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markb50k

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Everything posted by markb50k

  1. during the real game you will be able to see your treasury on the main menu. During this phase, I didnt want to just add funds to your treasury because I didnt want certain functionality being accessible at this time (like buying an embassy on Coruscant) so I do it through the instant unit allotment that you can see via your user report. sorry for the inconvenience but that will be solved when we start the full economic game.
  2. DW, that code is in already, sorry if I never let anyone know. When someone is requesting for you to be an ally, it shows up on the user report
  3. Turns will not be processed for the next couple of hours. I am just about to leave work and I wont get to a internet accessible location until later tonight. Too bad, really, since there is an awesome battle going on in the war zone. I almost didnt see it until I zoomed far out and saw it tucked in the corner. My hat goes off to the CC9600 Glory To Fire which was finally put to rest last turn. It was a fierce combatant and gave as good as it got.
  4. Next couple of things I am looking at: -Assigning a weapon type to a priority target -Allowing a preferred component to salvage
  5. i understand. i will look at how easy that is to implement.
  6. NEW zip update. Download at http://galsim.nickersonm.com/galsim.zip New Features Cleanup Up User Reports: - user reports are now not double spaced - user reports are only written to file if they actually contain something useful (so no files with just "No data to report - END REPORT" anymore) Have fun!
  7. i used something like that, although didnt take ships speed into account. with the way I constantly changing speeds in the calc based on alot of other criteria, it wouldnt be easy to track that.
  8. New Engine update - no download necessary New Features Simplified Detection Logic: - For ships with a detection rating of 1 (most fighters, some cargo ships), i use a simplified logic. Instead of the complicated geometric calcs i use normally i just take a measurement of how far the ship is that is trying to be detected. Here is the code... double longest_distance = Math.max(10000, Math.max(targetSpec.length, targetSpec.width) * 20.0); double distance = SimUtilities.calculateDistance(o.location, t.location); if(distance <= longest_distance) detected = true; so either 10Km or (the max length or width of the target ship * 20m), whichever is greater. if the target ship is within that range its automatically detected. Speeds up stuff greatly and simulates using visual range nicely.
  9. New Engine Update - no download necessary New Features Accelerated Ship Repairs: - If ship is onboard another ship, the parent ships crew and supplies are taken into account. - If ship has not fired a weapon nor been fired on, repair rates are raised significantly Accelerated Shield Recharge: - If ship has not fired a weapon nor been fired on, recharge rates are raised significantly.
  10. Your welcome Kobra/DW ;D
  11. good idea
  12. NEW zip update.. download at http://galsim.nickersonm.com/galsim.zip New Features. Mass Rename - now when you have multiple ships selected, and you rename them, it will append a 1 thru ... for every ship. (Note, this would also happen if you select ships and fleets at the same time so be careful) Wacky Weapons Arcs - specs display will now show proper arcs and they wont act funny anymore. Have fun!
  13. no doubt, your problem was caused by the code problem that i just fixed. if you try that again, it should work as intended, altho those fast jumpers will jump twice. That was always how it would have happened, not affected by the DEFEND orders. but the DEFEND order will now never pre-empt the ESCORT order as it was in the old bugged code.
  14. Yup you were right Deathwatch, it was getting screwed up by a bug that was already there forever. Cool, fixed it.
  15. yeah im thinking of upping the shld recharge rates across the board, FYI. it will take a while for a ship to fully recharge at this rate.
  16. still checking but are you sure the fighter you set on escort was not a hyper capable fighter. if it was then it would cancel out its Escort mission immediately and go to Defend mode. Just checkin...
  17. ok i'll take a look
  18. thanks for that. sorry i havent had a chance to look at it. busy night.
  19. ill talk about the economic side of the game (the long run piece) a little later but basically planets will be in the game, and will be where you do most of your industry. in addition, planets will be able to do certain tasks for you (mine, build ships, etc) for a price. The price will depend on the planets relative abundance of the three raw materials of the game (metals, minerals, and oil). ships cost are based on what components make them up (chassis, armor, tech, etc) with a default price given to every component. Once the real game starts, it is very unlikely a ship will cost what it costs in this version of the game, because 'price' will be dependent on the planet doing the building, or the cost of the materials, plus any labor costs from the planet (if you build it yourself, you dont have to pay labor, but you do have to amass the materials but mining/producing them or buying them)
  20. fighters wont standoff, but cap ships will. if a ships ATKRANGE and BRKRANGE are equal they will just standoff at that range when engaging a target. I came up with the range so that all of their main weapons will be in range. If that is too short, give me a specific ship and a recommended range. if that recommended range is not one people can agree on, then I will look at putting in a standoff range.
  21. seems so simple doesnt it? I dont think it is, but I will check if this is easy. If it gets complicated, I will probably not put it in.
  22. are you sure? the code for them to follow the DEFEND orders is only even looked at if the ship gets past the whole "look for your flaship jumping" code.
  23. NEW ZIP available at http://galsim.nickersonm.com/galsim.zip New Feature: Ok, i did the most easily implementable change to give some worth to the ESCORT order. Now, you can augment a ESCORT order by adding a DEFEND order right behind it. what will happen is that any ship in ESCORT will follow the rules of the DEFEND order, and when it has no enemy to kill, will return to its escort station. When you give the DEFEND order, dont worry about the defense location, as soon as the engine runs a turn, it will move the defense location to wherever the ESCORT station is and keep it updated. In addition, the ESCORT order, when you view it in the GUI, will show whatever target your ship is engaging from its DEFEND order, so you can see it both places. If you want to clear the targeted enemy, just clear it from the Defend order. If the ship loses its escort order, via its flagship dying, it will then take on the DEFEND order (thats how its always worked anyway, just wanted to point it out). Have fun!
  24. yeah, repairs do something, although in the middle of battle their wont be enough repairs to make a diff. repairs are done either of two ways.. the crew can repair with no need of supplies ... not very common, especially on small ships. the more crewmember the more chance of one of these kinds of repairs if the ship has supplies onboard it can use those supplies to repair hull damage or damaged weapons/shields. more common than crew repairs but still not super common. definitely tho a ship that retreats to a safe sector sitting there will eventually repair itself to whole. Here is a screenshot of the battle. I selected as many ships as i could so you can see the targeting. http://galsim.nickersonm.com/gs_ss3.jpg
  25. if anyone has some good screenshots please send them to me and I will host them and post them here.

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