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-   -   Post 1.84 beta history (http://forum.shrapnelgames.com/showthread.php?t=10822)

narf poit chez BOOM December 4th, 2003 06:11 AM

Re: Post 1.84 beta history
 
Quote:

9. Fixed - Decreased seeker damage factor required to move to next target.
<font size="2" face="sans-serif, arial, verdana">huh?

Fyron: humbug.

Phoenix-D December 4th, 2003 06:39 AM

Re: Post 1.84 beta history
 
5. Added - Empire style directory label to the Empire setup window.

zuh?

Fyron December 4th, 2003 06:56 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Phoenix-D:
5. Added - Empire style directory label to the Empire setup window.

zuh?

<font size="2" face="sans-serif, arial, verdana">The game should display the name of the race folder next to the shipset images when you are scrolling through them. This should come in very handy for PBW for people that haven't memorized the namaes of all their shipsets. Now, why he said "empire style" is beyond me...

deccan December 4th, 2003 10:38 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Instar:
mousey wheels
wheeeeeeee
oh ya, us betas get this info. Usually richard goes ahead and does it. So I guess its ok

<font size="2" face="sans-serif, arial, verdana">How about making all lists (construction, ships, colonies, planets) remember their places, instead of just the events list?

oleg December 4th, 2003 03:08 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Q:
"8. Fixed - Drones were not inflicting special damage types."

That's strange. I used frequently drones with special damage weapons and as far as I have seen it without problems. What kind if special damage did not work??

<font size="2" face="sans-serif, arial, verdana">May be it was an artifact in the intermediate 1.85 patch, beta-testers find it and now it is back to normal ? http://forum.shrapnelgames.com/image...s/rolleyes.gif

Ed Kolis December 4th, 2003 03:44 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Q:
That's strange. I used frequently drones with special damage weapons and as far as I have seen it without problems. What kind if special damage did not work??
<font size="2" face="sans-serif, arial, verdana">On their warheads - sure, a drone could fire a nullspace projector or an ionic disperser, but you couldn't create a working nullspace or anti-ionic drone warhead! Hmmm... drones with the Allegiance Subverter's damage type... Borg assimilation probes, anyone? http://forum.shrapnelgames.com/images/icons/icon6.gif

Great list of changes BTW! I'm actually starting to dread the coming of Christmas because the sooner it comes, the less time there is to add and fix stuff! http://forum.shrapnelgames.com/images/icons/icon10.gif

Q December 4th, 2003 03:48 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Ed Kolis:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Q:
That's strange. I used frequently drones with special damage weapons and as far as I have seen it without problems. What kind if special damage did not work??

<font size="2" face="sans-serif, arial, verdana">On their warheads - sure, a drone could fire a nullspace projector or an ionic disperser, but you couldn't create a working nullspace or anti-ionic drone warhead! Hmmm... drones with the Allegiance Subverter's damage type... Borg assimilation probes, anyone? http://forum.shrapnelgames.com/images/icons/icon6.gif

Great list of changes BTW! I'm actually starting to dread the coming of Christmas because the sooner it comes, the less time there is to add and fix stuff! http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thank you for this explanation Ed.
The Borg assimilation drones were exactely one of the examples I use frequently, but as you said not with a warhead but a weapon component.

Baron Munchausen December 4th, 2003 07:31 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Q:
"8. Fixed - Drones were not inflicting special damage types."

That's strange. I used frequently drones with special damage weapons and as far as I have seen it without problems. What kind if special damage did not work??

<font size="2" face="sans-serif, arial, verdana">No. Special damage types have never worked with drone warheads. I have wanted to be able to build 'plague drones' for years and it is only now possible. Now I can infect entire systems in a single attack... http://forum.shrapnelgames.com/images/icons/icon7.gif And just think of the other possibilities! Tachyon warheads to make weapon-neutralizing drones for starbase assault! (Drones go in and kill the weapons before your ships have to go in...) Or neutrino warheads to neutralize shield generators! Ionic warheads carried by super-fast drones to disable ships' engines and let your slower ships catch them! "Smart bomb" drone warheads to let you knock out space ports or resupply depots without even having to send in ships! Quad damage to shields and null-space are some other cool damage types for a drone warhead, but I can't think of any 'special' tactics they would allow. Just standard combat uses like ordinary explosive warhead.

[ December 04, 2003, 23:15: Message edited by: Baron Munchausen ]

oleg December 4th, 2003 07:40 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Baron Munchausen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Q:
"8. Fixed - Drones were not inflicting special damage types."

That's strange. I used frequently drones with special damage weapons and as far as I have seen it without problems. What kind if special damage did not work??

<font size="2" face="sans-serif, arial, verdana">No. Special damage types have never worked with drone warheads. I have wanted to be able to build 'plague drones' for years and it is only now possible. Now I can infect entire systems in a single attack... http://forum.shrapnelgames.com/images/icons/icon7.gif And just think of the other possibilities! Tachyon warheads to make weapon-neutralizing drones for starbase assault! (Drones go in and kill the weapons before your ships have to go in...) Or neutrino warheads to neutralize shield generators! Ionic warheads carried by super-fast drones to disable ships' engines and let your slower ships catch them! "Smart bomb" drone warheads to let you knock out space ports or resupply depots without even having to send in ships! Quad damage to shields and null-space are some other cool damage types for a drone warhead, but I cna't think of any 'special' tactics they would allow. Just standad combat uses like ordinary explosive warhead. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">But why do you need warheads for such designs ??
You can achive the same with weapons on drones.
Mod short-range, high damage, 30-turn reload Versions of all those special weapons that can be used on drones only. Problem solved http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF December 4th, 2003 07:41 PM

Re: Post 1.84 beta history
 
I think I found a bug (or, at least, I view it as a design flaw):

I am running a PBEM game. I log in Last night as the GM and process the turn. Haflway through the processing, up pops a modal window that says "Cannot mothball ships that are carrying cargo" This goes on four times (one for each cargo-carrying ship that was ordered to mothball)

Ok, I understand that, and I just hit OK until it stopped giving me the error and in the end it looks like the turn processed fine.

However, this would cause PBW games to hang, no? And shouldn't this warning just be put into the players event log rather than pop out at the GM processing level?

Thanks,

Alarik


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