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Re: Fibre v7

Posted: 11 Jan 2008, 17:22
by Peet
KDR_11k wrote:You sound a damn lot like a Yan smurf.
Confirmed.

Re: Fibre v7

Posted: 11 Jan 2008, 17:42
by BaNa
Peet wrote:
KDR_11k wrote:You sound a damn lot like a Yan smurf.
Confirmed.
pwnt.

Re: Fibre v8

Posted: 11 Jan 2008, 18:40
by KDR_11k
http://www.unknown-files.net/spring/3971/Fibre_v8/

This version introduces parts fabbers which feed into a global resource pool that is used exclusively by factories. Currently 1 part = 25 energy, may be changed later. Unit energy costs have been cut but in turn they got part costs that add up to be higher than their old E cost. Howlers and Tanks come in larger squads now (drones get 50% more HP and bombers an 80% damage reduction after they have dropped their bombs). The Howler no longer has to refuel or rearm.

If more than half of a squad is eliminated the factory will stop sending reinforcements (newly made units will wait at the factory, already dispatched units will keep moving tho) until the squad is at full size. Of course all units will move if an order is issued. This should reduce the micro necessary to prevent units moving to their doom one by one, especially drones.

Also new buildings now prefer nodes with more charge instead of looking for the shortest connection to the citadel. This might lead to weird looking node networks but whatever...

Re: Fibre v8

Posted: 11 Jan 2008, 23:07
by KDR_11k
Just to make this clear, since people have been missing it:
You must make fabbers if you want to have any factories!

Re: Fibre v8

Posted: 12 Jan 2008, 05:54
by Google_Frog
So when making a node the node with the most energy in the build radius pays for it, thats good. does this also work for building inside 2 or more node radius's?

Re: Fibre v8

Posted: 12 Jan 2008, 05:58
by lurker
Backends full of fabbers? :-)

Re: Fibre v9

Posted: 12 Jan 2008, 19:50
by KDR_11k
http://www.unknown-files.net/spring/3976/Fibre_v9/

v9 adds a manual, makes parts more expensive, gives nodes a huge HP boost (2000->5000) and introduces the growing node costs option (on by default), which makes nodes have a parts cost that depends on the number of nodes you already have to reduce placing nodes just because there's room available.

Re: Fibre v9

Posted: 13 Jan 2008, 02:26
by zwzsg
Very tiny error: In noResBar.lua, you wrote:
WidgetHandler.RemoveWidget("noResBar")
Instead of:
widgetHandler:RemoveWidget()
Nicking it for KP btw.

Re: Fibre v9

Posted: 13 Jan 2008, 08:28
by KDR_11k
Ah, k, thanks.

Re: Fibre v10

Posted: 13 Jan 2008, 17:59
by KDR_11k
http://www.unknown-files.net/spring/3983/Fibre_v10/

v10 is just a small interface improvement, you can now see buildings you have placed even before their construction is spawned.

EDIT: Oh right and it also adds a yellow bar on the parts bar that shows the node cost.

Re: Fibre v10

Posted: 13 Jan 2008, 20:00
by NOiZE
Really intresting game btw

Found some errors in the infolog:

Error in Initialize(): [string "LuaUI/Widgets/noresbar.lua"]:15: attempt to index global 'WidgetHandler' (a nil value)

and

LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/charge.lua"]:534: attempt to compare number with nil


Alsocan you move the resourece bar a bit to the left, .clock is overlapping it now.

Re: Fibre v10

Posted: 13 Jan 2008, 20:08
by Gota
Perhaps add an option to build connectors that are not nodes but can build nodes.
They will not be able to build any buildings except connectors or more nodes.
This will add the option to advance to a certain spot very fast but without making nodes that can actually build anytihng.
These connectors should build a connector or a nod but that should drain their resources and keep them down until the node or connector thry have built has been destroyed.

Re: Fibre v10

Posted: 13 Jan 2008, 20:12
by KDR_11k
Both of these errors aren't serious (one is recovered from, the other results in what the line was supposed to do anyway, i.e. remove the widget) but yeah, I'll see if I can fix them.

Yan you already said that in the lobby. I'm not sure it's a good idea, spamming a crapload of those = noone's ever going to break that node link.

Re: Fibre v11

Posted: 16 Jan 2008, 23:16
by KDR_11k
http://www.unknown-files.net/spring/3990/Fibre_v11/

Now with more buildbar, also adds three new buildings:

Globber:
Shoots globs of napalm that burn for a while and provide excellent anti-swarm firepower.

Kraken:
A turret for sea use, it has a Shredder flak on the top and a torpedo launcher at the bottom. While it won't be able to fight with ships at maximum range it's a very good reason for ships to keep their distance until it is destroyed. It cannot deal with drones so if you plan to engage those you'll need something else.

Shipyard:
Produces ships if water is available. Ships have infinite movement range and extremely powerful attacks but they are only available where there's water.

EDIT: Oops, I forgot to mention one building:

Turret Launcher:
An artillery building that fires three tiny turrets that activate on impact and proceed to shoot at anything in the area. The turrets have a powerful weapon (same as the laser turret) but little HP and a limited lifetime (30 seconds).

Re: Fibre v11

Posted: 16 Jan 2008, 23:34
by imbaczek
Cool!

I'd like to share a bit of concern, though - I'm afraid that the mod is rapidly becoming too complex (as in, too many units sharing similar roles.) Please try to keep the mod easy to learn but hard to master, it'd be a big waste of awesome if people were scared away.

Re: Fibre v11

Posted: 19 Jan 2008, 13:27
by KDR_11k
http://www.unknown-files.net/spring/3996/Fibre_v111/

Small bugfix.

As for complexity, there's 5 attack turrets, 5 defense turrets and 5 factories (in addition to the infrastructure). Considering turrets are your main combat force it makes sense IMO that they come in several variants. It looks worse than it is because all buildings appear in one buildlist and each unit has its own factory.

Re: Fibre v11

Posted: 22 Jan 2008, 17:33
by Neuralize
I can has an info log.
http://pastebin.org/16496

Crashed, didn't know what I did, but I finally got to play someone, pretty fun little mod.

Re: Fibre v11

Posted: 23 Jan 2008, 13:58
by AF
It may be worth creating a new feature to replace geothermals that could also be used, so that map makers aren't forced to add geothermals which could change gameplay in other mods, whereas they can just add a feature with no model or blocking or attributes of any kind as a tag to indicate that a fibre geo replacement should be put there.

Re: Fibre v11

Posted: 23 Jan 2008, 14:50
by Pxtl
AF wrote:It may be worth creating a new feature to replace geothermals that could also be used, so that map makers aren't forced to add geothermals which could change gameplay in other mods, whereas they can just add a feature with no model or blocking or attributes of any kind as a tag to indicate that a fibre geo replacement should be put there.
That would work for KP as well.

Re: Fibre v11

Posted: 23 Jan 2008, 20:16
by zwzsg
I dunno, it's nice to be able to make map where you have "here be worthwhile ressources", without having to care exactly what they are, and have whatever mod being played decide what meaning to give it, than to hope having mappers knowing the idiosyncrasy of every special feature of every special mod present and future.