Jump to content


Photo

skirimsh mode fix


11 replies to this topic

#1 A1Dasdfsdkli4r2

A1Dasdfsdkli4r2
  • Members
  • 247 posts

Posted 15 February 2008 - 03:54 PM

instead of building a new golan platform over the old one you just build ANOtHER one. that way you could build all thae different ships with a level 5 space station. It would also make you harder to kill. :p

#2 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 20 February 2008 - 06:21 AM

Yeah, I hope to at least separate out starfighter production or something. Just haven't yet edited all the Skirmish maps to accommodate for it yet.

#3 A1Dasdfsdkli4r2

A1Dasdfsdkli4r2
  • Members
  • 247 posts

Posted 24 February 2008 - 04:02 PM

Yeah, I hope to at least separate out starfighter production or something. Just haven't yet edited all the Skirmish maps to accommodate for it yet.


all right. just throwin' it out there. :p

#4 hetter71

hetter71
  • Members
  • 33 posts
  • Location:Crazyville

Posted 24 February 2008 - 10:16 PM

You know, one way to fix skirmish without having to redo all the maps is to do the same thing as the FoC Additions team. They added a new vehicle, skirmish only (I think) that they called a hyperspace beacon. In skirmish, you'd build that ship for the low cost of 500 credits, hyperspace it in and have it deploy a beacon. Then you'd select the beacon and (in that instance) you'd get a buildlist of all the capital ships and heroes. The space stations didn't have those ships, so problem solved. I don't know how easy it is to do something like that, but it's an idea, anyways, that would let people use the vanilla maps and any custom maps from filefront or whatever.

#5 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 26 February 2008 - 08:12 AM

Hmm, interesting concept. I could probably implement a "nomad" mode in such a way that would allow you to place your Golan, but likely only by making it the default style of Skirmish, so I'm not sure how it would go over at large, but it would certainly be different.

#6 Dalmp

Dalmp
  • Project Team
  • 249 posts

Posted 08 March 2008 - 11:58 AM

Can you tell the AI to use a special ability without enemy perception of some kind?

In FocA the beacon ships drive right up to you and place their beacons at your feet. Where you promptly destroy them. The AI would have a hard time getting it's capital ships out, except that beacon ships are spammed constantly to the point where there are beacons all over the map and you'd never get them all lol.

If you can get the ai to trigger it's placement ability soon after spawn though (without spotting an enemy), then you could just give each player 'golan placing ships' as initial starting units, and allow no respawn and no way to build more.



Another skirmish mode I was thinking of is having the various shipyards as capturable bases, so that you might have captured bases for advanced frigate and destroyers, but your enemy has advanced capital ships. Starting bases would come with a lukewarm assortment of older ships and nothing top o' the line. This wouldn't be a solution to the general problem, but might be a fun mode to play for a bit.
Amateurs study Tactics. Professionals study Logistics.
-Napoleon

Posted Image


#7 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 08 March 2008 - 07:31 PM

Oh, for sure. With all the AI problems, abilities are one thing that works and works well. You'll see this everytime a ship activates Power to Shields, Sensor Jamming, or Point-Defense.

#8 Dalmp

Dalmp
  • Project Team
  • 249 posts

Posted 09 March 2008 - 12:57 AM

Oh, for sure. With all the AI problems, abilities are one thing that works and works well. You'll see this everytime a ship activates Power to Shields, Sensor Jamming, or Point-Defense.

But all of those are in response to seeing an enemy, or to something the enemy did.

To get shipyard-layers working for the AI they need to do so before they see any enemies. Otherwise they'll plant all the shipyards at the feet of the players (as with FoCA's hyperspace beacons).

Edited by Dalmp, 09 March 2008 - 10:23 AM.

Amateurs study Tactics. Professionals study Logistics.
-Napoleon

Posted Image


#9 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 09 March 2008 - 07:43 PM

You should be able to tell them to avoid enemies just as easily. The point is that it's one of the few aspects of the AI that is fairly logical in how it works when you tell it to do something.

#10 Emperor_Ryu

Emperor_Ryu
  • New Members
  • 3 posts
  • Location:Eclipse Star Destroyer "Crimson Blade"

Posted 18 March 2008 - 10:04 PM

IDEA!


Use your factory building you built as a Starfighter construction base. I mean in XWA it was a facillity to build fighters.

The golan can be the primary base and you can add a new "Spacedock" building for Advanced craft.

My 2 cents

#11 A1Dasdfsdkli4r2

A1Dasdfsdkli4r2
  • Members
  • 247 posts

Posted 04 April 2008 - 05:38 AM

IDEA!


Use your factory building you built as a Starfighter construction base. I mean in XWA it was a facillity to build fighters.

The golan can be the primary base and you can add a new "Spacedock" building for Advanced craft.

My 2 cents


genious! :rolleyes:

#12 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 04 April 2008 - 01:19 PM

IDEA!


Use your factory building you built as a Starfighter construction base. I mean in XWA it was a facillity to build fighters.

The golan can be the primary base and you can add a new "Spacedock" building for Advanced craft.

My 2 cents


genious! :rolleyes:


For advanced craft, you mean those later in the build tree?



Reply to this topic



  


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users