then calculate the amout of shots it gets, divide that by the number of targets, then shoot that many shots at each target. good for when expecting a massive attack)
3) Unlimited targets (one shot/enemy/turn. good for getting a lot of targets, with low damage. great when expecting a mass, and a good defualt.)
This would mean that you need to give each weapon a max shots/turn.
Gaming,
The thing is, how is the turret going to know how many units the player is going to move into range?
If you set it to spread its fire across 3 targets and the player moving his units only moves 2 in, then they're each going to get hit with 1/3rd of the turrets power and the rest is lost.
The turrets fire in the other players turns so if you're moving your units, my turrets will fire at them.
Jotaf,
It's one shot, per turn, per unit. If there's three units within range, it will fire thrice, if two then twice etc.
Behemoth,
Thanks for the mail, those pics are pretty **** hot. :D
How are you going to make them all fit the 40x40 though - that I'd like to see..... ;)
I was wondering that, too :rolleyes:Quote:
Originally posted by Arbiter
Behemoth,
Thanks for the mail, those pics are pretty **** hot. :D
How are you going to make them all fit the 40x40 though - that I'd like to see..... ;)
Heh, that just fills me with confidence...
I'm a little disappointed today. I've got the developer progression route off my boss and it's so full of loops and cop outs it's untrue.
I've also got the new FARE rules for our team, and we're back to being treated like children it seems....
As below if you're interested.
----------------------------------------------
Morning All
Firstly please accept our apologies for the delay in forwarding this information to yourselves. Further to the briefing held on Tuesday 15th January, please find below a guideline for FARE, Sickness and Holidays:
Pattern Changes on Fare
To be agreed with your Line Manager in advance or on the day at your start time (preferably within 15 minutes of your start time)
Amended patterns will start at 15 minute intervals to ensure consistency with the patterns set on FARE (i.e. if you start at 8.00 and agree to start at 8.30 that day but only arrive at 8.40 we can change the pattern to 8.30 with a 10 min. window - time to be made up on the same day)
Lunches
If you require a longer lunch (of any amount) speak to your Line Manager beforehand
Time to be put into toil and made up in agreement with your Manager
Lunch patterns can be set to 1/2 hour or 1 hour, therefore if you require a permanent change we can alter this for you (even if this is just for Fridays)
TOIL
Can be used to build up a maximum of 10 hours
In exceptional circumstances only, you will be allowed to use negative toil upto a maximum of 10 hours (this must be in agreement with your Line Manager)
If you are taking cigarette breaks you will need to swipe in and out. This time needs be made up
Overtime
In the morning Overtime can be claimed when 1/2 hour or more is worked prior to your start time
In the evening Overtime can be claimed when 1/4 hour or more is worked after your finish time.
Overtime will be calculated on a 15 minute basis
Sickness
As discussed in the briefing on Tuesday, contact must be made via a telephone call to your line Manager (please do not email, text or leave a message with another team member).
Day 1 - Contact line Manager within 1 hour of start time (if you feel you will be in the next day and do not make it you will need to call again)
Day 4 - Contact again (as above)
Day 8 - Contact again (as above) - you require a sicknote following 5 days of self-certified sickness
If anyone needs a copy of the sickness cards that were issued earlier in the year please ask.
Holidays
Send an email request to your Line Manager
Confirmation will be sent back to yourselves via email
The new Holiday Chart will then be updated accordingly
There will be questions or queries raised from the above, please pass these to ourselves as we can then circulate the answers.
Regards
Suzanne, Stephen & Ruth
-----------------------------------------------
Might be getting drunk tonight out of sheer lack of enthusiam....
That sucks arse big time :rolleyes:...
was an unwritten rule at Loot which I ultimately flouted in inimitable Saunders style :DQuote:
Sickness
As discussed in the briefing on Tuesday, contact must be made via a telephone call to your line Manager (please do not email, text or leave a message with another team member).
Mind you, thinking about it - it's only a bummer because you're used to the freedom. I'm constrained by this crap every bleeding day!
On another note, boats are gonna look poo if they're moving right to left unless I do another graphic facing the opposite way...Similarly for planes flying upwards...Let me know what you reckon.
Of course it's a bummer. We've complained noisily about our overtime being quarter houred...
---------------------------------------------------
From: Hillard, Jason
Sent: 23 January 2002 12:03
To: Jones, Suzanne M; Quantrell, Ruth; Crolla, Stephen P; Asher, Rob
Cc: Daynes, Sarah; Monk, Shona; Stappleton, Ben; Ahmed, Rinna; Calvin, Chiri; Danby, Stuart; Mohammed, Waqass
Subject: RE: FARE Procedures
Suzanne, Ruth and Stephen
I realise the need to regulate the way we work now, but there is a point I would like to raise.
After the meeting last Tuesday we were told that flexibility would still be available to us.
Therefore why is Overtime now to be calculated to the nearest quarter of an hour when, when we were on FARE before, it was calculated to the minute, offering greater flexibility for the type of work we do and the deadlines we meet.
I have included above, the names of those that also wanted this point raised.
Regards
Jason Hillard
Business Analyst
Business Change, Manchester
---------------------------------------------------
Get ready for other exciting episodes.... ;)
re the boats - you do as you see fit. I think that was why we went with the forward facing idea.....
what do you reckon?
I think I'd be pretty pissed off that I was only CC'd in on this issue!
Re: vehicles
Land chassis are forward facing and can stay that way,
Air chassis point downwards in the mech design screen, I can easily give you a "pointing up" version for the game at 40x40.
Boat chassis points left in the mech design screen. Similarly I can redraw this "pointing right" at 40x40.
have a look at "Arcology theory"...is this of any use to use whatsoever? It sounds interesting, however I'm struggling to relate it to a practical application.
Also, lets have a flechette rifle - somewhere between a missile launcher and a needle gun
Eh? Dunno what you mean about being only CC'd in. Those who are CC'd in are those who've put their name to anti-15 min thing.
Changing the direction the unit's pointing helps us how?
And no, you can't give us a 40x40 can you as it's derivered from the image in the mech design screen. I think you need to think it through a bit more.....
Let's leave the conceptual stuff for now and concentrate on making a tech tree and bashing out what we know for the scripts.
Is there any chance of you popping round for a bit on your way home maybe to bash out the tech screen - or I could visit you on my way home.
Ideally I want to get it out of the way...
I was also thinking about making the tech screen a little more flexible, maybe specifying screen co-ords for each of the techs in the scripts....
The tech screen is going to take more than a simple "popping round" to fix...
I also thought it worthwhile to bring in this "conceptual" stuff prior to recording the tech tree :)
I'm not going to be finished until 4:30 today...I...errr...overslept :rolleyes:
I'll ring you later and we'll sort something out.
Ok, let me know if I should stay at work though (if you want me to come round) otherwise I'll go home and we'll miss each other.
I also think that we can sort the tech tree out in very little time. We're smarter than a bag of monkeys.
A phrase springs to mind here... something about a combined IQ and colouring in... :D
you may as well get thee home, I've got to drop a colleague off on the way and then get my tea. I might pop round later.
My first idea was to provide you with the relevant 40x40 images for use in the game. the reasons were:
a) Photoshop's bicubic reduction algorithm is better than VB's and would probably give us better quality images (compare a building to a unit for an example of this)
b) It would save processing (albeit a tiny amount)
c) it would give us the flexibility to have as many or as few images for each unit. Currently I visualise two for sea/air techs and one for land.
I can also provide you with 160x160s (for the enlarged image under help - necessary for the boats as they look like dark specks when reduces into a 40x40 square), and the 400x400s for the mech design screen.
It was also require a massive change to the framework code. It's not going to happen.Quote:
Originally posted by Behemoth
My first idea was to provide you with the relevant 40x40 images for use in the game. the reasons were:
a) Photoshop's bicubic reduction algorithm is better than VB's and would probably give us better quality images (compare a building to a unit for an example of this)
b) It would save processing (albeit a tiny amount)
c) it would give us the flexibility to have as many or as few images for each unit. Currently I visualise two for sea/air techs and one for land.
I can also provide you with 160x160s (for the enlarged image under help - necessary for the boats as they look like dark specks when reduces into a 40x40 square), and the 400x400s for the mech design screen.
It would also require a massive change to the framework code. It's not going to happen.Quote:
Originally posted by Behemoth
My first idea was to provide you with the relevant 40x40 images for use in the game. the reasons were:
a) Photoshop's bicubic reduction algorithm is better than VB's and would probably give us better quality images (compare a building to a unit for an example of this)
b) It would save processing (albeit a tiny amount)
c) it would give us the flexibility to have as many or as few images for each unit. Currently I visualise two for sea/air techs and one for land.
I can also provide you with 160x160s (for the enlarged image under help - necessary for the boats as they look like dark specks when reduces into a 40x40 square), and the 400x400s for the mech design screen.
So what do you suggest? have boats and aircraft moving "backwards"?
1) I reckon a connector between statistical mechanics and stellar cartography
2) the coloured threads are totally independent of each other...should we not have more connectors between trees?
3) I'm sure we can flesh out the yellow and green threads a little bit - theyre pretty cool to play with conceptually. Ideally another red and 2 more greys would be nice...
12
10
11
10
13
seriously tweaked...
don't overwrite your original with this (thats why Ive renamed it) Its simply for your perusal at this stage.
13 techs in each.
rename to .xls
Revised version attached. Links changed - some crap techs removed.
I was thinking about keeping the five tech trees seperate, but components may need techs from each tree before they come available.
What do you think?
I have no suggestions I'm afraid. If they're coloured neutrally I can flip them within VB, other than that - nowt.Quote:
Originally posted by Behemoth
So what do you suggest? have boats and aircraft moving "backwards"?
I'll have a look at that tech tree later, I'm not gonna start d/ling stuff at work
if they're neutrally coloured they'll look arse. I suppose flipping them will work - the light direction might look a bit bonkers, but its better than neutrally coloured - we'll experiment with this later.
How'd you get on with Hired Guns?
Installed VMWare to simulate a DOS machine. I just need to install DOS on it now...
Let me know when you're able to look at that tech tree. And when are you coming round for beers?
The other option would be to draw an up/down/left/right version of the chassis/torsos.
This could be fun.
theoretically easy enough to do...Is that how you want to?
Hehe...Designing a complex database application today...It's a shame I barely know how to load Access