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#161 Phoenix Rising

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Posted 21 April 2012 - 10:31 PM

Mass driver cannons are rail guns. SDS, you're misinformed on the in-universe definition of a "laser".

#162 P.O._210877

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Posted 22 April 2012 - 03:38 AM

Mass driver cannons are rail guns. SDS, you're misinformed on the in-universe definition of a "laser".



Colloquially speaking yes, but they're really two distinct technologies. For the need of the game engine however, there is no difference.

As for the laser, there was a time in the Star Wars universe when they (radiation based weapons at large) were the norm. But to put the matter to rest it was back in the days of good old Xim. :twisted:

The particle shields are something they NEVER implement correctly in SW video games! :angry: Isn't there any way to create a second layer of shields that would let the "lasers" and ions go through? I would definitely give a bottle of the "good stuff" for that!

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#163 Phoenix Rising

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Posted 22 April 2012 - 06:53 AM

I meant that about "mass drivers" in-universe. It's not very helpful that canon defines things differently than we do.

There's no way to create a new pool of hitpoints for particle shields without engine modifications... although you could do it if you were willing to sacrifice energy shields throughout the game. Aside from that, probably the best you'd be able to pull off is an approximation with point-defense. I just figure it's built into RU.

#164 P.O._210877

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Posted 22 April 2012 - 07:50 AM

There's no way to create a new pool of hitpoints for particle shields without engine modifications...


Let me guess, no source code, no modifications; right?

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#165 Stormhawk

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Posted 22 April 2012 - 08:16 AM

I always figured PR folded Particle shield presence into Hull strength and Particle shield regeneration into battlefield repair.

#166 P.O._210877

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Posted 23 April 2012 - 12:40 AM

True enough but you can not repair structural damage as fast as you can recharge a shield, massive barrage directed at one spot notwithstanding. Plus if you repair your hull while under the protection of a shield, your work won't be undone as fast as it is accomplished...

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#167 Phoenix Rising

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Posted 23 April 2012 - 02:42 AM

Well, those are the only two practical options I can think of for something resembling particle shields.

#168 johnchm.10

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Posted 23 April 2012 - 03:35 AM

how bout allowing shields to block at least some of the damage from a torpedo or missile attack, thus having the shields acting as a general purpose system. i recall in the X-wing novels (re-reading them now, so theyre freshest in my mind) that Protons werent bypassing the shields of capital ships as they do in the game

#169 P.O._210877

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Posted 23 April 2012 - 03:36 AM

Well, those are the only two practical options I can think of for something resembling particle shields.


I wasn't implying you didn't do enough! :ohmy: Far from it actually. If the engine is limited, then that's that. It is still frustrating. :umad:

engine modifications


Assuming I hit my head very hard and develop an obsessive compulsive disorder about this particular subject; what would be required to create the particle shield code, feature and all?

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#170 Zeta1127

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Posted 23 April 2012 - 03:44 AM

how bout allowing shields to block at least some of the damage from a torpedo or missile attack, thus having the shields acting as a general purpose system. i recall in the X-wing novels (re-reading them now, so theyre freshest in my mind) that Protons werent bypassing the shields of capital ships as they do in the game

Can't happen, proton torpedoes and concussion missiles have to either bypass shields or not, there is no middle ground without engine modifications and/or the creation of particle shields as I understand it, PR can elaborate.

Edited by Zeta1127, 23 April 2012 - 04:01 AM.

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#171 Phoenix Rising

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Posted 23 April 2012 - 03:58 AM

Unfortunately, if a projectile is set to affect shields, the shields must be down before health is affected. You can't split damage between both pools. What Zeta said.

I was hoping you came up with a third option, P.O. :p. Hmm, I don't think rewriting the engine is it... I mean, that would be a comprehensive change. Projectiles would need a Projectile_Does_Particle_Damage boolean; units would need Particle_Armor_Type, Particle_Points, Particle_Refresh_Rate variables and PARTICLE_SHIELDED behavior; you'd also need to expand the take damage function, the nebulous auto-resolve code, AI perception tokens, AI attack logic, possibly add another multiplier to the Combat_Bonus_Ability (although you could assume that Shield_Bonus covered both types), make a decision on whether there are such things as particle base shields... :blinky:.

Edited by Phoenix Rising, 23 April 2012 - 04:02 AM.


#172 P.O._210877

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Posted 23 April 2012 - 07:22 AM

I don't believe I'm willing to hit my head THAT hard. :scars: Well, if I'm to stay at home for the next 6-12 month, and as interesting as it might seem, thrust me, it's not; then maybe I'll teach myself the skills needed to do it. Or, I could do my best to overflow Petroglyph's costumer service 24/7 until they accept to give PR limited rights to the source code... :crazed: And see? I'll only ask for limited rights! It practically sells itself! :crazed:


I was hoping you came up with a third option, P.O.


Well, the point defence ability runs on the energy pool, correct? And, I do remember you explaining that the energy pool system was left incomplete, so nothing else uses it. If so, could the point defence ability be set on permanent and missiles set to do physical and energy damage? Am I making any sense? Should I go put my straitjacket on? :crazed:


whether there are such things as particle base shields


Now that one I CAN answer! Every building would have it's own shield. That's how they do it in Star Wars, albeit the term building could mean entire city blocks on Coruscant. ;)

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#173 Phoenix Rising

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Posted 23 April 2012 - 03:17 PM

I don't think it would be possible to release an edited swfoc.exe without getting sued. Also, I'm not sure it's Petroglyph's call, but doesn't hurt to try.

Point-defense is just an ability, so I wouldn't expect it to use energy. You could turn it on permanently, but the main issue would be that it'd treat mass driver fire the same as grains of space dust - all or nothing protection.

What I meant was like a SLD-14, but only with particle shields. Something units could shoot through, but not walk through.

Edited by Phoenix Rising, 23 April 2012 - 03:17 PM.


#174 Kitkun

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Posted 23 April 2012 - 04:28 PM

Assuming I hit my head very hard and develop an obsessive compulsive disorder about this particular subject; what would be required to create the particle shield code, feature and all?

Either access to the source code or an entirely new game engine. So... lotsa money.

Hmm, I don't think rewriting the engine is it... I mean, that would be a comprehensive change.

Just think of all the other problems you could solve! :crazed:

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#175 Phoenix Rising

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Posted 23 April 2012 - 07:21 PM

Oh, I'd do it - if it were an option.

#176 P.O._210877

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Posted 23 April 2012 - 07:54 PM

Oh, I'd do it - if it were an option.


Now I don't feel all alone anymore, in a world that doesn't love particle shields! :sad2:

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#177 smashedsaturn

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Posted 23 April 2012 - 08:15 PM

Oh, I'd do it - if it were an option.

well... we could write a launcher that launches swfoc.exe, then patches it in RAM, so technically no changing the .exe. Transport Tycoon Deluxe Patch did this very successfully without getting sued.
And if someone were to edit the .exe and release it through certain... channels... it could be distributed easily separately from the main mod

#178 Phoenix Rising

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Posted 24 April 2012 - 01:49 AM

That's an interesting loophole. I'm not sure I'd even know where to begin with something like that though. Either way, there's still a lot to be done just by reshuffling data.

#179 Aizen Teppa

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Posted 26 April 2012 - 06:08 AM

Just a quickie. It is not suggestion for PR 1.3 per se, more a technical query.

Just want to ask if it is possible to script saving stuff to different DIR (like native dir for the game - e.g. X:\Games\SW-FoC\saves)? It is utterly ridiculous thing with nearly all games for Windows. They hide it so deep. Who the hell (excluding MS drones/workers) installs everything on drive C using default setup and default Windows document directory structure? Last time I checked nobody is making 50TB HDDs... :evgr:

#180 Phoenix Rising

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Posted 26 April 2012 - 09:48 PM

I don't believe so... but maybe there's something on the OS side that would allow you to change that.



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