The broken mass drivers and mag-shields in WIP8 turned out to be due to the weapon lists in the gadget being incompatible with the new luadefs. I've reverted to FBI for the time being.
SpikedHelmet wrote:
It seems half the ships don't have auto-move commands (as in, when selected, Move isn't activated; have to press M).
In WIP7? That problem went away when I removed the formation gadget and the associated defCommand widget.
Nothing I do works, I can't figure out why some things sync and others don't - and for all I know, it may be just me with the desync problems. I give up
last time i played THIS, there were serious balance issues with the cloaked bomber (next to useless) and certain combos (e.g. mass drivers, emp missiles and something else, i forget what, made mass swords basically unbeatable). also WTB hyperdrive ^_^
How is THIS going? I remember testing a much earlier version of THIS and it looked promising but I haven't looked at THIS since.
Fixed.
Fuck THIS is the coolest name for a game ever. I just love the way referring to THIS allows you to insert puns into pretty much every sentence, multiple times.
I left THIS development to write angsty fanfiction.
It's currently got most of the new stuff I've wanted to add and should generally be more than playable, so I could just tie up the loose ends and release something. I really don't the time to support it right now, though, so it'll have to wait for a bit.
123v convinced me to make a straight-up bugfix release version, so I went and took out most of the gameplay changes, and released WIP11.
Changelog wrote:
== WIP 9 -> WIP 11 == Engine desyncs fixed. Much thanks to Kloot, Auswaschbar, imbaczek, and KDR_11k for their help in resolving the problem. Also fixed an embarassing bug with the perk system. Whoops.
Game changes: - Comet occupation strength increased to 1 - EMP missiles back up to 2x damage (from 1.75x) - Mass driver splinters don't hit tiny units (torpedoes and drones). Radius reduced (300 to 225). - Added Cloak Fire State widget. - Added Formations widget.
- Experimental new ship: Eclipse, a battlecruiser with lots of weapons including a very powerful superlaser. Needs to be enabled in modoptions.
Defenders of the Galaxy changes: -Shuffled spawn lists. In particular, Wraiths and Warhammers are listed as defenders, and thus won't be visible in the attack wave notification. -Added an option to respawn "burrows" (starbases) when they are killed. Not recommended for higher difficulty levels. -The queen is now an all-new ship (the Eclipse) instead of a regular carrier -Added Suicidal difficulty level -Small ships now have a teleport CEG when spawned
Only the "chicken" spawner (out of date but should be fully functional). Regrettably, I don't quite have the time or inclination to make a normal-game AI.
In fact, since ZK is going to be my priority in any case, I should probably just let other people work on it
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