yeah i was getting a bit worried about that myself too ... er ... ;)
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yeah i was getting a bit worried about that myself too ... er ... ;)
That's beautiful, however...Quote:
Originally posted by Arbiter
Behemoth,
You said you wanted a list of wotsits, well here ya go... :)
I found this stuff lurking on a spreadsheet. In fact it's the last page on the components.xls.
Land:
Biomatter Resequencer
Anti-Lithium Reactor
Big Warehouse
Adv. Factory
Nanofactory
Adv. Construction Yard
Spawning Pool
Flesh Vat
Brain
Living Refinery
Organic Battery (plant thing?)
Anti-Matter Battery
Special Project Building
Adv. Projects Building
Star Port
Wind Turbine
Geothermal Plant
Solar Collector
Genetics Lab
Hazardous Materials Lab
Laser Turret
Assault Rifle Turret
Auto Cannon Turret
Self Destruct Turret
Gauss Turret
Maser Turret
Mass Driver Turret
Phase Disruptor Turret
Plasma Rifle Turret
Rocket Launcher Turret
Fission Reactor
Fusion Reactor
Sea:
Wave Trap
Sea Research Centre
Geothermal Plant
Sea based factory
I also need components, and the current land : sea buildings ratio seems a little...unbalanced...:p
Depends what you mean by 'waste'. The planets ownership is contested and this is a cool way of determining an owner. As the colony pod consists of 5 houses, some raw materiels and a home grown AI it's unlikely to be expensive, especially considering what's on offer for the winner.Quote:
Originally posted by Behemoth
ok...Its a little clumsy (why would some future society waste 6 perfectly good colony pods), but does iron out some of the uglier aspects of the story ("the event" :rolleyes: ). I suppose I like it...:)
Chances are a ship like the Imago Dei could float along, slurping interstellar hydrogen on the journey and manufacture its own stuff from the raw fabric of space on the way.
Of course it is, but you wanted something to do not a comprehensive list of everything in the game. As we don't actually have sea unit making capabilities in the game properly it seems a bit daft for you to be building sea buildings.Quote:
Originally posted by Behemoth
That's beautiful, however...
I also need components, and the current land : sea buildings ratio seems a little...unbalanced...:p
Check the Ian sheet in the components.xls for more components. If you want the latest version I'll upload it here.
mmmm fantastical physics ;)Quote:
Originally posted by Arbiter
Chances are a ship like the Imago Dei could float along, slurping interstellar hydrogen on the journey and manufacture its own stuff from the raw fabric of space on the way.
ok...
I don't know whether I have the latest or not...stick it up :)
Attached
Poetic license.Quote:
Originally posted by plenderj
mmmm fantastical physics ;)
Downloaded twice? Take it you're having a nosey then Plend?
If you have any comments on the bollocks in there then feel free to let us know.
:)Quote:
Originally posted by Arbiter
Downloaded twice? Take it you're having a nosey then Plend?
If you have any comments on the bollocks in there then feel free to let us know.
Behemoth,
I've quickly drafted a forest growth wotsit which bases growth per square on the number of forest squares around it.
5% per adjacant forest square. Mountain and sea are exempt from forest growth.
We'll need to ensure that forest doesn't grow rampant. Are we going to get some kind of bonus for cutting forest down? Biomass maybe? We also have forest fungus and natural disasters to keep the numbers down.
Also, have you had a look at that spreadsheet?
Are we also going to have predefined map areas (such as Mount Planet, the Manifold Nexus etc)?
They might not have any bearing on the game, but they could exist and be named. Gives the map a little character. We wouldn't need to put them all in like SMAC, just randomly stick a couple in each map.
Plend,
If I put up what I've got in triggers so far, would you like to have a look and see if you have any comments/additions?
yeah fire away
As attached.
Thanks. :)
I like the forestry > biomass idea. We're gonna have to play test to make sure the balance is right, but in general I like it.Quote:
Originally posted by Arbiter
Behemoth,
I've quickly drafted a forest growth wotsit which bases growth per square on the number of forest squares around it.
5% per adjacant forest square. Mountain and sea are exempt from forest growth.
We'll need to ensure that forest doesn't grow rampant. Are we going to get some kind of bonus for cutting forest down? Biomass maybe? We also have forest fungus and natural disasters to keep the numbers down.
Also, have you had a look at that spreadsheet?
Doodads and whatnot, yeah, I don;t see why not. Obviously we're gonna have to come up with some really original ones though...Quote:
Originally posted by Arbiter
Are we also going to have predefined map areas (such as Mount Planet, the Manifold Nexus etc)?
They might not have any bearing on the game, but they could exist and be named. Gives the map a little character. We wouldn't need to put them all in like SMAC, just randomly stick a couple in each map.
Stick some ideas down then monkey!Quote:
Originally posted by Behemoth
Doodads and whatnot, yeah, I don;t see why not. Obviously we're gonna have to come up with some really original ones though...
I'm not the only source of fresh ideas you know...!
How much forestry for how much Biomass? How long to cut down a forest?Quote:
Originally posted by Behemoth
I like the forestry > biomass idea. We're gonna have to play test to make sure the balance is right, but in general I like it.
Let's have some ideas from you my friend... :)
How long is a piece of string?
is the forestry / biomass stuff at all relative to other resources mined from other terrains? if so (and I don't have the figures here and can't remember), use the figures for a simple resource like base metals from a terrain that is high in base metals... I suspect it will be vaguely randomised (like the other terrains are)...
Okay, I don't know about you, but I'm of the impression that the native life on the planet isn't intelligent enough to build monuments and pretty buildings, so the majority of things will be natural, or placed by previous alien visitors...Quote:
Originally posted by Arbiter
Stick some ideas down then monkey!
I'm not the only source of fresh ideas you know...!
Land:
Mountains (we can prolly manage a couple of these)
big wierd alien building (damnit! not another ****ing building!)
Desert (like "dirt" terrain but more so)
disused mines
Sea:
The Great Trench (a huge underwater valley - may have bonus minerals and more native life)
A big coral reef
stupifyingly big icebergs/icefloes
perhaps something silly like a kraken corpse
blah blah blah...
I don't think there have been any previous alien visitors as we might as well simply rename Sentience to SMAC and be done.
By mountains you mean real big hombres?
By icefloes, you mean a big white island?
Disused mines are out as there are no previous tenants.
Others:
A big murky forest
A big whirlpool thing
A big marsh
A meteor impact site
A lava flow
More?
Did you ever produce some 20x20 images of the resources that we were going to use a bonus' on the squares? Like a small oil drop, a gem etc?
how does a big forest and a big marsh differ from terrain type "forest" and terrain type "marsh"?Quote:
Originally posted by Arbiter
I don't think there have been any previous alien visitors as we might as well simply rename Sentience to SMAC and be done.
By mountains you mean real big hombres?
By icefloes, you mean a big white island?
Disused mines are out as there are no previous tenants.
Others:
A big murky forest
A big whirlpool thing
A big marsh
A meteor impact site
A lava flow
More?
A bit like in Heroes III? No, I haven't but I can if you want.Quote:
Originally posted by Arbiter
Did you ever produce some 20x20 images of the resources that we were going to use a bonus' on the squares? Like a small oil drop, a gem etc?
It doesn't really, it simply has a name. :)
If you wish, the forest can be constructed of darker forest squares (should be easy enough for you).
If fact, if we copy the 777 and subtly change its contents (darken the forest, put snow on the mountains, change the dirt to desert and marsh to something a bit weird) then we have 5 quick terrain abnormalities for little extra work. :)
Probably more like the ones in SMAC, but less obtrusive. 20x20 would be nice. Need to be transparent too.... ;)Quote:
Originally posted by Behemoth
A bit like in Heroes III? No, I haven't but I can if you want.
Cheers mucker - how long will these take?
I don't like the idea of "dark forest" or "snowy mountain" as a named doodad. I'll make 'em for you (take a bit longer than you've esimated though), but I think they'd be best as "alternative 777 graphics"Quote:
Originally posted by Arbiter
It doesn't really, it simply has a name. :)
If you wish, the forest can be constructed of darker forest squares (should be easy enough for you).
If fact, if we copy the 777 and subtly change its contents (darken the forest, put snow on the mountains, change the dirt to desert and marsh to something a bit weird) then we have 5 quick terrain abnormalities for little extra work. :)
whoah there, one step at a time...Quote:
Originally posted by Arbiter
Probably more like the ones in SMAC, but less obtrusive. 20x20 would be nice. Need to be transparent too.... ;)
Cheers mucker - how long will these take?
What resources in smac? describe / brief me better and I'll se what i can do. You're off again, Ian, do this, do that, do the other - no wonder I can't keep up...Lets walk before we run...
The bonus resources in SMAC. Think about the map.
Mineral bonus, energy bonus, nutrient resources.
I thought you knew what I meant. Small, 20x20 transparent non-animated representative graphics for the following:
BaseMetals
precious
gems
Biomass
fossil
Fissionables
To be placed on a square when it has a larger than average amount of that resource.
Of course, we'd name them as MirkWood or WorldsEdge mountains or some other such cheese.Quote:
Originally posted by Behemoth
I don't like the idea of "dark forest" or "snowy mountain" as a named doodad. I'll make 'em for you (take a bit longer than you've esimated though), but I think they'd be best as "alternative 777 graphics"
These aren't so important as the components anyway, so shelve these please.
Gleep!!!
http://www.vbforums.com/attachment.p...postid=1106417
If you have any comments Martin, they'll be more than welcome. :)
nah, any post by either of us in any forum contains an attachment within this thread in the form of our signatures...
sorry to spoil things...:)
Stop talking and start doing graphics.
You missunderstood me. What I meant was for your event to be a condition, and have an event for the triggers. The event could be beginning of turn, start of game, etc. You would still have who can trigger it and the effect, with a new piece. I think it would be better if each effect has the who it affects part instead of the trigger. In this way, you could create one trigger which gives the first player who brings an RMV to Region X 25 BaseMetals, and takes 5 BaseMetals from each player, and would display like the following:Quote:
Originally posted by Arbiter
As hinted at in the code above ours is a little more complex, but not much.
It goes....
Who it affects (current player, allies, enemy, all)
Who can trigger it (current player, allies, enemy, all)
What the event is
What the effect is
I'm compiling lists of events and effects which I'll post up maybe later today.
The way it's going to work is that there will be a general trigger sweep at the start of each turn and after each triggerable event. This is going to be fun to implement, but it will really help make the game more interactive.
Players:
All Players
Events:
Unit enters Region X (a set of tiles)
Conditions:
Triggering Unit is an RMV
Effects:
Give 25 BaseMetals to Triggering Player
Take 5 BaseMetals from All Players
Repeats:
No
Or atleast do something like this:
Players:
All Players
Events:
Brings an RMV to Region X (a set of tiles)
Effects:
Give 25 BaseMetals to Triggering Player
Take 5 BaseMetals from All Players
Repeats:
No
Your current plan for the trigger system could not do this, or at the very least require a set of triggers for each player which contains the total number of players (-1) worth of triggers, with just 8 players this would amount to 56 triggers instead of one.
Of course, if you don't wish to allow the player to create custom triggers (in a map editor), then you wouldn't need to do this, or even have a trigger system at all. That would create a game like lots of other games, do one thing every game (how boring).
It's a good idea, but a little bit of overkill really. We only need simply triggers to forward the plot idea and make the map a little more interactive. What you're suggesting is more like a whole scripting language for triggers which would be good, but more than we need.
oo ar!
Of course.
Morning Plend. :)
Have you:
a) Got a super furry bug list for me?
b) Had a look at the components and triggers spreadsheets?
c) Got any comments on the above?
d) Seen my thread in Chit Chat?
**** christ jesus **** tit.Quote:
Originally posted by Arbiter
Of course.
Morning Plend. :)
Have you:
a) Got a super furry bug list for me?
b) Had a look at the components and triggers spreadsheets?
c) Got any comments on the above?
d) Seen my thread in Chit Chat?
a) no.
b) sortof.
c) not really.
d) about to reply.
Behemoth,
How'd you get on with those images?
How'd you get on with searching through your dev files for the salient bits?