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Author Topic: A few things - Issues/Info/Inquires  (Read 801 times)
NiteHawk
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« on: January 08, 2010, 04:48:37 AM »

A few things I'd like to point out when I was reading chat:

-Torps weren't nerfed, they were improved. 200/340/480 is the damage on them. It used to start at 150.

-There is something wrong with the new bomb coding. Bombs are not losing supply. But bombs cannot be used to kill starbases as good as it was before, and they also hurt you less if a planet decides to blow one or two up. It's called damage reduction, and you can adjust this in the missile files, you will see 4*10, which means planet, and reduction of 10% on anything else thats not a planet. 10% however on most ships is still half shields, normally. Using bombs to kill starbases was never the case overall. If you think starbases are too hard we can lower the starbase reduction damage, but it was never MENT to be killed by one player, or by a couple of frigates. I believe a couple of dreads can do this task rather good, maybe a dread and a battleship. If you do think 'there is no way to kill a starbase without bombs', then the game needs to be changed rather then having a exploit where starbases are taken down because they don't fire on them, since they have a trigger of planet. Bombs however still do about the same damage on planets overall. I will fix the supply point damage in a patch. But again, starbases are the necessary to win because they provide better modules, they need to be HARD to take down, and it needs to be done in a group I feel. Being able to solo a starbase with bombs I personally feel is crazy, though feel free to adjust it on your server by removing the reduction damage. :p

-EDIT: There is something actually wrong with the reduction damage too. I think planets are seen as colonies when hit, thus it reduces the damage, this is the reason why bombs seem worthless to planets too, sorry folks. (Actually yeah, your hitting a colony so colonyclass::Hit is being called, ugh on my end sorry.)

-Lasers have been reduced in damage overall. Laser I is 200 damage instead of 250, Laser 2 is 250, Laser3 is 320, and Laser4 is 500. If at all anything, I've added one lower laser, and decreased the highest laser damage from 800 to 500. Blackdog has stated the laser4 is too weak, but I'm wondering if it was too strong before? Laser damage is alot more consistent then it was before. I wanted lasers to be more of a 'support' type thing, rather then 'the only thing' that does damage. It doesn't take much energy to fire, and its still handy to have to deal some 'extra damage' on a target. Says? (Even still, a starbase shouldn't beable to 'own' a larger ship. Though if its too low might be useless. I'll do some testing. But laser 1/2/3 is fine, there even better to be honest. Take Laser 2 as laser1, and laser 3 as a better laser 2 (320 dmg instead of 280))

-Laser PD is autofire (AUTODEFENSE) on mode, which means it can only be used as a POINT DEFENSE LASER. This means it autofires at missiles/mines/etc. Laser PD is not set to regular fire because its specficially designed for Point Defense ONLY. You can adjust laser1 to laser4 to autodefense mode as well by using SHIFT and a NUMBER (set it to autofire mode basicly) but these lasers do not fire as fast as a Laser PD would. So basicly, Laser1-4 is more used as a regular beam and can be set to a semi-fire rate autodefense laser, and laser PD cannot be used as a regular beam but can be used as a very good autodefense laser. All this can be changed/set because its customizable.

-EMP WAVE is not a ship damaging weapon, its a missile type area damaging system. I should probably 'change the name overall' but the weapon has a high chance of taking out and missiles in the radius blast. It may take a bit to get used to but its a benifical (fire and run) type if you are getting ambushed by tons of fire rate, specially at a alphas coming your way.)

-Ammo and shields charge on a frame basis rather then instant now. Prevents lameness. You can still turn this off and go to the instant version if you want but this was more of a balancing idea. Also coded it that AI will go get ammo when there low now.

-Qdrive Heavy 1 and Qdrive Heavy 2 are ment for 'heavy type' situations where you cannot warp. They take up more room, and are slower to move around in, but they give an ample amount of more space to warp with. Original drives come with 35000 mass max before they are useless. H1 is 50000, H2 is 60000.

-When using lasers you'll see a 'red line' beside your ship to the right. This is to state if the weapon 'is in range' and 'in the arc'. When it is green, means you can fire it. This is beause I removed the SPAM messages. Makes life a bit easier. If you have a mod with more then one laser, you will see more 'lines' beside your ship. It's pretty neat though overall Wink

-Mines are virtually the same damage. Implode mine was actually increased, and shielded mine is between implode mine and regular mine. They still hurt badly. Mines are 2400 damage, Implode is 1400, and Shielded Mine is 1600.  Shielded Mine can take a few shots before exploding so can be seen as a good 'anti LASER PD' method. Laser PD takes them down in about 3 seconds, and Laser I takes them down in about 4-6 seconds. Sometimes damage when you explode stuff on yourself can be randomly different, aka you can get lucky and sometimes one mine takes you out, or sometimes 2-3 mines take you out. Even when your shields are low, you have to remember all your modules have hitpoints that need to be taken out as well.

-Ram probably needs a damage increase, but in the coding it was ment to be fired only one at a time, which I've fixed long time ago. I may increase the damage by double on these, from 800 damage to probably 1500 or 2000. Otherwise its useless overall compared to for example, cannons. But no, you were never ment to stack 200 rams to plow into a starbase, sorry folks Tongue I will make them useful though. Next minor update (should be soon since i need to fix bombs.)

-Missiles are about the same but can be spammed a bit less because they take up more energy. That's really all for them.

-IF YOU RUN A SERVER YOU CANT USE 1.3.6 DAT FILES, THEY NEED TO BE UPGRADED, LOOK AT THE SF.NET WEBSITE UNDER UPGRADE CENTER. Though if people read this, you wouldn't have issues! Tongue Every major update you guys should look there because there is ALWAYS changes and if you don't keep up with it, your mods will become rough to adjust. Post if you need help though. If it doesn't work, you most likely ARE MISSING SOMETHING! Open every one of your modded files and COMPARE with the current dat files!

-Older versions will not be able to validate on the NEXUS anymore. Mostly due to the exploit where you can submit any score with no encryption or protection what so ever. That and old clients can't submit anyways due to needing the security validations to actually submit.

-There are alot of 'minor things' you can disable in the options menu.

-----

For the most case, the only big change I did was lasers and bombs (For damage against anything thats non planet). Nothing else has been effected and I believe you guys are doing that whole when you think one things nerfed that everything else is Tongue I will however fix up a few weapons (increase some damage) and fix bombs because there supposed to actually take down supply points. I was even thinking about increasing the supply points to 3 (bomb) and 4 (fatman) instead of 2 and 3 points per bomb hit. Apologies for this being broken though.
« Last Edit: January 08, 2010, 05:30:04 AM by NiteHawk » Report to moderator   Logged

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« Reply #1 on: January 08, 2010, 04:51:09 AM »

Overall I ment to post this yesterday but I was super exhausted when I was done finishing all of this, sorry folks Wink
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« Reply #2 on: January 08, 2010, 05:00:48 AM »

I'll have a fixed EXE and dat files for a patch shortly, probably in another day or so because I want some more feedback on adjustments. So bear with me (involving things like BOMBS not taking down supply!)
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« Reply #3 on: January 08, 2010, 11:04:33 AM »

I fixed bombs and the damage reduction that occurred on bombs to work properly now. Will be in on the next patch soon as I get some more details. Apologies for people who are waiting Wink
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« Reply #4 on: January 08, 2010, 08:13:37 PM »

Thanks for the updates on the updates.  As you might have seen, I was pretty confused on some stuff such as the bombs and new weps.  That helped a ton.
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NiteHawk
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« Reply #5 on: January 09, 2010, 04:07:08 AM »

Haha no worries, I saw everyone confused about a couple weapons and why bombs werent working.

I didn't think to doublecheck them, was my fault Smiley Apparently needs a bit of coding to work with the bitfields properly becuase bombs had no prox range blow up but they did have prox range damage.

In 2.0 I hope to add a 'description' to every item so it can be clear to what it does.
« Last Edit: January 09, 2010, 04:14:59 AM by NiteHawk » Report to moderator   Logged

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« Reply #6 on: January 10, 2010, 06:54:28 PM »

Weapons should work fine now, lasers damage has been increased (240 damage for laser 1 (old laser1 was 250 damage). Laser 2 is 280 damage, laser 3 is 360, and laser 4 is 700.) For the most case, those are just 'inputted values' and they do alot more then noted. overall I beefed up all the lasers, and laser 3 is a mid sized ship laser. Most lasers have a couple seconds extra for fire till 0%, and laser 4 has a long fire time compared to the others (22 seconds until deplation of energy.)

All prox weapons are good now, like before.

Just a FYI to all:
Ram scales with velocity. Though its only '800' damage in the data file, velocity does affect this value. Flying .90cc into a target will deal 8000-9000 damage, and flying .10cc will only do 1500ish damage. There is a big difference to this, and it depends on how fast the other target is as well. Aka if hes flying .90cc at you, and your flying .90cc at them, well, its going to hurt them VERY badly. I'd like for mass to play a good effect in here, but thats just me Wink

HEAT missiles only track when the 'engine is on' (aka when a key is down.) normally always for AI. However, what most people don't know is the module it will damage is the engine module first. This makes a good 'engine disabler' weapon overall.

EMP wave should destroy missiles too on top of regular weapon fire.

Brakes now work alot better and you can use either '0' key, either on the numpad or on the main keyboard. It's nice for small ships.
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« Reply #7 on: January 12, 2010, 10:07:10 PM »

#Nite

Please check this out.
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Sandtrooper
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« Reply #8 on: January 12, 2010, 10:29:28 PM »

@ Cyko: That bug is most likely a lag issue, your client would read the asteroid's population as zero or some weird value unless you target it via "T", then the server would shoot you the current status/pop of that colony, its very much like the "press T ALOT to see if you're hitting this guy or not" situation.

Annoying as hell but your client sometimes doesn't get the most up-to-date population count from colonies.  As for your "grab pop even though asteroid is uninhabited", this is my most likely take on your report, because I sometimes orbited some planets and they didn't show a reasonable pop count until I targeted them and saw their "current" count before I grabbed a col.
« Last Edit: January 12, 2010, 10:31:47 PM by Sandtrooper » Report to moderator   Logged



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NiteHawk
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« Reply #9 on: January 13, 2010, 07:41:24 AM »

@ Cyko: That bug is most likely a lag issue, your client would read the asteroid's population as zero or some weird value unless you target it via "T", then the server would shoot you the current status/pop of that colony, its very much like the "press T ALOT to see if you're hitting this guy or not" situation.

Annoying as hell but your client sometimes doesn't get the most up-to-date population count from colonies.  As for your "grab pop even though asteroid is uninhabited", this is my most likely take on your report, because I sometimes orbited some planets and they didn't show a reasonable pop count until I targeted them and saw their "current" count before I grabbed a col.

Nope this is actually a bug that must of been created, how odd. I don't remember touching the colonies pickup at all. so this is pretty strange. Anyways, with the next patch ill adjust this.

I always like to make sure Wink

Edit; Found out what happened, I'll release soon since I fixed bombs completely and other things now Wink
« Last Edit: January 13, 2010, 08:06:49 AM by NiteHawk » Report to moderator   Logged

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