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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Dougster 1st Rear Admiral
Joined: 14 Apr 2002 Posts: 251
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Posted: Wed Aug 14, 2002 3:48 pm Post subject: |
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These are neat, I have put in 3 requests already. Boy are you guys (admin) gonna have a lot to read after RJSmith, and Bugsey find this stuff. |
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Frederik 2nd Rear Admiral
Joined: 10 Jan 2002 Posts: 186
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Posted: Wed Aug 14, 2002 6:06 pm Post subject: |
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Whoow, nice toy to play with
Please excuse me for the request I send. (I was testing if I pressed "enter", the mp would be magically calculated).
Maybe some prevent request could be installed? (e.g. for ships with mp = 0, like mine ) |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Wed Aug 14, 2002 8:34 pm Post subject: |
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you are not logged in - please press the reload button of your browser or log in again.
Hm I think I know this message... |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Wed Aug 14, 2002 9:39 pm Post subject: |
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(you must be logged in, if you press the links on top of this topic) |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Wed Aug 14, 2002 9:50 pm Post subject: |
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Hm...
I was logged in in st when I clicked on the link and the message came. Unfortunately I don't seem to be able to log in at this Forum. |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Wed Aug 14, 2002 9:56 pm Post subject: |
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Hey I managed to log in!
I had to turn the cookies on.
But...the colours are veryveryvery strange.
And I still can't use the link...
btw: how do you find my avatar? :wink:
[ This Message was edited by: Lord Philemon on 2002-08-14 22:58 ] |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Thu Aug 15, 2002 10:15 am Post subject: |
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the page will be bound directly into the game soon, but first we will approve it a bit.
yesterday i added some preciseness already and now there is a test button to see the generated request before you send it.
we will write some formulas soon to calculate senseible manpower to a given request |
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Dougster 1st Rear Admiral
Joined: 14 Apr 2002 Posts: 251
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Posted: Fri Aug 16, 2002 9:09 am Post subject: |
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I am not sure about the modifiers either, It would be nice if I could write exactly what was required, at present I think I am leaving information out. |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Sat Aug 17, 2002 2:12 am Post subject: |
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the modifyer is a simple language for itself.
'f'
just means, that the ship fights
'create'
the ship creates one or more other ships (like missiles, battle drones but could also create fighters or like that) and these ships appear in the specified class, (self always means: in your fleet, enemy is clear or both)
'blast'
destroys already damaged ships in the specified class and side (like the bounty hunter)
'clone'
clones the enemy ship that is the actual target
'disable'
disables the abilities of the specified ships
'evolve'
this only happens at the end of the whole battle. the ship becomes the new ship.
'jam'
'mod'
can be a multiplikation (*) or addition (substraction) of the AP and LP of some ships. this can also destroy ships.
many ships modify by -1100, because then the reconstructor cannot reconstruct them.
'reconst'
reconstuction is only possible if a ship has zero LP left. the last number (1) could be more, then it would reconstruct ships that have so much less than zero LP.
'shield' (see shield generator)
'steal' (pirate-ship)
steals the enemy ship that is the actual target
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at the end of each modifier there is a text that is shown in the battlereport. if there is a ",n" at the end then the text is NOT followed by the number of ships that were successfully affected (destroyed, shielded, reconstructed...).
if there is a ",p" at the end then there follows a second text that is shown each time, also if there was no succsess.
(there can also be ",pn" or ",np" which means both)
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Dougster 1st Rear Admiral
Joined: 14 Apr 2002 Posts: 251
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Posted: Sat Aug 17, 2002 2:26 am Post subject: |
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So the 'chapel' ship I suggested would be a 'mod' in that it adds 1 extra defence point to some ships?? |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Mon Aug 19, 2002 9:04 am Post subject: |
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your Research:
name: Chapel
description: Looks after the spiritual needs of the troopers, raises the defense of seven own ships by 1
researchtime: 1 d
needed: leadership
class: 2
warp: 0
AP: 0
LP: 10
manpower: 10
buildingtime: 12 h
would have the modifier:
mod,self,7,2,all,+,0,1,chapel raises moral on |
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SirTaz 1st Rear Admiral
Joined: 07 Jun 2002 Posts: 247 Location: U.S.A in the state of Florida
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Posted: Mon Aug 19, 2002 10:50 am Post subject: |
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Research:Holographic Fleet Bay
A class:4 ship that turns it self on when your fleet land next
to your ship yard build and Holographicing a Fleet so ships at are builded can.
be moved into the landing fleet.
Ship Name: Fleet Projecter
attack/life: 0/100
manpower: 250mp
speed: warp 0
researchtime: 1 d
buildingtime: 10 hrs
AP: 0
LP: 100
manpower: 250
buildingtime: 10 h
create holo-fleet-projecter creates 1 fleet from your own fleet
I calc it and it said the ship would have to use 1000 man points
Oh man that way to high
next i tryed
create holo-fleet-projecter creates
own fleet for class 1 ships
creates your own fleet for class 2 ships
creates your own fleet for class 3 ships
and not asking for the 4th class place in
the feet. Nope still 1000 mp ;(
Maybe next round |
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SirTaz 1st Rear Admiral
Joined: 07 Jun 2002 Posts: 247 Location: U.S.A in the state of Florida
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Posted: Mon Aug 19, 2002 11:02 am Post subject: |
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I try clac it as a class:3 ship bring it down to 100 mp, maybe theres hope |
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Dougster 1st Rear Admiral
Joined: 14 Apr 2002 Posts: 251
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Tue Aug 20, 2002 10:26 pm Post subject: |
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no it's ok... if you want your new idea discussed, you can post it here.
but if you send it with the new_research-page, we will keep it in mind too.
all requests will be thought through for the next round. (if they make sense and are not too complicated to program)
we have a new option in the battle engine now:
triggered events
these are actions that happen if another event happened, for example a ship that explodes if it is jammed, or it gets +1/+1 if it is reconstructed, or it destroys two enemy ships if it is destroyed..... |
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spacetrace Board Admin
Joined: 24 Dec 2001 Posts: 1624
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Posted: Thu Aug 22, 2002 2:46 pm Post subject: |
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ships , next round:
we made a meeting and took ALL (!! board + admin mail + all we could get ) ship-suggestions from players and build some new ships for next round, but i think we could have some more.
the option discussed above (triggered events
) is usefull, i think.
oh , i forgot one thing:
thx for all your sugestions ( we discussed them all)
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peace of love 1st Rear Admiral
Joined: 13 Jan 2002 Posts: 306
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Posted: Thu Aug 22, 2002 4:34 pm Post subject: |
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very good work. thank you for this
i am looking forward to new ships
did you remember the proposal of making more differences between the races???
and another question: what if there are new ideas ? can they be implemented still ???
i think there is a big new possibility with the triggered events ! i hope i ll find time to send you some ideas if it is not too late allready...
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spacetrace Board Admin
Joined: 24 Dec 2001 Posts: 1624
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Posted: Thu Aug 22, 2002 5:12 pm Post subject: |
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the next days i will post all new features for next round and the new ships and updates...( or admin will do?!)
for now i will open some new post in general discussion pls reply there |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Sun Aug 25, 2002 12:19 pm Post subject: |
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I would say that a general structure (which of course does not fit for every modifier) of the syntax is:
action,fleet(own or enemy),number of affected ships,class of affected ships(,name of affected ships),...,...,...,message shown in battle report
Is that right? |
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