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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 15 Oct 2008, 17:54 
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The Imperator's size is on purpose, there's supposed to be enough room between the hardpoints to move ships through.

FLOZi wrote:
Do starbases stack? I mean, do multiple starbases on a planet continue to increase it's income, or only the first?


Only the first, the manual that's in the zip details that a bit but I didn't copypasta that part.

imbaczek: That's just visual, can you imagine the trouble I had with LSOS where the mirrors had to be aligned precisely across the map?

Also there are two bugs I know of so far, Imperator hardpoints ghost and the ghosts move with the Imperator and if you hit stop on a hardpoint that's not building anything you get a Lua error.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 15 Oct 2008, 18:30 
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BTW, doesn't the new option for losing when you lose your planets make the 'income without a planet perk' a bit redundant?


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 15 Oct 2008, 20:20 
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It's a fixed income, it doesn't disappear if you have planets. Also, who knows, maybe that bit of extra income is what you need to capture another planet :P.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 15 Oct 2008, 20:49 
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Strange, I was looking at a replay of me vs. auswaschbar, (to see how much the perk helped him utterly crush me :P ), and it seemed like his income was only equal to his planetary income once he had a planet capped.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 15 Oct 2008, 22:21 
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It's not much income so it's easy to miss (currently 40 every 2 seconds) and it's not terribly useful either IMO. I guess it's a noob trap...


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 15 Oct 2008, 23:07 
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It'd be good if it also given some (50%? 25%? 1/nplayers?) to every ally.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 00:08 
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Love your mod,

but dear god the super destroyer-esque ship is way too big


Also, I'd consider making the imperator more expensive and the turrets perhaps less so. It seemed odd that I built a ship half the size of the map, but the turrets take so much longer to build. I love the idea, I just think it needs to be way scaled down, perhaps half the size, with half the turrets.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 00:24 
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I agree with the FREAKING HUGE sentiment. Half the size would be better, possibly even a third.

Also, you could make damage to the Imperator knock down the build progress for turrets, to counter building in combat.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 02:14 
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I am now sitting with 11k and +100 income in a game where i am dead, because i lost my last planet, but my ally still had planets.

Make a team-planet-ends mode.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 03:46 
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Joined: 28 Nov 2006, 13:22
Imperator is pretty silly.

Bugs too:

[ 34765] LuaRules::RunCallIn: error = 2, AllowCommand, [string "LuaRules/Gadgets/imperator.locals.lua"]:123: attempt to index field '?' (a nil value)


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 03:50 
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I'd rather see some 'Cruiser' level ships than Imperator.

Had a crash on a 3v3 on Cosmos

http://planetspring.free.fr/spring/stac ... 125361.txt


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 07:35 
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Flozi: upload a replay to mantis 1091 please.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 09:07 
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The Imperator is that large because it's meant to be the size of a battlefield with battles being fought on its deck and turret placement being an important choice so you don't put the control tower into harm's way or have no defenses that can work when the enemy gets close.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 09:15 
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Joined: 22 Aug 2006, 15:19
units the size of imperator need special love from the engine:
- improved heading table resolution
- ability to disable swivel during turning

also, it's pretty irritating that you have to select the bridge to make it move somewhere, but i guess that could be scripted somehow...


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 09:55 
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Saktoth wrote:
I am now sitting with 11k and +100 income in a game where i am dead, because i lost my last planet, but my ally still had planets.

Make a team-planet-ends mode.
That sounds less like something to add a mode for and more like a bug.

imbaczek wrote:
- ability to disable swivel during turning
You need to see the LAAT gunship in IW shoot at something, at least a while back, bobbing up and down... Disabling would be nice, but the real issue is that rolling and pitching do not take turnrate into account at all. 2/3 dimensions ignore it...


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 10:39 
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Lurker: Sak was referring to a team dying when it has no units left.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 10:42 
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KDR_11k wrote:
Lurker: Sak was referring to a team dying when it has no units left.
Yeah, that one gets irritating.


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 11:58 
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Maybe you could write a widget to disable the ota resource bar (and the new lua resource bar)


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 12:28 
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imbaczek wrote:
Flozi: upload a replay to mantis 1091 please.


Done.



Hoi... have you even played this mod?


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 Post subject: Re: THIS (WIP 7 release)
PostPosted: 16 Oct 2008, 12:30 
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FLOZi wrote:
imbaczek wrote:
Flozi: upload a replay to mantis 1091 please.


Done.



Hoi... have you even played this mod?


Yes, and I see a resource bar which is of no use.


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