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Post by mr. WHO on May 14, 2006 10:33:44 GMT
I'll check them later, meanwhile I completed GW iconpack (it only need to be converted to HW2 format 2). Here is preview (note it have a little less quality because I had to conver them to .bmp format so I could upload them):
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Post by Duelron1001 on May 14, 2006 14:21:29 GMT
Hell yes! Looks like I will be getting no sleep tonight. Ye be truly gods among men. We try our best "I am back. And I am bad. Obviously within certain reasonable presents." I suppose you'll all want to know about when the official release is coming out? wish i knew my self. I can tell you when it should of being out, about 3-4 months ago. I am amazed actually that no-one asked if we were dead. Heh what we have created is unstoppable now, it has a life of it's own. Only it has taken quite a few to get there. I know for a fact that our grand master of HODing, Phalan suffered a mental break down for doing too much HODing (at his peak he was doing all of FSNA, part of PDS, all of another mod including scripting, part of AFF... he was doing alot). It has also taken alot from me, I only hope that it shows - that it shows part of everyone who has given something to it. Truth being is that i haven't done any work on FSNA since I gave a version to Rico for testing over 2 months ago, only to find a critical error in the subspace spawn code when used in multiplayer. Oh what fun it is to be a scripter. I think i got the balancing done. The new beam effects aren't ready yet - they cause a massive amount of lag ATM. The AI works though, for the most part. It has no understanding of taking control of subspace nodes though - guess we'll leave that one to be done latter eh? The AI is good though, in the working version that is. No small part due to Akalamanaia. Reading between the lines also suggested that he is even willing to take the helm of this beast. I thank him for that, and for not leaping up to take without being given it. I had better open MSN now, although having people think you are MIA does show some interesting aspects in life. Alas life drags you onwards into the light of reality. Don't ask when the official release will be, no-one can give you an accurate answer. Partly due to me wanting to get so much into one tight little package. Also partly due to me being attack by RL and hording all of the development files, guess I'll need to fix that.
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Post by aaabbbccc on May 14, 2006 15:42:06 GMT
it's good to see that there you have planned so many things for the mod... however, maybe you should release a version that does not include all the things you wanted to have in...
in my opinion it is most important that the fighters get shields (they don't need proper animations), that the vasudan-capitalships get beamweapons and that there are 2 destroyers for each race...
i'm really looking forward to the rest (especially to the medium capital ships, like the demos), but these few points must be improved for balancing and gameplay purposes.
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Post by mr. WHO on May 14, 2006 15:57:58 GMT
We have all FS2 warships exept Iceni ingame. However some of destroyers have bugged docking paths.
I guess that shields is the last major thing to be finished
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Post by Vemarkis on May 14, 2006 16:36:57 GMT
And the Ptah is missing in FS2 too. And of the FS1 ships, Angel is missing.
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Post by mr. WHO on May 14, 2006 18:23:13 GMT
Soon I'll finish rest
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Post by Vemarkis on May 14, 2006 18:58:14 GMT
Looks nice, keep up the good work
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Post by mr. WHO on May 14, 2006 19:11:13 GMT
As you wish Bad news is that coming tuesday I have another exam (minor one thank God), but everything should be ready for friday. Lets see what I have to do: -AI Values balancing -Finishing rest (FS2) of Icons -importing them to game -redone some icons that are too dark Damn, I feel so useful
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Post by Xixmeister on May 15, 2006 9:58:05 GMT
Ok, I've played a few games to see what the AI would do. What I noticed is that they build at least a destroyer and some frigates, but no fighters. They do attack, but only with the capital ships. But because those ships are very slow, it takes some time before they are in a battle. Maybe you can write a script that the also attack with fighters and bombers?
Another thing that i've noticed: the Lucifer's Flux cannon is really weak. They are the same as the SRED lasers which are fired from the Cain class in the Second Great War period. Maybe somebody can fix that?
And remember...If you have an update and you need a host....just send me a PM :-)
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Post by mr. WHO on May 15, 2006 10:45:29 GMT
If you don't attack AI with bombers it won't build fighters.
About Lucy's beams. I think it's good that it have SReds now, it make it a bit more ballanced to Orion/Typhon (but it still kick their ass). I think tha we should leave SRed until we make Lusy'c beams destroyable subsystems.
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Post by DJ Die on May 15, 2006 19:20:59 GMT
icons look great good job mr.WHO what about cost of GTB Ursa? 550 is to low price for such bomber
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Post by Duelron1001 on May 16, 2006 8:01:25 GMT
build blancing hasn't being worryed about, such as build cost and times. that's planed to be worked on in the release after this one.
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Post by mr. WHO on May 16, 2006 8:26:38 GMT
Greate War: I mannaged to make Shivan and GTI AI to build all kind of stuff by massing with unitcaps and AI Values. Sometimes AI is very smart (build all stuff and attack) but sometimes it act like dumbass staing still and do nothing for few minutes (no it don't build destroyer because it already builded all 3).
PVN AI build fighter and bombers but no capitals, I'll look into that.
GTVA AI - I'll wait for Akalamania to make that able to build destroyers.
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Post by Vemarkis on May 16, 2006 10:03:28 GMT
I already emailed you the buildfile that allows them to build destroyers in the First Great War when i emailed you the NTF ships.
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Post by mr. WHO on May 16, 2006 10:09:30 GMT
oopps... I didn't notice. Silly me
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