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Posted: 20 Nov 2005, 20:26
by Optimus Prime
i mean the following:
There will be different types of armor in the game (they are still in, but not used yet).
So there will be lets say 6 great classes of units:
- Fighters/Bombers
- Corvettes/Frigates
- Destroyers
- Battleships/superbattleships
- ODS
- Buildings
after the next update, there will be different damagevalues from one class to another one. For example:
Fighters will be good in hunting Battleships, but are weak against Buildings or Frigates/Corvetes.
Corvetes will own Fighters but if u fight with them against Destroyers, that will be a short fight

So the perfect player will have a fleet of nearly all classes or only the counterclasses of his enemy.
To prevent flaming: it will not make the big ships very weak against smaller ones... they are still very strong, but if one player only builds Battleships and the other one only fighters with the same metal, the one with the fighters should win.
I will put ig descriptions on all the units, so that u will know, for what this unit is used best.
Posted: 20 Nov 2005, 20:52
by Min3mat
that makes sense but what i asked for is SPECIFICS of what counters what and preferably a flow diagram
Posted: 20 Nov 2005, 21:27
by Optimus Prime
u mean i shall make a diagram for all the hundred or more units? Hm thats a lot of work.. perhaps in the future.
What i can say now is only, that every weapon has a maximaldamage of 100% and a minimaldamage of 50%. So I only write in the description of all the units, its Units, it is used best for.
For example the frigate Heretic has the description "[Fighter,Bomber-Hunter]". That says, that it is good against fighters and bombers and does less damaga against other classes. I will put in the readmefile a small list of classes and the best use of it.
Posted: 20 Nov 2005, 22:00
by Min3mat
MEH! i want a explanation or a damn flowchart. EXAMPLE:
lvl 1:
corvettes counter fighters
fighters counter capital ships
capital ships counter corvettes
lvl2
same sort of thing but are more effective against their counters
^like that
but slighty more complicated.
Posted: 20 Nov 2005, 22:56
by Optimus Prime
Ok here is the Readme i created. I changed all the values but i need one testgame first (playing with my brother now), so perhaps in an hour or 2 i can upload it.
Version 0.94
Armorclasses:
[]Fighters,Bombers
[]Fregates,Corvettes
[]Destroyer,Cruiser
[]Battlecruiser,Supercapitals
[]ODS
[]Buildings
[]Fighters are good against Battlecruiser,Supercapitals
[]Bombers are good against Buildings and Battlecruisers,Supercapitals
[]Fregates,Corvettes are good against Fighters,Bombers
[]Destroyer,Cruiser are good against Fregates, Corvettes
[]Battlecruiser,Supercapitals are good against all Units without Fighters
[]ODS are good against nearly all Units (but really slow)
note that this is not a rule!
For example there are some kind of fighters, which are good against other Fighters too.
*good* means only, that the Unit does with its Weapons the most Damage to this kind of Units. The Values differ between 100% and 50%, so a Corvette does 50% Damage to Battleships, 70% to Buildings and 100% to Fighters and Bombers.
it looks aproximately like this:
Fighters:
Fighters,Bombers 60%
Fregates,Corvettes 50%
Destroyer,Cruiser 60%
Battlecruiser,Supercapitals 100%
ODS 60%
Buildings 50%
Bombers:
Fighters,Bombers 50%
Fregates,Corvettes 70%
Destroyer,Cruiser 60%
Battlecruiser,Supercapitals 100%
ODS 100%
Buildings 100%
Fregates,Corvettes:
Fighters,Bombers 100%
Fregates,Corvettes 60%
Destroyer,Cruiser 70%
Battlecruiser,Supercapitals 70%
ODS 60%
Buildings 70%
Destroyer,Cruiser:
Fighters,Bombers 60%
Fregates,Corvettes 100%
Destroyer,Cruiser 60%
Battlecruiser,Supercapitals 100%
ODS 80%
Buildings 80%
Battlecruiser,Supercapitals
Fighters,Bombers 60%
Fregates,Corvettes 70%
Destroyer,Cruiser 100%
Battlecruiser,Supercapitals 60%
ODS 90%
Buildings 100%
ODS and Buildings no speacial
Posted: 21 Nov 2005, 00:37
by Optimus Prime
new Version is online and ready for testing :). Downloadlink in the first post.
Posted: 21 Nov 2005, 01:05
by FolCan
this mod is getting as bad as AA with updates everyday
Not that its a bad thing... but it is a mission downloading the same files over and over again.. someone should make a updater or something
Posted: 21 Nov 2005, 01:15
by maestro
Hi.. . Spacey map please.... spacey maps
Posted: 21 Nov 2005, 01:29
by IMSabbel
Is there any big idea behind using zero compression zip files for the mod?
Zlib can decompress the whole thing in <1 second, so there is no timesaving, and with normal compression you wouldnt need to zip it up for download...
Posted: 21 Nov 2005, 02:50
by Optimus Prime
this mod is getting as bad as AA with updates everyday
Yes you are right, but this will be only in the startphase of the mod. I mean teh first release was a few days before and if i find new bugs (which I only find by playing online with other ppl) i decide to make an update as fast as i can.
Later (I think in Version 1.0) i wont be updating every day/week cause i hope i will only change small things after Version 1.0. But for now, its in betaphase and so it needs a lot of updates or would u like to wait a week for an update which fixes a crashbug?
Is there any big idea behind using zero compression zip files for the mod?
Zlib can decompress the whole thing in <1 second, so there is no timesaving, and with normal compression you wouldnt need to zip it up for download...
hm.. no there isnt a reason. I was just unsure, if all can play with such a packed file. In next Version i will check this out.
Posted: 21 Nov 2005, 03:30
by FolCan
What im asking isnt there a better way to update it... instead of having to redownload the whole thing again... its just a minor minor inconvience for ppl with 56k it could be a problem though
Posted: 21 Nov 2005, 04:52
by SwiftSpear
FolCan wrote:What im asking isnt there a better way to update it... instead of having to redownload the whole thing again... its just a minor minor inconvience for ppl with 56k it could be a problem though
Nope, mods are packaged as a fully zipped up file, there is no convinent way of giving you only a part of the mod.
Posted: 21 Nov 2005, 09:44
by Min3mat
thanks i finally understand :)
Posted: 21 Nov 2005, 11:40
by Optimus Prime
for the next Version there will be:
- removed all Ships without a function (2 on each side)
- the ressurectionships work now (tey can ressurect, but slow and are expensive)
- Balancing
- fixed the Ressourcecenterbug which let them use 880Energy without a reason
- some kind of commanderexplusion for the biggest ships and commandcruiser (not as dangerous as in XTA or AA)
- laserweapons will have a longer beamtime (will look better)
perhaps later on this day (dont know)
I hope that this will be the last Version before reaching finalstatus. (all bugs i found should be fixed in this Version)
Posted: 21 Nov 2005, 17:13
by Optimus Prime
Is there any big idea behind using zero compression zip files for the mod?
Zlib can decompress the whole thing in <1 second, so there is no timesaving, and with normal compression you wouldnt need to zip it up for download...
can u please explain, how that functions? I have the 7zip programm, but when i zip it as a 7z file, its useless. How can i pack the file and play with the packed file?
I dont get it

Posted: 21 Nov 2005, 17:45
by CrowJuice
I'm guessing you 7zip the file just the same way you have zipped it now?
Posted: 21 Nov 2005, 17:48
by Optimus Prime
no. Now i only save it with winrar and rename the file *.sdz.
Than i pack it with winrar again and upload the file...
Posted: 21 Nov 2005, 17:51
by NOiZE
why would u pack it again...
Posted: 21 Nov 2005, 17:56
by Optimus Prime
i said i only SAVE it with winrar the first time. That means that i make ONE file out of 100files (unitfiles, weaponfiles, grafics...). And after that i rename it so that spring can read it and THAN i really pack it to reduce its size and upload it.
ah sorry didnt get ur question.
someone told me, that with 7zip u can pack the file and spring can read it direct, so i only can upload this file and u can play with the packed file.
Posted: 21 Nov 2005, 20:25
by CrowJuice
Try doing the same thing with 7zip, but when you save it try using high compression. I'm guessing you are saving with winrar but using zero compression.