Topic: Dave please read this  (Read 6528 times)

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jimmi7769

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Re: Dave please read this
« Reply #40 on: August 17, 2003, 05:36:38 pm »
Did someone say reunion tour???

The_Infiltrator

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Re: Dave please read this
« Reply #41 on: August 17, 2003, 05:42:16 pm »
Quote:

Trust me, I'm not ignoring it.  I am currently weighing my options.

Thanks,

Dave  





OP is very close IMO to not needing any other fixes. It would be very nice to have a game that fully works in all areas. I'm not a coder, and don't pretend to know how hard it would be to fix the remaining outstanding issues. But it would seem to an outsider to not be very intensive.

Klingon Fanatic

  • Guest
Re: Dave please read this
« Reply #42 on: August 17, 2003, 05:43:47 pm »
I really agree 100% with Firesoul BUT I'm still routing for SFC: Galaxies at War although I have to wonder if an 'expansion' could be made within the original liscensing agreement.

I would pay good money for an EXPANSION for OP (Yes, OP is a 'stand alone' expansion of EAW...) that includes:

1. A way to mod the music in game, I miss the SFC1 music and the SFC2/OP music is too cryptic to mod for my tastes
2. ALL the SFC1 missions converted to OP; Repair Roundevous and the Kobyashi Maru are simply too cool to leave behind
3. The Klingon Academy models that were left out of the SFC series; why is the XLUX the Steve Jackson Games Ogre rather than the  Altair Cruise Lines ship anyway?
4.  KA Tholians and ALL their powers
5. Andromedans, even if they were for scripted missions only

Qapla!

KF

IndyShark

  • Guest
Re: Dave please read this
« Reply #43 on: August 17, 2003, 06:08:58 pm »
Quote:

I really agree 100% with Firesoul BUT I'm still routing for SFC: Galaxies at War although I have to wonder if an 'expansion' could be made within the original liscensing agreement.

I would pay good money for an EXPANSION for OP (Yes, OP is a 'stand alone' expansion of EAW...) that includes:

1. A way to mod the music in game, I miss the SFC1 music and the SFC2/OP music is too cryptic to mod for my tastes
2. ALL the SFC1 missions converted to OP; Repair Roundevous and the Kobyashi Maru are simply too cool to leave behind
3. The Klingon Academy models that were left out of the SFC series; why is the XLUX the Steve Jackson Games Ogre rather than the  Altair Cruise Lines ship anyway?
4.  KA Tholians and ALL their powers
5. Andromedans, even if they were for scripted missions only

Qapla!

KF  




I will second KF. I could not agree more and would gladly pay $100 for such a game.  Perhaps Fortune will favor us with a surprise....

Lepton1

  • Guest
Re: Dave please read this
« Reply #44 on: August 17, 2003, 06:54:10 pm »
Quote:

My wishlist:

1. PPD damage would be affected by Cloak Chart (applied to main element or splash, whichever is easier to code)
2. FusF ready to fire 1/4 turn after launch

Op 2.5.5.0 has a nice ring to it, don't you think?  




That PPD damage against a cloaker is assuming a retention of lock, right.  But, cloaked there should be no lock therefore no PPD or if lock is retained at some sort of check then the cloak chart should not apply as there is no loss of lock.  Or am I completely off here??

3dot14

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Re: Dave please read this
« Reply #45 on: August 17, 2003, 07:07:46 pm »
Quote:

I really agree 100% with Firesoul BUT I'm still routing for SFC: Galaxies at War although I have to wonder if an 'expansion' could be made within the original liscensing agreement.



I don't think that's one of Dave's Options. (not now, anyhow.)

And Strafer! Kilograms!! Can I not at least expect my fellow canadians to go with metric even none of the Americans will!

Tar, how did you get the PPD to hit a cloaked target?
I know I can fire PPD against a cloaked target, but so far  it is 100% miss rate. (where if Lock-On is not a concern, it would've been 72% (at effective range 13, real range 4))

Mr. Hypergol

  • Guest
Re: Dave please read this
« Reply #46 on: August 17, 2003, 07:15:36 pm »
 
Quote:

 Chris Roberts NEVER left his gamers hanging, is why he left Origin (which was in Austin BTW), he made enough off 1 and 2 to retire if he wanted. Sid Mier is creating a Pirates game from hell utilizing the latest technology in programming.

Please fix these problems ASAP and put yourself on the level of those game designers.  




I can see it now.....state of the industry....the trend setter....yes....it's....."Dave Ferrell's Galaxies at War".

Now that DOES have a nice ring to it, doncha think?  

TarMinyatur

  • Guest
Re: Dave please read this
« Reply #47 on: August 17, 2003, 07:41:33 pm »
3dot14 and Lepton,

If your trusty helmsman  
eyes a busty yeoman
he may lose his focus
voila, hocus-pocus!

I can say no more
'bout the PPD
'cept that SFC
ain't SFB!
« Last Edit: December 31, 1969, 06:00:00 pm by TarMinyatur »

JMM

  • Guest
Re: Dave please read this
« Reply #48 on: August 17, 2003, 07:46:18 pm »
I'd buy it as soon as it it the stores, unlike Star Wars Galaxies, which I told people at the store NOT to buy because even the beta testers said it wasn't near ready, it worked too, many people left w/o buying it yet...

Dave, another idea on a way to increase sales should you have a perfect OP or come out with SFC4, make the manual in different languages. I just returned from Chihuahua city and many Mexicans have P/Cs, and their kids love computer games just like us American kids and adults, it could mean nothing, or it could mean a boon in sales. I do know for a fact why Titanic did so well in movie sales grossing, it wasn't just the movie, they made it available in just about every language in the world, including Hebrew and Arabic. Heck, even the Iraqis saw the movie in their own language...

I'd be willing to buy a few copies of OP and have some friends translate a manual to espanol, and we could see what word of mouth does and how the Mexicans like the game...  

PS I'm not asking for speeed 80 plasma torps, ok? Hahahahahahaha, I just want the cloak to work like in 10 patch, which is why I bought the game, besides other issues were fixed as well. I'm not a diehard Rom either, I switch races because there are many fine members in each race to meet and game with... I do believe in fairness and would like to see all their toys work right...
« Last Edit: December 31, 1969, 06:00:00 pm by JMM »

Remiak

  • Guest
Re: Dave please read this
« Reply #49 on: August 17, 2003, 08:27:33 pm »
Quote:

Trust me, I'm not ignoring it.  I am currently weighing my options.

Thanks,

Dave  




There is only onr thing to say to that: THANKS FOR CONSIDERING IT


 

Lepton1

  • Guest
Re: Dave please read this
« Reply #50 on: August 17, 2003, 08:40:00 pm »
Quote:

3dot14 and Lepton,

If your trusty helmsman  
eyes a busty yeoman
he may lose his focus
voila, hocus-pocus!

I can say no more
'bout the PPD
'cept that SFC
ain't SFB!
 




Wow, that's funny.  So you have tested this out I assume.  I would expect nothing less.  But I have to say that I have no idea how PPDs and cloaks interact in SFB but it seems silly that a PPD can even fire on a cloaked ship when ECM can break PPD locks.  I went to confirm PPDs could fire on cloaked ships and I could not believe it when I saw it.  However, I didn't see them doing much damage.

TarMinyatur

  • Guest
Re: Dave please read this
« Reply #51 on: August 17, 2003, 08:58:13 pm »
SFB PPD vs cloak
1. Requires lock-on to fire
2. Effective range is used for accuracy (R+5)
3. No wave lock. Each pulse must roll to hit.
4. Overloads may be fired at effective ranges of 9 to 13 (true range 4-8)
5. Damage based on true range
6. Damage modified by Combat vs Cloak chart, reductions are applied to splash elements first

 

3dot14

  • Guest
Re: Dave please read this
« Reply #52 on: August 17, 2003, 10:15:58 pm »
I must STILL be missing something...

Lepton and Tar, what are you talking about when you say "fire at"? and Lepton, when you say "not much damage", do you mean the cloaker actually received a pulse?

I saw the "lock-on" search beam. But I have not yet managed to archive a wave lock on a fully cloaked target. i.e. All I had was the lockon search beam, Never a pulse. I am at true range 4, and no EW. (my I-CSP v. AI's R-SNA, in single-player-skirmish)
How did you guys manage to hit cloak with a pulse, if you have?

BTW tar, that was funny.

Lepton1

  • Guest
Re: Dave please read this
« Reply #53 on: August 17, 2003, 11:16:04 pm »
I'm hitting cloaked ships very easily.  Range 4???  Can you even fire a PPD at range 4 unless it is an underload or overload?  Just fire a standard PPD at any old cloaked ship from range 10 or more.  It should work.  By little damage I mean I was only seeing internals of one or so per pulse.

Lepton1

  • Guest
Re: Dave please read this
« Reply #54 on: August 17, 2003, 11:53:03 pm »
Ok, now we have something to test.  It appears that PPDs are suffering lockon checks but cloaked ships need to be going very slow, maybe below speed 2 just like with the seeking weapons.  3dot was testing PPDs with an SNA which goes speed 0.7 when cloaked and if I know Tar and myself we were both using WEs which go a good deal faster 9 or so when cloaked.  Tar and I were always able to hit with PPD because we had passed the lockon check while 3dot could not as his cloaked AI was going too slow.  When I used the SNA I got the same results as 3dot, then as the cloaker when I was able to get the stupid AI to fire PPDs at me, pulse lock was broken by going slower than speed 2, but I did not test speed 2 to see if that broke the lock as well.  Indeed I got hit by a PPD pulse going above speed 2 probably around 5, then when I slowed to 1.4 the pulse lost lock and PPD did not lock back on.  I would bet the same formula for seeking weapons check is being used for PPDs or something very close to it.  If this was known already, then I never knew about it.  So Tar , the PPD cloak interaction may be closer to correct (i.e. more SFB) than you think as lockon can be broken and each pulse does seem to be checked.  It could again be the multiplication factor messing things up.  I am up for testing on GSA tomorrow if anyone is game to try this out.

TarMinyatur

  • Guest
Re: Dave please read this
« Reply #55 on: August 18, 2003, 12:18:46 am »
Quote:

...I know Tar and myself we were both using WEs which go a good deal faster 9 or so when cloaked...




My test subject is fully cloaked, immobile (turn mode H) WarEagle with no shields and no ECM. VollyInfo shows volleys of 6,6,6 from range 4.01.
« Last Edit: December 31, 1969, 06:00:00 pm by TarMinyatur »

KATChuutRitt

  • Guest
Re: Dave please read this
« Reply #56 on: August 18, 2003, 04:49:58 am »
Quote:

Quote:

Trust me, I'm not ignoring it.  I am currently weighing my options.

Thanks,

Dave  




There is only onr thing to say to that: THANKS FOR CONSIDERING IT


   




Ditto, thanks Dave

FPF_TraceyG

  • Guest
Re: Dave please read this
« Reply #57 on: August 18, 2003, 09:14:01 am »
Quote:

Quote:

Quote:

Trust me, I'm not ignoring it.  I am currently weighing my options.

Thanks,

Dave  




There is only onr thing to say to that: THANKS FOR CONSIDERING IT


   




Ditto, thanks Dave  




Same here... <gets out wishlist for the OP API>

Lepton1

  • Guest
Re: Dave please read this
« Reply #58 on: August 18, 2003, 10:56:24 am »
Quote:

Quote:

...I know Tar and myself we were both using WEs which go a good deal faster 9 or so when cloaked...




My test subject is fully cloaked, immobile (turn mode H) WarEagle with no shields and no ECM. VollyInfo shows volleys of 6,6,6 from range 4.01.  




I think turn mode H may be your problem.  Isn't that for planets, etc??  Can you even have a cloaked base or planet???  It's probably confusing the program.  Try PPDs against the cloaked SNA and you will never hit it.  I appreciate your efforts to make an easy test AI ship but you may be altering things too much such that it is affecting your results. We need human testing.  I'll be on GSA around 5 pm Pacific if anyone wants to help me test this.   You know, if it's truely immobile it may not even have a speed value to get plugged into any equation and therefore does not get a slow speed benefit.
« Last Edit: December 31, 1969, 06:00:00 pm by Lepton1 »

Dogmatix!

  • Guest
Re: Dave please read this
« Reply #59 on: August 18, 2003, 05:32:52 pm »
Quote:

There are other issues, such as the problem with when med-speed drones appear on D2 servers. (It's always +1 year, no matter when the server started). There are also a couple of bugs Testers found some while ago, but weren't discovered 'in the field'.

Well.. I am VERY happy with the state of OP right now. I won't be asking more than what I got so far, but i'll take all I can get.
-- Luc  




My personal wish list:


Fix the cloak speed calculation error


Fix the fusion fighters


Fix the above-referenced FYA of medium speed and fast drones.  They are currently set WAY too early and really create a massive problem for any d2 campaign hoping to run in early era.  Medium speed and fast drones are coming out EIGHT years earlier than they did, I believe.  Even if you feel like they should come out earlier, few is any will agree eight years earlier is the best way to go.  I personally feel no more than four years earlier, if you're going to change them from the old FYAs of 2273 and 2283.



Sure there are a few other niggling things...but these...if these could be fixed...that would be most cool.