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Kernel Panic Division Zero (PB v6)

Posted: 03 Nov 2007, 09:03
by KDR_11k
http://www.unknown-files.net/spring/group/16/ (linking to group now so all new versions are linked automagically)

This is a testing release of KP Division Zero. All gameplay relevant features are there but some prettyness is not yet implemented (remodeled hole and window, proper display of the new commands in the shift queue).

There was no real balance testing yet, this version was released exactly for YOU to help with that.

You need an SVN version, preferrably 4688 or later! You can play on the test server, buildbot.no-ip.org

v2 just fixes some oversights, no balancing has been done yet.
The readme
Kernel Panic: Division Zero

20:35 05.11.2007
KDR_11k

This is a fork of Kernel Panic based on version 1.5 that introduces what I hope are improvements.
For this to work you NEED a spring version greater than 75b2.

New units:

VIRUS (hacker)
A crappy little swarm unit. It cannot be built but some weapons (including the virus's) produce it when killing enemy units.

TERMINAL (system)
The Terminal is a new structure that gets placed on geovents. It can dispatch a nuclear bomber once every 120 seconds that will deal about 16000 damage to a large target area, i.e. it destroys everything except factories. It does much less damage to the kernel and hole. The bomber can strike any position on the map, there is no defense.

OBELISK (hacker)
This building is a stationary artillery weapon, it can fire an infection shot every 40 seconds (the obelisk has a pink fire on top when it's ready to shoot) that will cover a large area in poison. The poison does a bit of damage (about 1000) and turns any enemy that dies inside the cloud into a virus. The weapon's range is fairly limited.

EXPLOIT (hacker)
This is the new name for the bug cannon. It's a building the bug morphs into with the deploy command. Exists merely to allow attack ground orders. The Exploit is a stationary artillery emplacement that does more damage the further the target is away.

Changes:

BYTE
- HP increased to 15000 (from 9000), in turn all special damages against it are removed so the net effect is more or less zero.
- Damage taken reduced to 30% while closed (unless paralyzed).

POINTER
- Added NX Flag ability. This is bound to your d-gun hotkey, when the weapon is used the pointer fires a single shot that makes a small area burn for a minute.
- Replaced the limited firearc with a set HEADING script, should reduce the situations in which the pointer will not fire.

BUG
- Replaced the bugbomb functionality with the ability to turn into an Exploit.

WORM
- Decreased HP to 12000
- Changed the attack (effectively more AOE I think) and made the attack infectious, i.e. spawns viruses if enemies are killed.
- Moves at full speed when cloaked (toggle on/off) but takes time to uncloak.
- Cloaks after production is finished.
- Removed ability to crush bad blocks to maintain stealth, use its main attack for that.
- Can now attack other worms, won't do area damage agaisnt them but a direct hit is still fairly damaging.
- Seismic signature removed.
All of these are to move the worm back into the ambusher role it lost in the balancing process of KPC.

TROJAN
- Changes are purely cosmetic.

DOS
- Stuntime increased a bit, I got the impression that the DOS couldn't maintain a stun in newer Spring versions.

HOLE
- Now turns in four directions instead of two, like the Kernel. Also has four exits now.

---- THE EXPERIMENT ----
This introduces a new faction called Experiment. This faction is just what the name states: An experiment. It's a prototype (i.e. uses existing units slioghtly modified to simulate the gameplay) to test the idea of a faction that has no direct firepower. It has mobile artillery with very limited range and uses stationary artillery instead of sockets. Its basic spam unit is the Scout which is unarmed. It comes with a free mobile arty unit at the start which I hope will be enough to fend some raiders off until more are made.
For this faction to work properly a patch is required (that I hope will soon become part of the SVN), otherwise the arty won't switch targets.
BTW, this'll also need new sounds. Who made the original KP sounds?

Posted: 03 Nov 2007, 13:38
by 1v0ry_k1ng
this sounds awesum

Posted: 03 Nov 2007, 14:38
by rattle
Played this and did not lose within the first two minutes!

I couldn't effectively use worms as they die pretty fast, though.

Posted: 03 Nov 2007, 14:48
by KDR_11k
Worms are meant as throwaways, move them in position while cloaked and surprise your opponent with a quick bite that turns a good part of his spam into YOUR spam. They can also be used for recon duty. The map dictates the effectiveness of the various units though, e.g. Speedball16 is slower and has more positioning vs the guerilla style of DMA.

BTW, I forgot to mention that the worm is much faster to build now.

Posted: 03 Nov 2007, 16:32
by rattle
I've mistaken the Worm as Byte counter too which explains it. Also I forgot to turn them on quite often, there was just too much going on.

Re: Kernel Panic Division Zero (PB v2)

Posted: 04 Nov 2007, 16:00
by zwzsg
KDR_11k wrote:BTW, this'll also need new sounds. Who made the original KP sounds?
Credits says: Sounds: Noruas

Posted: 05 Nov 2007, 20:53
by KDR_11k

Posted: 05 Nov 2007, 23:12
by Warlord Zsinj
Only chuck norris may divide by zero.

Posted: 05 Nov 2007, 23:13
by Neddie
Warlord Zsinj wrote:Only chuck norris may divide by zero.
Quantum has done it several times in LUA.

Posted: 05 Nov 2007, 23:26
by Guessmyname
Then isn't it obvious? LUA = Chuck Norris!

yea

Posted: 06 Nov 2007, 00:20
by rcdraco
I can't get it to work, I think it's missing a file or something.
Spring Crash wrote: gamedata/defs.lua

Re: yea

Posted: 06 Nov 2007, 00:27
by FLOZi
rcdraco wrote:I can't get it to work, I think it's missing a file or something.
Spring Crash wrote: gamedata/defs.lua
You need an SVN version, preferrably 4688 or later!

dude

Posted: 06 Nov 2007, 00:32
by rcdraco
I have SVN of Spring, or else I wouldn't post that. I'll check if it's not recent enough.

I have 4714, that's recent enough, how come it doesn't work?

EDIT: Reinstalling, instead of rewriting the EXE over and over, I think it's a dependency that isn't in the 75b test build files.

Posted: 06 Nov 2007, 00:34
by FLOZi
If you have an SVN repository (rather than the latest installer) you'll need to build the base files. There's a batch file for it somewhere iirc.

EDIT: trunk\installer\builddata\build.bat

uh

Posted: 06 Nov 2007, 01:01
by rcdraco
What is up with the terminals, they fire planes that you can't select or anything [interceptor much?] how do you do that, and what are the limits of it?

Posted: 06 Nov 2007, 01:15
by imbaczek
one word: gaia.

Posted: 06 Nov 2007, 07:32
by KDR_11k
Nope, plain LuaRules. Though I guess giving them to gaia would make sure that noone's gonna find a way to order them around.

Posted: 06 Nov 2007, 12:58
by KDR_11k
BTW, I could use some testing from various people if the hacker is better than the system in lategame, bits are faster to make at the kernel while bugs aren't faster at the hole vs a window. This means during the initial phase the bugs are less numerous than the bits but that evens out later and I'm not sure if they're really balanced for a 1:1 ratio. Basically I'm considering increasing the buildtime of bugs at windows (but not the hole).

Posted: 06 Nov 2007, 14:40
by Pxtl
2 things

1) Anybody got a link for the KP maps for 1.5? I'm planning to induct some old buddies into Spring and I wanted to include at least one game of KP, but the Installer-version isn't good for Linux. Is there a zip-bundle or something they could use? Obviously, for newbies, I don't want to have to deal with fetching the SVN version of Spring.

2) Is the current unit-set relatively stable? That is, each faction has
- a mini-unit
- two "special" combat units (one offensive, one defensive)
- a builder/anti-cloak/anti-rubble
- a mine (may be mixed in with another unit)
- a second-level built unit (mine, virus)
- their Kernel,
- their Socket.
- their new "super-artillery" building socket-replacement.

So that if I made another faction along the same lines with similar balancing, it would fit in?

This probably won't happen anytime soon, since I'm just starting learning to model - I was just wondering if, if I find the time between my son and my job, if I put something together, you'd be amicable to including it in KP.

Posted: 06 Nov 2007, 15:47
by Erom
Call it Server, and change System to Client. Or... oooh, oooh, call it User. Name it's artillery building PEBKAC.