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Re: Kernel Panic
Posted: 20 Feb 2008, 08:36
by KDR_11k
http://www.springplayersclub.com/mods/K ... 20WIP5.sd7
KP.net WIP5
- Fixed Flow not being invulnerable during construction
- Made dispatched Packets start rotated away from the dispatching teleporter
- Added epsilon to Dispatch spawn positions hoping to reduce the likelyhood of a crash
EDIT: did a few test games, didn't crash so I hope the stability is increased now. Also the Firewall is win.
Re: Kernel Panic
Posted: 20 Feb 2008, 18:23
by j5mello
What does the Firewall actually do?
Re: Kernel Panic
Posted: 20 Feb 2008, 18:50
by KDR_11k
Firewall: This building can cover units (affects friendly units in a certain radius around the target location) in a protective shield for 20 seconds. The shield halves all damage the unit receives and throws the other half back at the attacker.
Re: Kernel Panic
Posted: 26 Feb 2008, 22:45
by zwzsg
Re: Kernel Panic
Posted: 27 Feb 2008, 12:03
by KDR_11k
KP.net WIP6/7
- Made Firewall effect only show up when the affected unit is in LOS
- Reduced Packet rate of fire (1/.5 -> 1/.75) and range (280->250, was outranging the bit)
- Increased sigterm AOE (700->900, note that this is diameter)
- Increased Obelisk gas cloud damage per second (80->120) and radius (350->400)
- Made pointer shot homing to make hitting Connections easier
Re: Kernel Panic
Posted: 29 Feb 2008, 00:05
by KDR_11k
http://www.springplayersclub.com/mods/K ... 20WIP8.sd7
Another update because I broke the Firewall. Now it works again.
Re: Kernel Panic
Posted: 02 Mar 2008, 00:26
by zwzsg
404
fixed by reuploading
a lua crashed on me and told me to
report (Though I see now it originated from a widget, and if it's the buildbar widget it's too complex to fix)
Re: Kernel Panic
Posted: 10 Mar 2008, 06:17
by ILMTitan
After much though and some experimentation, I don't think there is anything inherently unbalanced about the network.
I need more more games to be sure, but I think my concern currently lies in system/network games, where the flow, vulnerable to both pointers and bytes, is not a highly used unit. This in turn, decreases the utility of the byte, and the game becomes a contest of control between bits and pointer, and connections and packets, a contest the network is likely to win. I could also be that I am simply trying to rationalize a loss to zwzsg.
Re: Kernel Panic
Posted: 19 Mar 2008, 16:08
by KDR_11k
http://spring.jobjol.nl/show_file.php?id=918
RC1 for KP.net. If there are no outstanding issues left this can become 3.0.
Re: Kernel Panic
Posted: 19 Mar 2008, 21:27
by Neddie
Want me to switch the autohost over to it?
Re: Kernel Panic
Posted: 31 Mar 2008, 21:48
by KDR_11k
Well, RC1 has been out for a while now and I haven't heard any complaints (nor managed to get a game of it going).
Re: Kernel Panic
Posted: 31 Mar 2008, 21:57
by Scikar
I've never played this before but I gave RC1 a shot and it seemed fun. It seems a lot of the info on how to play is out of date, I was playing as Network and didn't really know what I was doing, mostly in regard to how to deal with Bytes. I guess I'm supposed to use the Connectors? I didn't realise they were armed until another game though.
Can the firewall's effect be placed anywhere on the map or only within a certain range? I did get a bug about that actually: I tried to place the effect somewhere and got a Lua error in response, which I guessed was supposed to mean out of range.
Re: Kernel Panic
Posted: 01 Apr 2008, 06:03
by darloth
I've played a couple of games of it. It was fun. Haven't played enough to give you any meaningful comments on balance, but since your thread seems lonely, posting to let you know there are people out there playing and enjoying it.
Re: Kernel Panic
Posted: 05 Apr 2008, 03:18
by Neddie
Mines are broken in RC2; on maps with damaging water such as Digital Divide, they explode on construction.
Re: Kernel Panic
Posted: 05 Apr 2008, 08:31
by KDR_11k
o_O
Must be a new bug, I know they didn't when I was making DD and testing the Byte minelauncher.
Re: Kernel Panic
Posted: 05 Apr 2008, 11:19
by darloth
I can confirm that bug exists somewhere, but not just on digital divide. I've had it happen on the Direct Memory Access map. 2player multiplayer, RC1, hacker vs system.
In fact, it wasn't just the byte mines, any mine built immediately detonated. It made them an interesting if ultimately suicidal weapon for constructors...
Re: Kernel Panic
Posted: 05 Apr 2008, 11:56
by KDR_11k
Ah, I guess the "detect friendlies" algorithm is screwing up.
Re: Kernel Panic
Posted: 07 Apr 2008, 13:47
by KDR_11k
Oh, right, forgot to post it: RC3 is out
http://spring.jobjol.nl/show_file.php?id=954
- Fixed bug in mine script that made them think no allies were left and self-destruct
- Fixed exploit weapon gravity and gave it a small range increase (more range and better Bombard behaviour)
- Fixed behaviour of bug and exploit when on repeat and given a deploy/undeploy order
- Added small message below Network packet buffer instructing players on its use
Re: Kernel Panic
Posted: 09 Apr 2008, 23:35
by KDR_11k
I'm working on an AI gadget. To use this you have to throw it into the KP (any version) LuaRules/Gadgets folder and add a faction called "system AI" to the sidedata.tdf. Currently it'll only make assemblers, sockets and bits (and is very verbose). Careful with maps like DMA, the geovent under the Kernel confuses it. You have to run it from the lobby, spring.exe reports all factions as "arm".
It's not supposed to be a good player, just cannonfodder for nubs.
Re: Kernel Panic
Posted: 11 Apr 2008, 21:42
by KDR_11k
K, I think it's done now. It'll use bytes and pointers to attack positions, drop nukes and NX flags if there's a lot of resistance, sends pointers when it's attacked by bytes or other large things, etc.
It doesn't play very well of course, it'll often build sockets pretty far out and stuff, doesn't really defend either. The trigger is still the faction name System AI, I can change that for a proper version (so it doesn't clutter the menu up).
For a singleplayer mode shortcut like in the last installer I could make it a mod option that's not declared in modoptions.lua so it'd get triggered by the start script.
EDIT: Download link for a test version of KP with the AI included and ready for use:
http://spring.jobjol.nl/show_file.php?id=965
Assign the system AI faction to a TestGlobalAI (just like the Hostile faction in Fibre...)