Kernel Panic
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They are already removed, trojan5 and assembler5 are not amongst the tasklist of the trojan nor the assembler, I just kept those lines so as to remember the names of those tasks and to make it easier to test them, but didn't got around to and prefered to disable them than risking jamming my builder with tasks I wasn't sure were working.
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you guys made hardmode sound hard :p
http://replays.unknown-files.net/?240
btw does anyone get decent fps with the ONS version? its get pretty unplayable pretty fast and my pc aint that crappy
http://replays.unknown-files.net/?240
btw does anyone get decent fps with the ONS version? its get pretty unplayable pretty fast and my pc aint that crappy
yes
Well now, I like the mod, but a few issues, those big triangle guys, they should always fly, it looks cooler, if you want a transform, make it fly as a closed prism. And also, an autohost for this game would be nice too, most of our players can't host in Spring.
Re: yes
I would absolutely love this, but I can't host one myself. If there is anyone who can host a Kernel Panic springie I would love that guy to death if he did itrcdraco wrote:an autohost for this game would be nice too, most of our players can't host in Spring.

(Personally I'd prefer an evilless version hosted, but guess a normal version would suit zwzsg and KRD better)
Re: yes
Thanks. So the Hard script is actually pretty beatable, and the trick is to build nothing but builders at the beginning.Tim-the-maniac wrote:you guys made hardmode sound hard :p
http://replays.unknown-files.net/?240
Uhm, sorry, I rushed the adding of the ONS mode, and it's completly unonoptimised. KDR_11k and I already have many ideas about how to speed it up, so for 1.4 expect ONS beams effects that may not be as pretty, but won't cripple FPS that much. Meanwhile, just don't play ONS.Tim-the-maniac wrote:btw does anyone get decent fps with the ONS version? its get pretty unplayable pretty fast and my pc aint that crappy

I agree, but being unable to host, I can't run an autohost myself. So if anyone got a spare autohost and read that...rcdraco wrote:And also, an autohost for this game would be nice too, most of our players can't host in Spring.
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Wait, so Spring can't distinguish between assist and repair?Boirunner wrote:Continuing a halfway built building counts as reparing, and since builders shouldn't be able to repair, they can't continue build either.
I actually like the dynamic, as you can scare an enemy builder away, thus making him lose all progress on his socket.
Boirunner explanation is incorrect.
Spring can distinguish between assist and repair.
In Kernel Panic, assemblers and trojan can build, can repair, but cannot assist. Though I discovered only recently that they can repair, and I don't really like it. But when an assembler build half a socket, then go away, then try to continue, it doesn't remember that it's him who started the building, and it counts as assisting a construction.
Some have proposed that when no cons is nanolathing a halft built structure, the first con that try to resume building it is allowed to, but I don't like the idea because it means that we could swap slow builder by fast builder.
I agree with Boirunner that, for Kernel Panic, it brings an interesting dynamic that scaring the builder is as effective as destroying the nanoframe. However I dislike how half built socket take so long to degrade. Although Ctrl-D them appears to speed up their removal!
Spring can distinguish between assist and repair.
In Kernel Panic, assemblers and trojan can build, can repair, but cannot assist. Though I discovered only recently that they can repair, and I don't really like it. But when an assembler build half a socket, then go away, then try to continue, it doesn't remember that it's him who started the building, and it counts as assisting a construction.
Some have proposed that when no cons is nanolathing a halft built structure, the first con that try to resume building it is allowed to, but I don't like the idea because it means that we could swap slow builder by fast builder.
I agree with Boirunner that, for Kernel Panic, it brings an interesting dynamic that scaring the builder is as effective as destroying the nanoframe. However I dislike how half built socket take so long to degrade. Although Ctrl-D them appears to speed up their removal!
This is why I found it important to add some clearly visible nanolathing sfx to the trojan! If you still keep on moving your builder before they're done with their job, may I suggest looking into the list of selection commands as well as the "Custom Selection Editor", as I'm sure better selection commands could alleviate this issue?Tim-the-maniac wrote:I sometimes acidently move the builder when the lab is 90% done and have to SD it and start again![]()
Last edited by zwzsg on 31 May 2007, 13:59, edited 1 time in total.
Is decay-rate moddable? If so, that'd be more clear and useful than having a nanoframe sitting there. Also, if so, the engine should always allow a builder to resume it's own construction. After all, if a modder wants the builder to be unable to resume construction, they should just give the building a superfast decay-rate (if possible).zwzsg wrote:Boirunner explanation is incorrect.
Spring can distinguish between assist and repair.
In Kernel Panic, assemblers and trojan can build, can repair, but cannot assist. Though I discovered only recently that they can repair, and I don't really like it. But when an assembler build half a socket, then go away, then try to continue, it doesn't remember that it's him who started the building, and it counts as assisting a construction.
Some have proposed that when no cons is nanolathing a halft built structure, the first con that try to resume building it is allowed to, but I don't like the idea because it means that we could swap slow builder by fast builder.
I agree with Boirunner that, for Kernel Panic, it brings an interesting dynamic that scaring the builder is as effective as destroying the nanoframe. However I dislike how half built socket take so long to degrade. Although it seem Ctrl-D them speed up their removal!
Another thought: is there a way that (for human players only - real challenge there) through LUA or through script, a builder will ignore all orders except "stop" while working on a project? That would be nice, allowing for behaviour more like StarCraft or other games with mobile builders where the builder can't abandon a project accidentally.
They always could.Boirunner wrote:Oops, sorryzwzsg wrote:Boirunner explanation is incorrect.![]()
So then builders can repair in KP now?
BTW, in the SVN there's a tag that remembers the original builder, I think it's applied to the target though. Alternatively Zw could script half-built sockets to self-d if their build progress stagnates/degrades.
So, what about removing their repairing capacity? Should I post a poll in GD about that? 

But I'm afraid that then they'd self-D when under attack and under construction. Unless losing hitpoints doesn't make get BUILD_PERCENT_LEFT rise.Alternatively Zw could script half-built sockets to self-d if their build progress stagnates/degrades.
Operating Systems
instead of just user versus hacker, make Windows and Linux player, linux guy has a factory for each unit, and the windows guy is just like current user setup, Windows units get more HP, but Linux does more damage. Linux guy builds buildings faster, and Windows guy builds units faster. Linux gets faster units, Windows units crush other units easily. Kinda accurate in my opinion.
- BrainDamage
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