Features:
-A completely open technology research system, with millions of combinations and a unique result every time.
-Map generator with randomly generated planets, stars and galaxy based on H-R diagram. With this you will never play on the same map.
-Customizable space ships with 12 type of hull, 6 type of weapons and with drive, hull plating and shield.
-8 type of buildings.
-Unique resources system.
-Time based alliance system, where both side have to agree in a pact.
-Complex score system.
-Customizable races.
-Up to 14 player and with a complex AI, if you dont want to fight against each other.
-Custom starcraft 2 UI.
4x Teaser Trailer:
(I had sc2mapster logo intro add start, but dont know why, it wasnt rendered)
Visit http://www.sc2goa.com for more information!
Available on Eu server and soon on NA too.
Yeah in the last 5-6 month I was working on to make The Final Frontier 2 from The Final Frontier 1.
Oh wow, This is so awesome, I dont even know where to start!
- You can set research goals (I got some awesome powerful shields on first try, 28 health, 8 power, 5 armor. They weren't cheap though, I could try to get a lightweight, powerful, and expensive engines if I wanted to, or try to make weak and mass-able ships)
- You can control colony development
- New ship types (defense platforms) (Shouldn't these platforms not have engines at all, and simply teleport to their destination when deploying, considering they do not have any real mobility regardless of what engines you put on, and it only takes mass and energy?)
- Ship abilities (Hyper-drive, Guardian-shield, Shield/hull regeneration system, Power from shields to weapons, and promises of tech stealing later!)
Only Serious problem is that that all of the ships should have a base-line on certain things, I had a fighter initially with no weapon slots at all.
Edit: A few more things that may be called for would be..
-adjusting the shield backgrounds for the units, or removing them, Perhaps use the three that show up with multi-select
-Hyper-drives should have their range adjusted corresponding the the ship's mass and energy. They go the same length whether you put them on a fighter or a battleship, but you have to make a tiny design to fit on a fighter, and since the fighter has low mass, it can have a high speed, and so the hyper-drive has little-no effect on them. Also, the hyper-drive ability should be smart cast, as should the overload ability. Another way to do this would be to make the hyper-drive ability generate a hyperspace window unit<sub> and go into it automatically. The window would last 5 seconds, and other ships can enter via a *smart* right click, and it would cause them to also go to the destination. This would also be usable for allies (maybe enemies as well)</sub>
-Tractor beam ability? Now that I think about it, may be awkward to do, as I was going to say it would add extra mass to the targeted ship, slowing it down, but considering that would require speed refreshing each time a ship gets hit by a beam or a beam wears off, it may require too much processing time.
-The overload ability uses 5000% energy rather than 50%, I assume the data field uses fractions, and you should put a 0.5 there rather than a 50.
- A shorter cast time for bombardment would be nice, like 1/5th current time, and 1/5th current effect.
Questions
- Am I correct in thinking that the Pirate ability will be for transports, and will steal some amount of resources from a targeted transport?
Did you use layout files for that UI? Seems insanely complex for layout files...if you used dialogs, how did you manage to squeeze so much into the unit info panel without messing things up on lower resolutions?
@Ranakastrasz: Go
-well shield backgrounds are bit buged, if I dont set anything than it will show the original unit's shield (seems like its hardcoded into the unit, (I changed some units model but not the unit on the way....)
-hmm I will make abilities to smart, I didnt really had much time testing them.
-I was thinking about tractor beam too, but I found it would be too hard to do. Specially the actor effect side...
-hmm nice notice on overload. (I will fix it)
-I might change bombardment cast times, I will probably make for the fighters and small ships for less time to cast.
-Pirate ability will be for combat ship to take over other ships:D
@wingednosering: Go
the dialog is layout, but the buttons arent:
I used sc2layout to make the background for the dialogs, so it will be always well sized to the resolutions and I used the dialogs with no background.how did "you manage to squeeze so much into the unit info panel without messing things up on lower resolutions?"
well it might look a bit ugly under 1280x1024 bit its is still readable if I am right.
Might want to work on the missiles/projectiles being shot by the ships themselves. Most of them seem disproportional to the firing unit or look kinda corny. With some scaling you could fix that.
Might want to work on the missiles/projectiles being shot by the ships themselves. Most of them seem disproportional to the firing unit or look kinda corny. With some scaling you could fix that.
How could I scale projectiles according to the ship size? (also I changed the ships sizes several times in the last patches, so it might look better now, ship size effected by its design.)
I made a map a while ago with battle-cruisers with using said shield model. I'm not working on the project, and don't really plan to.
I am pretty sure it is part of the unit's actor, but cannot remember for sure, it may be part of the ships UI.
How could I scale projectiles according to the ship size? (also I changed the ships sizes several times in the last patches, so it might look better now, ship size effected by its design.)
Honestly, it really depends on how you have things setup. You could use triggers or data, but either way you would need to mark your ship with some identifier (Behaviors for Data or Variables for Triggers) and then use events in actors or triggers to change the scale of the missile based on what Behavior or Variable is active on the ship.
The missile would simply check the ship for whatever identifier you are using and then adjust accordingly.
That would work even better if actors could set a model's scale to be proportional to another models scale.
Edit: These forums are really annoying, As i Just lost my whole edited posted when I uploaded the attachment for an earlier replay. so I may miss some of my bug/suggestion report.
- cruisers at leasts cannot be ordered to attack.
- Capturables should be invulnerable, and have a smart right click order result in hacking them, draining energy until ownership changes, because I hate my ships attacking capturables when they are supposed to be attack moving to the enemies home planet, and why do you attack to capture anyway?
- Defence platforms should, if they dont already, be able to deploy at a distance proportional to their engine speed, and should be unable to attack until deployed, and should gain a 20% boost to weapon range.
- Research display at the very least, for how much you spent on the previous project, displays someone else's data.
- Tooltips have some info missing, Ship designs once you create them, dont say their weapon data, and may be missing other data too.
- The research tab should show data on the research projects, and let you rename them after they are finished, and should remain in the tab until you remove them from it.
- When you leave a production tab, it should clear all things you queued up.
- Wormholes should be forced to appear farther apart
- I would like a display for production that shows how much of each of the 4 materials are available for production so i dont have to look up at the top of the screen all the time.
- When you change the hull type for ship designs, I would like everything else to reset.
- The default fighter hull has no weapons. All of the hulls and otherwise should work as is, and the default designs should use the default hulls and otherwise.
- Abilities such as overcharge should have a duration that considers not only the power of the ability, but also increases considering shield capacity, and decreases considering weapon power.
- A friend claims you can still bypass fighter limits and habitability limits.
- When a player leaves the game, their planets should be reset to default, and their ships should be removed.
- I would like some indicator in low quality display of nebula, as my computer cant really handle sc2 at higher quality, and I cannot see nebula. What is the requirements to see them, as if it is just one, I may be able to use it.
@ProzaicMuze: Go
I have no idea how could I change the projectile size with using actors according to ship size. Using triggers would lag the game or wouldnt it look ugly? (like it would change the projectile size at half way...)
@Ranakastrasz: Go
Thx the shield model. I didnt know there was a general one.
"- cruisers at leasts cannot be ordered to attack."
Its because light weapon has random targeting, so you probably didnt add heavy weapon to the ship.
"- Capturables should be invulnerable, and have a smart right click order result in hacking them, draining energy until ownership changes, because I hate my ships attacking capturables when they are supposed to be attack moving to the enemies home planet, and why do you attack to capture anyway?"
Done:D
"- Defence platforms should, if they dont already, be able to deploy at a distance proportional to their engine speed, and should be unable to attack until deployed, and should gain a 20% boost to weapon range."
It wasnt like that, now max distance = speed*15, I also disabled attack until that, but I will probably dont add weapon range. It would further complicate the game when its not really needed,
"- Research display at the very least, for how much you spent on the previous project, displays someone else's data."
That was a stupid bug from me:D
"- Tooltips have some info missing, Ship designs once you create them, dont say their weapon data, and may be missing other data too."
Yeah I was lazy to add that jet...:D
"- The research tab should show data on the research projects, and let you rename them after they are finished, and should remain in the tab until you remove them from it."
What kind of data you think of?
I am planning to add to delete researched stuff or rename it in the empire overview. (I want to keep clear the research tab from that)
"- When you leave a production tab, it should clear all things you queued up."
Well I it can be useful sometimes, so I changed that it only clears when you select other map.
"- Wormholes should be forced to appear farther apart"
Farther from each other? If you mean that I added it with the next version.
"- I would like a display for production that shows how much of each of the 4 materials are available for production so i dont have to look up at the top of the screen all the time."
Added.
"When you change the hull type for ship designs, I would like everything else to reset."
Reset to the selected parts or the amount? I add for the next version that If you change hull version in design, than amounts is reseted and ship parts amounts resets too if you changed its version.
"- The default fighter hull has no weapons. All of the hulls and otherwise should work as is, and the default designs should use the default hulls and otherwise."
Well its not easy to combine the default designs based on the default tech. I may do it in the future. Nice notice on the fighter.
"- Abilities such as overcharge should have a duration that considers not only the power of the ability, but also increases considering shield capacity, and decreases considering weapon power."
I have no idea how could I change the abilities time by triggers.
"- A friend claims you can still bypass fighter limits and habitability limits."
I fixed habitability limit in last day. If he should connect me anyway that how can he bypass fighter limit:D
"- When a player leaves the game, their planets should be reset to default, and their ships should be removed."
With aliens or without aliens too? and should the planet keep the population? I also may not agree in it, as if somebody beating the guy and he leaves because that than he wont be able to conquer his pop or if you want to keep the pop, he could too easily conquer it.
"- I would like some indicator in low quality display of nebula, as my computer cant really handle sc2 at higher quality, and I cannot see nebula. What is the requirements to see them, as if it is just one, I may be able to use it."
Yeah forget to mention it the loading screen, you must have effects settings above low to be able to see it. Also do you know any model which would be nice indicator?
Thx the suggestion they were really useful!
also what is with the replay?
You would go to the actor for the Missile and use Actor Events.
An example of an event series you might use is:
Unit Birth.[MISSILENAME]
Create
Actor Creation
Animation Play or Animation Bracket
Actor Creation or Behavior.[NAME].Start
Validate Unit (Here is where you check the ship for the behavior; this is a term)
Set Scale
You'd create a new event for each size you'd need. You'd use Actor Creation/Validate Unit if you're checking the ship for the behavior and Behavior.[NAME].Start if you're checking the missile itself for the behavior.
This functions almost exactly the same with triggers, except that when a variable triggers the event you send an actor message (same event, but without the Validate Unit Term)) to the Missile's Actor.
@Hookah604: GoThx the shield model. I didnt know there was a general one.
"- cruisers at leasts cannot be ordered to attack."
Its because light weapon has random targeting, so you probably didnt add heavy weapon to the ship.
-Can they still allow you to target a ship, so that if you issue an attack move order, Your ships with light weapons will stop and engage? When you consider that fighters and bombers do this just fine, and they use light weapons, except that they cannot attack while moving.
"- Defence platforms should, if they dont already, be able to deploy at a distance proportional to their engine speed, and should be unable to attack until deployed, and should gain a 20% boost to weapon range."
It wasnt like that, now max distance = speed*15, I also disabled attack until that, but I will probably dont add weapon range. It would further complicate the game when its not really needed,
- Ok, Range seems a bit short, and I think the error message should display the range you tried to send it, and the max range, for convenience, rather than saying "out of range"
"- Research display at the very least, for how much you spent on the previous project, displays someone else's data."
That was a stupid bug from me:D
- This is what the replay displays btw. My friend spent 12k on a fighter design, and the price showed up for me when i started a research.
"- The research tab should show data on the research projects, and let you rename them after they are finished, and should remain in the tab until you remove them from it."
What kind of data you think of?
I am planning to add to delete researched stuff or rename it in the empire overview. (I want to keep clear the research tab from that)
- Basically, I want to see in the research tab the info on everything i just researched so that I dont have to go into either the structure production, or the ship design tab, and find it, to figure out the stats of what I just researched, and name it correspondingly, after all, you may or may not get what you want, and if you name it before you research it, it may be a poor name for what you end up with.
"- Wormholes should be forced to appear farther apart"
Farther from each other? If you mean that I added it with the next version.
-That is what I meant. if they are too close, ships could come out of a wormhole and enter another, or if you are really unlucky ,a endless loop is possible. Also, They should not be generated near the edge of the map for a similar reason.
"- I would like a display for production that shows how much of each of the 4 materials are available for production so i dont have to look up at the top of the screen all the time."
Added.
-My eyes will thank you :p
"When you change the hull type for ship designs, I would like everything else to reset."
Reset to the selected parts or the amount? I add for the next version that If you change hull version in design, than amounts is reseted and ship parts amounts resets too if you changed its version.
- Reset the part amount, and the ability type when changing the hull, and the quantity when changing the type of anything else. After all, if you design a cruiser, then go to a fighter, You cannot fit anywhere near 60 units of shields in that tiny thing, And you have to reset those before you can set the engines or weapons or otherwise. Also, Abilities are similar, differing ship classes will be unlikely to fit on other hulls. Oh, and a back button would be useful too, in case i click wrong type of module, So i dont have to hit back(change it to cancel), then go back through the menu again.
"- The default fighter hull has no weapons. All of the hulls and otherwise should work as is, and the default designs should use the default hulls and otherwise."
Well its not easy to combine the default designs based on the default tech. I may do it in the future. Nice notice on the fighter.
- Makes sense, but the default tech should be setup so that it is all compatible. Question, is the default tech Randomly Generated, or Is it preset? If preset, Do you have something setup, so that if you change the generation equations, or just the variables, it will update them automatically?
"- Abilities such as overcharge should have a duration that considers not only the power of the ability, but also increases considering shield capacity, and decreases considering weapon power."
I have no idea how could I change the abilities time by triggers.
- That could be Problematic. Do you currently have versions of the abilities for all durations from like 1 to 20? A way to do it would be to start a timer or a wait when it starts for the duration, but that would be inefficient. I wonder when blizzard will let you change behavior durations, and I wonder if there is a galaxy only function that does that already.
"- A friend claims you can still bypass fighter limits and habitability limits."
I fixed habitability limit in last day. If he should connect me anyway that how can he bypass fighter limit:D
-Ill do that.
"- When a player leaves the game, their planets should be reset to default, and their ships should be removed."
With aliens or without aliens too? and should the planet keep the population? I also may not agree in it, as if somebody beating the guy and he leaves because that than he wont be able to conquer his pop or if you want to keep the pop, he could too easily conquer it.
-Well, Considering that you cannot currently conquer a left players planets anyway, something to do with them being neutral...
"- I would like some indicator in low quality display of nebula, as my computer cant really handle sc2 at higher quality, and I cannot see nebula. What is the requirements to see them, as if it is just one, I may be able to use it."
Yeah forget to mention it the loading screen, you must have effects settings above low to be able to see it. Also do you know any model which would be nice indicator?
-Ok thanks. I am not sure what would work, but Maybe a mini-map display like wormholes have, and a range display for the size of the damage aura? Adding it to the loading screen in Big red letters was a huge plus.
Thx the suggestion they were really useful!
also what is with the replay?
- Allied research display bug
Also, Can you Comment on my earlier hyper-warp suggestion, scaling with ship mass/energy?
""- cruisers at leasts cannot be ordered to attack."
Its because light weapon has random targeting, so you probably didnt add heavy weapon to the ship. -Can they still allow you to target a ship, so that if you issue an attack move order, Your ships with light weapons will stop and engage? When you consider that fighters and bombers do this just fine, and they use light weapons, except that they cannot attack while moving."
Bombers and fighters has different weapon. Hmm however If you design ship like that than I could add a hidden weapon, which would make the targeting hmmm, I might add this.D
"What kind of data you think of? I am planning to add to delete researched stuff or rename it in the empire overview. (I want to keep clear the research tab from that) - Basically, I want to see in the research tab the info on everything i just researched so that I dont have to go into either the structure production, or the ship design tab, and find it, to figure out the stats of what I just researched, and name it correspondingly, after all, you may or may not get what you want, and if you name it before you research it, it may be a poor name for what you end up with."
Well in first version the research wasnt automatically saved. I think this way is much better and faster. I want to make researched stuff overview in new window so I could list as many stuff as I can.
Reset to the selected parts or the amount? I add for the next version that If you change hull version in design, than amounts is reseted and ship parts amounts resets too if you changed its version. - Reset the part amount, and the ability type when changing the hull, and the quantity when changing the type of anything else. After all, if you design a cruiser, then go to a fighter, You cannot fit anywhere near 60 units of shields in that tiny thing, And you have to reset those before you can set the engines or weapons or otherwise. Also, Abilities are similar, differing ship classes will be unlikely to fit on other hulls. Oh, and a back button would be useful too, in case i click wrong type of module, So i dont have to hit back(change it to cancel), then go back through the menu again.
Back is good idea and I used to click on wrong one too.D also I will add that when you select ability it will be saved for that hull type and when you change hull type, than the ability which is saved that hull type will be used...
""- Abilities such as overcharge should have a duration that considers not only the power of the ability, but also increases considering shield capacity, and decreases considering weapon power."
I have no idea how could I change the abilities time by triggers. - Holy carp! You mean you have alternate versions for every ability for every power level? I do believe I may have nightmares.... I think blizzard may add a function to change behavior duration."
I thought you were meaning the abilities cooldown:D, I am actually useing trigger which triggered by ability is used and than repeat the behavior on the unit with wait the amount if time I want. Adjusting it to the shield and weapons looks bit too complicated for players to gasp.D I might add that it is adjusted to the shields that seems easy.
"Well, Considering that you cannot currently conquer a left players planets anyway, something to do with them being neutral..."
Hmm how is that? I didnt test the map since some time.D
""- I would like some indicator in low quality display of nebula, as my computer cant really handle sc2 at higher quality, and I cannot see nebula. What is the requirements to see them, as if it is just one, I may be able to use it."
Yeah forget to mention it the loading screen, you must have effects settings above low to be able to see it. Also do you know any model which would be nice indicator? -Ok thanks. I am not sure what would work, but Maybe a mini-map display like wormholes have, and a range display for the size of the damage aura?"
Good idea, I wanted to add icon too it back than in 1.0 but couldnt found any which were small enough. I will make one by myself and add it. Also I can add range indicator actor pretty easily to it.
I will remake hyperjump, to something which will just give extreme ship speed to the unit for x second based on ship's movement speed.
What I want for the research display is basically that when a research project finishes, it will still add it automatically, but will also have in the same space as the research project was while in progress, the same box, but with a tooltip displaying the statistics of said research project's result.
-Aliens still spawn after you defeat them, at least in single player, but since they are piddly weak 4 hp ships with one damage, I'm not really that worried.
-A "trading" tab, possibly part of the colony stat tab, which has reserving and requesting, to make transports simpler to use by partially automating them.
-|-Requesting resources would cause idle transport ships to pick up resources where they are available as a surplus, and transport them to the requesting planet. An option to periodically increase these values would also be useful, in the case you want periodic shipments to the planet, and dont want to have to micromanage significantly.
-|-reserving resources would cause transport ships to never take resources that would cause the resources on the planet to drop below this amount. An option to periodically increase these values would also be useful, as the planet grows it would need more resources. Also, The planet would request resources to fill the deficit in the case that there are less resources that are reserved.
Requesting would be used if you need a largish shipment of materials for a construction project such as a new powerful and expensive battle-cruiser, or to get a new colony off the ground.
Reserving would be used for slow growth of a planet, making sure the required materials for another mining facility or research center is available at all times, and so that those transports would not keep taking the materials off of a mining planet I am trying to expand. :p
@hookah - actually making a bunch of weapons would take considerably longer. What I'm suggesting takes 5-10mins max depending on how many missiles need adjusting. Once you've created the events for one actor you can actually copy them over to each of the individual missile actors and tweak only as needed. They'd all be sharing the same conditions (behavior or trigger variable).
If that's still somethin' you're not interested I'd say a 20-25% decrease in scale across the board would fix the problem. Lazy fix, but it's certainly an easier approach ;P
-Aliens still spawn after you defeat them, at least in single player, but since they are piddly weak 4 hp ships with one damage, I'm not really that worried.
Fixed with new version.
-A "trading" tab, possibly part of the colony stat tab, which has reserving and requesting, to make transports simpler to use by partially automating them.
well I will add something like that, when I finished with all the bugs and stuff I didnt add jet.D
-The water display for production view shows the amount for fossils instead.
-Is it possible to make the resources turn black, or at least much darker if the amount of materials available is insufficient for the production of the object?
-Also, if you hit the max button for producing something, and it sets it to 0, i would like the same error messages that display if you were to try to build one in that case, as in which materials are missing. I would like this because I would like to know quickly which resources are missing.
Oh, and I would like a boost to platform deployment range, maybe 100x speed rather than 15x speed, as you can currently only really deploy them next to the planet reasonably.
- Fighters and bombers should capture stuff slower than cruisers and battleships etc, as they are more massable. I would prefer it to be proportional to their cost or otherwise, but because you are using a behavior, that is not particularly feasible.
- When you get the error for trying to deploy a platform too far away, I would like a message
-The water display for production view shows the amount for fossils instead.
Added
-Is it possible to make the resources turn black, or at least much darker if the amount of materials available is insufficient for the production of the object?
Added
-Also, if you hit the max button for producing something, and it sets it to 0, i would like the same error messages that display if you were to try to build one in that case, as in which materials are missing. I would like this because I would like to know quickly which resources are missing.
Added
Oh, and I would like a boost to platform deployment range, maybe 100x speed rather than 15x speed, as you can currently only really deploy them next to the planet reasonably.
changed to 30x.
- Fighters and bombers should capture stuff slower than cruisers and battleships etc, as they are more massable. I would prefer it to be proportional to their cost or otherwise, but because you are using a behavior, that is not particularly feasible.
yeah it would take quite some time:(
- When you get the error for trying to deploy a platform too far away, I would like a message
You should be getting message or you mean moving the message from error to subtitle/chat?
-|- When you get the error for trying to deploy a platform too far away, I would like a message
-You should be getting message or you mean moving the message from error to subtitle/chat?
er, I failed badly here, I meant to say, "When you get the error for trying to deploy a platform too far away, I would like a message Which tells me how far away I tried to deploy it, and the max range you may deploy it at."
Features:
-A completely open technology research system, with millions of combinations and a unique result every time.
-Map generator with randomly generated planets, stars and galaxy based on H-R diagram. With this you will never play on the same map.
-Customizable space ships with 12 type of hull, 6 type of weapons and with drive, hull plating and shield.
-8 type of buildings.
-Unique resources system.
-Time based alliance system, where both side have to agree in a pact.
-Complex score system.
-Customizable races.
-Up to 14 player and with a complex AI, if you dont want to fight against each other.
-Custom starcraft 2 UI.
4x Teaser Trailer:
(I had sc2mapster logo intro add start, but dont know why, it wasnt rendered)
Visit http://www.sc2goa.com for more information!
Available on Eu server and soon on NA too.
Yeah in the last 5-6 month I was working on to make The Final Frontier 2 from The Final Frontier 1.
Oh wow, This is so awesome, I dont even know where to start!
- You can set research goals (I got some awesome powerful shields on first try, 28 health, 8 power, 5 armor. They weren't cheap though, I could try to get a lightweight, powerful, and expensive engines if I wanted to, or try to make weak and mass-able ships)
- You can control colony development
- New ship types (defense platforms) (Shouldn't these platforms not have engines at all, and simply teleport to their destination when deploying, considering they do not have any real mobility regardless of what engines you put on, and it only takes mass and energy?)
- Ship abilities (Hyper-drive, Guardian-shield, Shield/hull regeneration system, Power from shields to weapons, and promises of tech stealing later!)
Only Serious problem is that that all of the ships should have a base-line on certain things, I had a fighter initially with no weapon slots at all. Edit: A few more things that may be called for would be..
-adjusting the shield backgrounds for the units, or removing them, Perhaps use the three that show up with multi-select
-Hyper-drives should have their range adjusted corresponding the the ship's mass and energy. They go the same length whether you put them on a fighter or a battleship, but you have to make a tiny design to fit on a fighter, and since the fighter has low mass, it can have a high speed, and so the hyper-drive has little-no effect on them. Also, the hyper-drive ability should be smart cast, as should the overload ability. Another way to do this would be to make the hyper-drive ability generate a hyperspace window unit<sub> and go into it automatically. The window would last 5 seconds, and other ships can enter via a *smart* right click, and it would cause them to also go to the destination. This would also be usable for allies (maybe enemies as well)</sub>
-Tractor beam ability? Now that I think about it, may be awkward to do, as I was going to say it would add extra mass to the targeted ship, slowing it down, but considering that would require speed refreshing each time a ship gets hit by a beam or a beam wears off, it may require too much processing time.
-The overload ability uses 5000% energy rather than 50%, I assume the data field uses fractions, and you should put a 0.5 there rather than a 50.
- A shorter cast time for bombardment would be nice, like 1/5th current time, and 1/5th current effect. Questions
- Am I correct in thinking that the Pirate ability will be for transports, and will steal some amount of resources from a targeted transport?
Did you use layout files for that UI? Seems insanely complex for layout files...if you used dialogs, how did you manage to squeeze so much into the unit info panel without messing things up on lower resolutions?
Quite impressed.
@Ranakastrasz: Go -well shield backgrounds are bit buged, if I dont set anything than it will show the original unit's shield (seems like its hardcoded into the unit, (I changed some units model but not the unit on the way....)
-hmm I will make abilities to smart, I didnt really had much time testing them.
-I was thinking about tractor beam too, but I found it would be too hard to do. Specially the actor effect side...
-hmm nice notice on overload. (I will fix it)
-I might change bombardment cast times, I will probably make for the fighters and small ships for less time to cast.
-Pirate ability will be for combat ship to take over other ships:D
@wingednosering: Go the dialog is layout, but the buttons arent:
I used sc2layout to make the background for the dialogs, so it will be always well sized to the resolutions and I used the dialogs with no background.how did "you manage to squeeze so much into the unit info panel without messing things up on lower resolutions?"
well it might look a bit ugly under 1280x1024 bit its is still readable if I am right.
Might want to work on the missiles/projectiles being shot by the ships themselves. Most of them seem disproportional to the firing unit or look kinda corny. With some scaling you could fix that.
I like the Production and Shipyard UIs though :)
Definitely had some MoO and Sins flashbacks.
How could I scale projectiles according to the ship size? (also I changed the ships sizes several times in the last patches, so it might look better now, ship size effected by its design.)
I made a map a while ago with battle-cruisers with using said shield model. I'm not working on the project, and don't really plan to. I am pretty sure it is part of the unit's actor, but cannot remember for sure, it may be part of the ships UI.
Honestly, it really depends on how you have things setup. You could use triggers or data, but either way you would need to mark your ship with some identifier (Behaviors for Data or Variables for Triggers) and then use events in actors or triggers to change the scale of the missile based on what Behavior or Variable is active on the ship.
The missile would simply check the ship for whatever identifier you are using and then adjust accordingly.
@ProzaicMuze: Go
That would work even better if actors could set a model's scale to be proportional to another models scale.
Edit: These forums are really annoying, As i Just lost my whole edited posted when I uploaded the attachment for an earlier replay. so I may miss some of my bug/suggestion report.
- cruisers at leasts cannot be ordered to attack.
- Capturables should be invulnerable, and have a smart right click order result in hacking them, draining energy until ownership changes, because I hate my ships attacking capturables when they are supposed to be attack moving to the enemies home planet, and why do you attack to capture anyway?
- Defence platforms should, if they dont already, be able to deploy at a distance proportional to their engine speed, and should be unable to attack until deployed, and should gain a 20% boost to weapon range.
- Research display at the very least, for how much you spent on the previous project, displays someone else's data.
- Tooltips have some info missing, Ship designs once you create them, dont say their weapon data, and may be missing other data too.
- The research tab should show data on the research projects, and let you rename them after they are finished, and should remain in the tab until you remove them from it.
- When you leave a production tab, it should clear all things you queued up.
- Wormholes should be forced to appear farther apart
- I would like a display for production that shows how much of each of the 4 materials are available for production so i dont have to look up at the top of the screen all the time.
- When you change the hull type for ship designs, I would like everything else to reset.
- The default fighter hull has no weapons. All of the hulls and otherwise should work as is, and the default designs should use the default hulls and otherwise.
- Abilities such as overcharge should have a duration that considers not only the power of the ability, but also increases considering shield capacity, and decreases considering weapon power.
- A friend claims you can still bypass fighter limits and habitability limits.
- When a player leaves the game, their planets should be reset to default, and their ships should be removed.
- I would like some indicator in low quality display of nebula, as my computer cant really handle sc2 at higher quality, and I cannot see nebula. What is the requirements to see them, as if it is just one, I may be able to use it.
@ProzaicMuze: Go I have no idea how could I change the projectile size with using actors according to ship size. Using triggers would lag the game or wouldnt it look ugly? (like it would change the projectile size at half way...)
@Ranakastrasz: Go Thx the shield model. I didnt know there was a general one.
"- cruisers at leasts cannot be ordered to attack."
Its because light weapon has random targeting, so you probably didnt add heavy weapon to the ship.
"- Capturables should be invulnerable, and have a smart right click order result in hacking them, draining energy until ownership changes, because I hate my ships attacking capturables when they are supposed to be attack moving to the enemies home planet, and why do you attack to capture anyway?"
Done:D
"- Defence platforms should, if they dont already, be able to deploy at a distance proportional to their engine speed, and should be unable to attack until deployed, and should gain a 20% boost to weapon range."
It wasnt like that, now max distance = speed*15, I also disabled attack until that, but I will probably dont add weapon range. It would further complicate the game when its not really needed,
"- Research display at the very least, for how much you spent on the previous project, displays someone else's data."
That was a stupid bug from me:D
"- Tooltips have some info missing, Ship designs once you create them, dont say their weapon data, and may be missing other data too."
Yeah I was lazy to add that jet...:D
"- The research tab should show data on the research projects, and let you rename them after they are finished, and should remain in the tab until you remove them from it."
What kind of data you think of?
I am planning to add to delete researched stuff or rename it in the empire overview. (I want to keep clear the research tab from that)
"- When you leave a production tab, it should clear all things you queued up."
Well I it can be useful sometimes, so I changed that it only clears when you select other map.
"- Wormholes should be forced to appear farther apart"
Farther from each other? If you mean that I added it with the next version.
"- I would like a display for production that shows how much of each of the 4 materials are available for production so i dont have to look up at the top of the screen all the time."
Added.
"When you change the hull type for ship designs, I would like everything else to reset."
Reset to the selected parts or the amount? I add for the next version that If you change hull version in design, than amounts is reseted and ship parts amounts resets too if you changed its version.
"- The default fighter hull has no weapons. All of the hulls and otherwise should work as is, and the default designs should use the default hulls and otherwise."
Well its not easy to combine the default designs based on the default tech. I may do it in the future. Nice notice on the fighter.
"- Abilities such as overcharge should have a duration that considers not only the power of the ability, but also increases considering shield capacity, and decreases considering weapon power."
I have no idea how could I change the abilities time by triggers.
"- A friend claims you can still bypass fighter limits and habitability limits."
I fixed habitability limit in last day. If he should connect me anyway that how can he bypass fighter limit:D
"- When a player leaves the game, their planets should be reset to default, and their ships should be removed."
With aliens or without aliens too? and should the planet keep the population? I also may not agree in it, as if somebody beating the guy and he leaves because that than he wont be able to conquer his pop or if you want to keep the pop, he could too easily conquer it.
"- I would like some indicator in low quality display of nebula, as my computer cant really handle sc2 at higher quality, and I cannot see nebula. What is the requirements to see them, as if it is just one, I may be able to use it."
Yeah forget to mention it the loading screen, you must have effects settings above low to be able to see it. Also do you know any model which would be nice indicator?
Thx the suggestion they were really useful!
also what is with the replay?
@Hookah604: Go
You would go to the actor for the Missile and use Actor Events.
An example of an event series you might use is:
You'd create a new event for each size you'd need. You'd use Actor Creation/Validate Unit if you're checking the ship for the behavior and Behavior.[NAME].Start if you're checking the missile itself for the behavior.
This functions almost exactly the same with triggers, except that when a variable triggers the event you send an actor message (same event, but without the Validate Unit Term)) to the Missile's Actor.
@Hookah604: GoThx the shield model. I didnt know there was a general one.
"- cruisers at leasts cannot be ordered to attack."
Its because light weapon has random targeting, so you probably didnt add heavy weapon to the ship.
-Can they still allow you to target a ship, so that if you issue an attack move order, Your ships with light weapons will stop and engage? When you consider that fighters and bombers do this just fine, and they use light weapons, except that they cannot attack while moving.
"- Defence platforms should, if they dont already, be able to deploy at a distance proportional to their engine speed, and should be unable to attack until deployed, and should gain a 20% boost to weapon range."
It wasnt like that, now max distance = speed*15, I also disabled attack until that, but I will probably dont add weapon range. It would further complicate the game when its not really needed,
- Ok, Range seems a bit short, and I think the error message should display the range you tried to send it, and the max range, for convenience, rather than saying "out of range"
"- Research display at the very least, for how much you spent on the previous project, displays someone else's data."
That was a stupid bug from me:D
- This is what the replay displays btw. My friend spent 12k on a fighter design, and the price showed up for me when i started a research.
"- The research tab should show data on the research projects, and let you rename them after they are finished, and should remain in the tab until you remove them from it."
What kind of data you think of? I am planning to add to delete researched stuff or rename it in the empire overview. (I want to keep clear the research tab from that)
- Basically, I want to see in the research tab the info on everything i just researched so that I dont have to go into either the structure production, or the ship design tab, and find it, to figure out the stats of what I just researched, and name it correspondingly, after all, you may or may not get what you want, and if you name it before you research it, it may be a poor name for what you end up with.
"- Wormholes should be forced to appear farther apart"
Farther from each other? If you mean that I added it with the next version.
-That is what I meant. if they are too close, ships could come out of a wormhole and enter another, or if you are really unlucky ,a endless loop is possible. Also, They should not be generated near the edge of the map for a similar reason.
"- I would like a display for production that shows how much of each of the 4 materials are available for production so i dont have to look up at the top of the screen all the time."
Added.
-My eyes will thank you :p
"When you change the hull type for ship designs, I would like everything else to reset."
Reset to the selected parts or the amount? I add for the next version that If you change hull version in design, than amounts is reseted and ship parts amounts resets too if you changed its version.
- Reset the part amount, and the ability type when changing the hull, and the quantity when changing the type of anything else. After all, if you design a cruiser, then go to a fighter, You cannot fit anywhere near 60 units of shields in that tiny thing, And you have to reset those before you can set the engines or weapons or otherwise. Also, Abilities are similar, differing ship classes will be unlikely to fit on other hulls. Oh, and a back button would be useful too, in case i click wrong type of module, So i dont have to hit back(change it to cancel), then go back through the menu again.
"- The default fighter hull has no weapons. All of the hulls and otherwise should work as is, and the default designs should use the default hulls and otherwise."
Well its not easy to combine the default designs based on the default tech. I may do it in the future. Nice notice on the fighter.
- Makes sense, but the default tech should be setup so that it is all compatible. Question, is the default tech Randomly Generated, or Is it preset? If preset, Do you have something setup, so that if you change the generation equations, or just the variables, it will update them automatically?
"- Abilities such as overcharge should have a duration that considers not only the power of the ability, but also increases considering shield capacity, and decreases considering weapon power."
I have no idea how could I change the abilities time by triggers.
- That could be Problematic. Do you currently have versions of the abilities for all durations from like 1 to 20? A way to do it would be to start a timer or a wait when it starts for the duration, but that would be inefficient. I wonder when blizzard will let you change behavior durations, and I wonder if there is a galaxy only function that does that already.
"- A friend claims you can still bypass fighter limits and habitability limits."
I fixed habitability limit in last day. If he should connect me anyway that how can he bypass fighter limit:D
-Ill do that.
"- When a player leaves the game, their planets should be reset to default, and their ships should be removed."
With aliens or without aliens too? and should the planet keep the population? I also may not agree in it, as if somebody beating the guy and he leaves because that than he wont be able to conquer his pop or if you want to keep the pop, he could too easily conquer it.
-Well, Considering that you cannot currently conquer a left players planets anyway, something to do with them being neutral...
"- I would like some indicator in low quality display of nebula, as my computer cant really handle sc2 at higher quality, and I cannot see nebula. What is the requirements to see them, as if it is just one, I may be able to use it."
Yeah forget to mention it the loading screen, you must have effects settings above low to be able to see it. Also do you know any model which would be nice indicator?
-Ok thanks. I am not sure what would work, but Maybe a mini-map display like wormholes have, and a range display for the size of the damage aura? Adding it to the loading screen in Big red letters was a huge plus.
Thx the suggestion they were really useful! also what is with the replay? - Allied research display bug
Also, Can you Comment on my earlier hyper-warp suggestion, scaling with ship mass/energy?
With that effort I could make new weapon for each scale, but sadly I already use too many weapons.
If I will be very bored I might do it.D
@Ranakastrasz: Go
""- cruisers at leasts cannot be ordered to attack."
Its because light weapon has random targeting, so you probably didnt add heavy weapon to the ship. -Can they still allow you to target a ship, so that if you issue an attack move order, Your ships with light weapons will stop and engage? When you consider that fighters and bombers do this just fine, and they use light weapons, except that they cannot attack while moving."
Bombers and fighters has different weapon. Hmm however If you design ship like that than I could add a hidden weapon, which would make the targeting hmmm, I might add this.D
"What kind of data you think of? I am planning to add to delete researched stuff or rename it in the empire overview. (I want to keep clear the research tab from that) - Basically, I want to see in the research tab the info on everything i just researched so that I dont have to go into either the structure production, or the ship design tab, and find it, to figure out the stats of what I just researched, and name it correspondingly, after all, you may or may not get what you want, and if you name it before you research it, it may be a poor name for what you end up with."
Well in first version the research wasnt automatically saved. I think this way is much better and faster. I want to make researched stuff overview in new window so I could list as many stuff as I can.
Reset to the selected parts or the amount? I add for the next version that If you change hull version in design, than amounts is reseted and ship parts amounts resets too if you changed its version. - Reset the part amount, and the ability type when changing the hull, and the quantity when changing the type of anything else. After all, if you design a cruiser, then go to a fighter, You cannot fit anywhere near 60 units of shields in that tiny thing, And you have to reset those before you can set the engines or weapons or otherwise. Also, Abilities are similar, differing ship classes will be unlikely to fit on other hulls. Oh, and a back button would be useful too, in case i click wrong type of module, So i dont have to hit back(change it to cancel), then go back through the menu again.
Back is good idea and I used to click on wrong one too.D also I will add that when you select ability it will be saved for that hull type and when you change hull type, than the ability which is saved that hull type will be used...
""- Abilities such as overcharge should have a duration that considers not only the power of the ability, but also increases considering shield capacity, and decreases considering weapon power."
I have no idea how could I change the abilities time by triggers. - Holy carp! You mean you have alternate versions for every ability for every power level? I do believe I may have nightmares.... I think blizzard may add a function to change behavior duration."
I thought you were meaning the abilities cooldown:D, I am actually useing trigger which triggered by ability is used and than repeat the behavior on the unit with wait the amount if time I want. Adjusting it to the shield and weapons looks bit too complicated for players to gasp.D I might add that it is adjusted to the shields that seems easy.
"Well, Considering that you cannot currently conquer a left players planets anyway, something to do with them being neutral..."
Hmm how is that? I didnt test the map since some time.D
""- I would like some indicator in low quality display of nebula, as my computer cant really handle sc2 at higher quality, and I cannot see nebula. What is the requirements to see them, as if it is just one, I may be able to use it."
Yeah forget to mention it the loading screen, you must have effects settings above low to be able to see it. Also do you know any model which would be nice indicator? -Ok thanks. I am not sure what would work, but Maybe a mini-map display like wormholes have, and a range display for the size of the damage aura?"
Good idea, I wanted to add icon too it back than in 1.0 but couldnt found any which were small enough. I will make one by myself and add it. Also I can add range indicator actor pretty easily to it.
I will remake hyperjump, to something which will just give extreme ship speed to the unit for x second based on ship's movement speed.
What I want for the research display is basically that when a research project finishes, it will still add it automatically, but will also have in the same space as the research project was while in progress, the same box, but with a tooltip displaying the statistics of said research project's result.
-Aliens still spawn after you defeat them, at least in single player, but since they are piddly weak 4 hp ships with one damage, I'm not really that worried.
-A "trading" tab, possibly part of the colony stat tab, which has reserving and requesting, to make transports simpler to use by partially automating them.
-|-Requesting resources would cause idle transport ships to pick up resources where they are available as a surplus, and transport them to the requesting planet. An option to periodically increase these values would also be useful, in the case you want periodic shipments to the planet, and dont want to have to micromanage significantly.
-|-reserving resources would cause transport ships to never take resources that would cause the resources on the planet to drop below this amount. An option to periodically increase these values would also be useful, as the planet grows it would need more resources. Also, The planet would request resources to fill the deficit in the case that there are less resources that are reserved.
Requesting would be used if you need a largish shipment of materials for a construction project such as a new powerful and expensive battle-cruiser, or to get a new colony off the ground.
Reserving would be used for slow growth of a planet, making sure the required materials for another mining facility or research center is available at all times, and so that those transports would not keep taking the materials off of a mining planet I am trying to expand. :p
@hookah - actually making a bunch of weapons would take considerably longer. What I'm suggesting takes 5-10mins max depending on how many missiles need adjusting. Once you've created the events for one actor you can actually copy them over to each of the individual missile actors and tweak only as needed. They'd all be sharing the same conditions (behavior or trigger variable).
If that's still somethin' you're not interested I'd say a 20-25% decrease in scale across the board would fix the problem. Lazy fix, but it's certainly an easier approach ;P
@Ranakastrasz: Go
-Aliens still spawn after you defeat them, at least in single player, but since they are piddly weak 4 hp ships with one damage, I'm not really that worried.
Fixed with new version.
-A "trading" tab, possibly part of the colony stat tab, which has reserving and requesting, to make transports simpler to use by partially automating them.
well I will add something like that, when I finished with all the bugs and stuff I didnt add jet.D
-The water display for production view shows the amount for fossils instead.
-Is it possible to make the resources turn black, or at least much darker if the amount of materials available is insufficient for the production of the object?
-Also, if you hit the max button for producing something, and it sets it to 0, i would like the same error messages that display if you were to try to build one in that case, as in which materials are missing. I would like this because I would like to know quickly which resources are missing.
Oh, and I would like a boost to platform deployment range, maybe 100x speed rather than 15x speed, as you can currently only really deploy them next to the planet reasonably.
- Fighters and bombers should capture stuff slower than cruisers and battleships etc, as they are more massable. I would prefer it to be proportional to their cost or otherwise, but because you are using a behavior, that is not particularly feasible.
- When you get the error for trying to deploy a platform too far away, I would like a message
-The water display for production view shows the amount for fossils instead.
Added
-Is it possible to make the resources turn black, or at least much darker if the amount of materials available is insufficient for the production of the object?
Added
-Also, if you hit the max button for producing something, and it sets it to 0, i would like the same error messages that display if you were to try to build one in that case, as in which materials are missing. I would like this because I would like to know quickly which resources are missing.
Added
Oh, and I would like a boost to platform deployment range, maybe 100x speed rather than 15x speed, as you can currently only really deploy them next to the planet reasonably.
changed to 30x.
- Fighters and bombers should capture stuff slower than cruisers and battleships etc, as they are more massable. I would prefer it to be proportional to their cost or otherwise, but because you are using a behavior, that is not particularly feasible.
yeah it would take quite some time:(
- When you get the error for trying to deploy a platform too far away, I would like a message
You should be getting message or you mean moving the message from error to subtitle/chat?
-|- When you get the error for trying to deploy a platform too far away, I would like a message
-You should be getting message or you mean moving the message from error to subtitle/chat?
er, I failed badly here, I meant to say, "When you get the error for trying to deploy a platform too far away, I would like a message Which tells me how far away I tried to deploy it, and the max range you may deploy it at."
@Ranakastrasz: Go Done.D
Also, I think I managed to fix all the major bugs.