Other Battleships Antarctica project

PureOwnage

Minecraft Server OP, Inactive.
Reaction score
72
Ummm... You could just buy one of these and use it on the enemy main harbor using a spyship^^
Too imba ; D

Code:
    Pure Atom Ownage Cannon (5050): 'I00E'
     Damage   :   500
     Cooldown :     3
     Range    :   750
     Dps      :   166
     Weight   :    41
     Rating   : 1.11188
      Shop     : Light Weapons;[2,2] 

    +  2695 ---> Pure Atom Ownage Cannon ( upgrade ) (7745): 'I00I'
         Damage   :  1000
         Cooldown :     4
         Range    :   750
         Dps      :   250

that is without the skill.
That's alright :D
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Haha, nice private match that we had a few days back. :D
You were so cheap -_-.

And yes, that gun is rigged.
 

SerraAvenger

Cuz I can
Reaction score
234
Haha, nice private match that we had a few days back. :D
You were so cheap -_-.

And yes, that gun is rigged.

hehe. Money rend won't be possible to that extent anymore ; )
Actually, I was planning to have 100 + 50 * Level money rend at max. And also a more controlled autopayin^^

On a slightly related note: I'm still working on the weapon balance formulas. The one i currently have seems quite nice. I'll keep updating the weapon data when necessary.
 

SerraAvenger

Cuz I can
Reaction score
234
Just to keep you on track: I'm currently developing a new Weapon System in the style of phoenixfire, but that will remove some of the bugs of ole' PF. Although I'm not planning to implement those features, the code will allow weapons that fire only in certain directions, weapons that fire on allied units and weapons that kill a target before swapping to the next one. Perhaps I'll add a "Complex Mode" where all that stuff is implemented instead, but not as of yet.

What is planned however are targeteable weapons, weapons that fire salves and weapons that concentrate on one target for some time, then searching the next target.

I'm getting myself into the right mood with openSuSE linux 11.0 and KDE 4.1. Snowflakes, a cool, dark theme - this really rocks : )

Best wishes, Davey


// ot: done the weapon thing. Works like a charm ; )
 

SerraAvenger

Cuz I can
Reaction score
234
Uh oh. The AI upgrading of towns won't work unless I want a high l.o.s.s of players ( lagging-out / spamming syndrom ) : (
I'll change to autoupgrades once in a while that will be processed whenever there is a high amount of resources in the town. Upgrading itself works though.

Best wishes, davey
 

SerraAvenger

Cuz I can
Reaction score
234
A couple of things:
- The AI trading works. Seems I got all of the trading working!
- Seems my mailing list got some problems with your e-mails. I sent out a mail a month ago and only one person replied. Sigh. Please send me working e-mails again.
- I found parts of my weapon database! I'll be able to add all the weapons till friday
- The change from PF to my own weapon system brought some problems with the graphics that need to be fixed before the next betatest version


And still, I would like to know some ideas for special features in the map

EDIT:
Without initialisiation stuff, required libraries and textmacros, my TradeSystem has 1853 lines total.
 

PureOwnage

Minecraft Server OP, Inactive.
Reaction score
72
Well, you got the dimension shift and stuff...
how about like a capture the flag stuff.
or
Code:
Engineer Ship:
Builds buildings to aid in combat.
Buildings:
Defense Tower
Teleporter
Refueler
Description:
Low HP
Special buildings need to have wood.

EDIT: Was it me that replied?
 

SerraAvenger

Cuz I can
Reaction score
234
Well, you got the dimension shift and stuff...
how about like a capture the flag stuff.
or
Code:
Engineer Ship:
Builds buildings to aid in combat.
Buildings:
Defense Tower
Teleporter
Refueler
Description:
Low HP
Special buildings need to have wood.

EDIT: Was it me that replied?

Yes, it was you who replied.
Engineer ship is currently known as secret operator, but will perhaps be discarded due to lack of buildable space on the map. Also it is too hard to balance.

The engineer, however, is more like a repair ship.

In Special features I meant things like
-ms -> Shows movespeed ( not needed; The ship shows it itself )
-name XXX -> Changes the name to XXX
-send X Y -> Sends Y gold to person X
'n other stuff like that.


Apart from that, a few good news: The population thing works. It is funny to see the population grow, then there is too much unemployment, the people aren't happy anymore => the population stagnates, and then they eat all the food away and starve.
Really awesome >_>. Gotta add some work for the population, as well as some food production - watching them starve is really annoying.

Oh, and a few friends have found a leaked beta that is available for download on one space or the other. It is a bit older and protected though, so I don't really care. Shall the 5 downloaders do what they think is right^^
What I'll add, however, is a kick after three minutes if noone logged in.
You still all got your logins, haven't you?^^
It would be quite difficult for me to get your logins once you forgot them!

That's the news for this week - cu soon with a "trading-enabled" beta : )
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Yes, I still have mine, I think. It's stored in one my PMs... I hope I didn't just delete it since I went through a "Check All in Section" > "Delete" process. :)

EDIT: Yup, I found it. I stills has it. Waiting! :)

EDIT 2: I'm going to write it down somewhere or something...
 

PureOwnage

Minecraft Server OP, Inactive.
Reaction score
72
........
Is this dead or is it just that the first post hasn't been updated since October 16th...
 

CaptDeath

New Member
Reaction score
103
I would like to play sounds like its gunna be like that huge map like blood bay or something were it really took like an hour to go from one end to the other and you had a 99% chance to get pwned by weather or some Pwn ship so as long as a or b dosent happen ill love to play it or help beta test if that possible
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Nah, it is not huge. If Davey doesn't mind me posting, it's rather quite small. Smaller than an average Battleships map, about the size of Battlehips PRO if that's the one I think.

It is fair. The only cheapness is Davey playing. :p
 

SerraAvenger

Cuz I can
Reaction score
234
Nah, it is not huge. If Davey doesn't mind me posting, it's rather quite small. Smaller than an average Battleships map, about the size of Battlehips PRO if that's the one I think.

It is fair. The only cheapness is Davey playing. :p

Hehe.
Actually, It is as big as Battleships Crossfire; But I decreased the way to the lanes and made the lanes longer, so that there actually is some place you can base your fights on without being killed by the towers. I think say did the same thing in CF, not sure anymore though. Also my ships are slower than in CF, meaning it 'should' feel bigger.

Btw, the tradesystem had a tiny bug concerning the showing of population that had to be fixed. Hence no updates in the last weeks.
I'll post whenever there is something new interesting for you.

CaptDeath, if you want to betatest, please send me a pm with your mail address ( not gmail! ). Thanks.
EDIT: No, only if you're a trader this should happen. Always look for somebody shielding you if you don't want to be killed by tradekillers.

@all the other betatesters:
I only got replies from:
-PureOwnage
-

Please tell me wether you just was to lazy to respond or wether you really didn't get any mail.
Also, the xo ( secret operator ) doesn't work out at all; There is no space to build a base anywhere with the new trade system. So, any ship requests will be accepted!

CU, davey

EDIT2:
A tiny spoiler concerning my current Computer-generated weapons code
JASS:
//WARNING: Computergenerated script by WeaponScript.py version 0.01. DO NOT EDIT manually.
//! runtextmacro Filter( "BHC", "true",  "true",  "true" )
//! runtextmacro Filter( "BH",  "true",  "true",  "false" )
//! runtextmacro Filter( "BC",  "true",  "false", "true" )
//! runtextmacro Filter( "HC",  "false", "true",  "true" )
//! runtextmacro Filter( "B",   "true",  "true",  "true" )
//! runtextmacro Filter( "H",   "false", "true",  "false" )
//! runtextmacro Filter( "C",   "false", "false", "true" )

library WeaponInit initializer InitWeapons needs ItemUpgrader, Combiner, CostAttacherUnit, CostAttacherItem, WeightAttacherItem, BHC, BH, BC, B, HC, H, C
//! textmacro Filter takes NAME, B, H, C

globals
    boolexpr $NAME$Filter
endglobals

library $NAME$ initializer INIT

private function FilterFunc takes nothing returns boolean
    local unit target = GetFilterUnit()
    if IsUnitType( target, UNIT_TYPE_STRUCTURE ) then
        return $B$
    elseif IsUnitType( target, UNIT_TYPE_HERO ) then
        return $H$
    else
        return $C$
    endif
    return false
endfunction

private function INIT takes nothing returns nothing
    set $NAME$Filter = Filter( function FilterFunc )
endfunction

endlibrary

//! endtextmacro

private function InitUpgrades takes nothing returns nothing
 
    call SetItemUpgrade( 'I009', 'I00A', 455 ) // Rocket Pack        -> Rocket Pack ( upgrade )
 
    call SetItemUpgrade( 'I004', 'I006', 220 ) // Light Cannon       -> Light Cannon ( upgrade )
 
    call SetItemUpgrade( 'I005', 'I007', 1095 ) // Advanced Cannon    -> Advanced Cannon ( upgrade )
 
    call SetItemUpgrade( 'I000', 'I001', 1180 ) // Energy Torpedo     -> Energy Torpedo ( upgrade )
 
    call SetItemUpgrade( 'I00C', 'I00B', 810 ) // Howitze            -> Howitze ( upgrade )
 
    call SetItemUpgrade( 'I002', 'I003', 415 ) // Rocket Cannon      -> Rocket Cannon ( upgrade )
 
    call SetItemUpgrade( 'I00D', 'I00I', 415 ) // Firebolt Cannon    -> Firebolt Cannon ( upgrade )
 
    call SetItemUpgrade( 'I00E', 'I00I', 1295 ) // Pure Atom Ownage Cannon -> Pure Atom Ownage Cannon ( upgrade )
 
    call SetItemUpgrade( 'I00F', 'I00I', 320 ) // Vine-Repeater A-39 -> Vine-Repeater A-39 ( upgrade )

    call NewCombineRecipe( 'n00H', 'I006', 'I00A', 'I00J' ) // Light Cannon ( upgrade ) + Rocket Pack ( upgrade ) -> Submachine Gun    
    call SetUnitTypeCost( 'n00H', 2015 )
    
    call NewCombineRecipe( 'n00D', 'I007', 'I006', 'I008' ) // Advanced Cannon ( upgrade ) + Light Cannon ( upgrade ) -> Advanced Battery  
    call SetUnitTypeCost( 'n00D', 1505 )
    
    call NewCombineRecipe( 'n00F', 'I00B', 'I003', 'I00H' ) // Howitze ( upgrade ) + Rocket Cannon ( upgrade ) -> Mortar Team       
    call SetUnitTypeCost( 'n00F', 1640 )
    
endfunction
globals
    autoweapontype Basic_Cannon
    autoweapontype Light_Rocket
    autoweapontype Light_Gun
    autoweapontype Light_Cannon
    autoweapontype Light_Cannon___upgrade
    autoweapontype Rocket_Cannon
    autoweapontype Firebolt_Cannon
    autoweapontype Rocket_Cannon___upgrade
    autoweapontype Vine_Repeater_A_39
    autoweapontype Rocket_Pack
    autoweapontype Firebolt_Cannon___upgrade
    autoweapontype Advanced_Cannon
    autoweapontype Vine_Repeater_A_39___upgrade
    autoweapontype Rocket_Pack___upgrade
    autoweapontype Energy_Torpedo
    autoweapontype Advanced_Cannon___upgrade
    autoweapontype Howitze
    autoweapontype Energy_Torpedo___upgrade
    autoweapontype Howitze___upgrade
    autoweapontype Pure_Atom_Ownage_Cannon
    autoweapontype Submachine_Gun
    autoweapontype Advanced_Battery
    autoweapontype Pure_Atom_Ownage_Cannon___upgrade
    autoweapontype Mortar_Team
    autoweapontype Serra's_Light
endglobals

private function InitWeapons takes nothing returns nothing
    
    set Basic_Cannon = CreateWeaponType( 60, 1.600000, 850.000000, 1, 1.600000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Basic_Cannon, 'I004' )
    
    call SetItemTypeCost( 'I004', 750)
    call SetItemTypeWeight( 'I004', 10)
    
    set Light_Rocket = CreateWeaponType( 30, 0.600000, 550.000000, 1, 0.600000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Light_Rocket, 'I004' )
    
    call SetItemTypeCost( 'I004', 750)
    call SetItemTypeWeight( 'I004', 7)
    
    set Light_Gun = CreateWeaponType( 50, 1.800000, 1250.000000, 1, 1.800000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Light_Gun, 'I004' )
    
    call SetItemTypeCost( 'I004', 750)
    call SetItemTypeWeight( 'I004', 12)
    
    set Light_Cannon = CreateWeaponType( 50, 1.400000, 900.000000, 1, 1.400000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Light_Cannon, 'I004' )
    
    call SetItemTypeCost( 'I006', 1055)
    call SetItemTypeWeight( 'I006', 6)
    
    call SetItemTypeCost( 'I004', 835)
    call SetItemTypeWeight( 'I004', 6)
    
    set Light_Cannon___upgrade = CreateWeaponType( 50, 1.100000, 900.000000, 1, 1.100000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Light_Cannon___upgrade, 'I006' )
    
    set Rocket_Cannon = CreateWeaponType( 15, 0.500000, 1300.000000, 1, 0.500000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Rocket_Cannon, 'I002' )
    
    call SetItemTypeCost( 'I003', 1550)
    call SetItemTypeWeight( 'I003', 10)
    
    call SetItemTypeCost( 'I002', 1135)
    call SetItemTypeWeight( 'I002', 10)
    
    set Firebolt_Cannon = CreateWeaponType( 200, 3.000000, 825.000000, 1, 3.000000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Firebolt_Cannon, 'I00D' )
    
    call SetItemTypeCost( 'I00I', 1855)
    call SetItemTypeWeight( 'I00I', 10)
    
    call SetItemTypeCost( 'I00D', 1440)
    call SetItemTypeWeight( 'I00D', 10)
    
    set Rocket_Cannon___upgrade = CreateWeaponType( 20, 0.500000, 1300.000000, 1, 0.500000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Rocket_Cannon___upgrade, 'I003' )
    
    set Vine_Repeater_A_39 = CreateWeaponType( 30, 0.500000, 900.000000, 1, 0.500000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Vine_Repeater_A_39, 'I00F' )
    
    call SetItemTypeCost( 'I00I', 2055)
    call SetItemTypeWeight( 'I00I', 12)
    
    call SetItemTypeCost( 'I00F', 1735)
    call SetItemTypeWeight( 'I00F', 12)
    
    set Rocket_Pack = CreateWeaponType( 40, 0.500000, 600.000000, 1, 0.500000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Rocket_Pack, 'I009' )
    
    call SetItemTypeCost( 'I00A', 2225)
    call SetItemTypeWeight( 'I00A', 10)
    
    call SetItemTypeCost( 'I009', 1770)
    call SetItemTypeWeight( 'I009', 10)
    
    set Firebolt_Cannon___upgrade = CreateWeaponType( 200, 3.000000, 1050.000000, 1, 3.000000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Firebolt_Cannon___upgrade, 'I00I' )
    
    set Advanced_Cannon = CreateWeaponType( 90, 1.500000, 1050.000000, 1, 1.500000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Advanced_Cannon, 'I005' )
    
    call SetItemTypeCost( 'I007', 3025)
    call SetItemTypeWeight( 'I007', 15)
    
    call SetItemTypeCost( 'I005', 1930)
    call SetItemTypeWeight( 'I005', 15)
    
    set Vine_Repeater_A_39___upgrade = CreateWeaponType( 45, 0.500000, 900.000000, 1, 0.500000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Vine_Repeater_A_39___upgrade, 'I00I' )
    
    set Rocket_Pack___upgrade = CreateWeaponType( 40, 0.400000, 600.000000, 1, 0.400000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Rocket_Pack___upgrade, 'I00A' )
    
    set Energy_Torpedo = CreateWeaponType( 300, 4.000000, 1150.000000, 1, 4.000000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Energy_Torpedo, 'I000' )
    
    call SetItemTypeCost( 'I001', 3785)
    call SetItemTypeWeight( 'I001', 22)
    
    call SetItemTypeCost( 'I000', 2605)
    call SetItemTypeWeight( 'I000', 22)
    
    set Advanced_Cannon___upgrade = CreateWeaponType( 125, 1.500000, 1050.000000, 1, 1.500000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Advanced_Cannon___upgrade, 'I007' )
    
    set Howitze = CreateWeaponType( 80, 1.000000, 1300.000000, 1, 1.000000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Howitze, 'I00C' )
    
    call SetItemTypeCost( 'I00B', 3865)
    call SetItemTypeWeight( 'I00B', 28)
    
    call SetItemTypeCost( 'I00C', 3055)
    call SetItemTypeWeight( 'I00C', 28)
    
    set Energy_Torpedo___upgrade = CreateWeaponType( 400, 4.000000, 1150.000000, 1, 4.000000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Energy_Torpedo___upgrade, 'I001' )
    
    set Howitze___upgrade = CreateWeaponType( 80, 0.800000, 1300.000000, 1, 0.800000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Howitze___upgrade, 'I00B' )
    
    set Pure_Atom_Ownage_Cannon = CreateWeaponType( 500, 3.000000, 750.000000, 1, 3.000000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Pure_Atom_Ownage_Cannon, 'I00E' )
    
    call SetItemTypeCost( 'I00I', 6345)
    call SetItemTypeWeight( 'I00I', 27)
    
    call SetItemTypeCost( 'I00E', 5050)
    call SetItemTypeWeight( 'I00E', 27)
    
    set Submachine_Gun = CreateWeaponType( 40, 0.180000, 575.000000, 1, 0.180000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Submachine_Gun, 'I00J' )
    
    call SetItemTypeCost( 'I00J', 5295)
    call SetItemTypeWeight( 'I00J', 29)
    
    set Advanced_Battery = CreateWeaponType( 95, 1.200000, 1050.000000, 2, 0.600000, BHCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Advanced_Battery, 'I008' )
    
    call SetItemTypeCost( 'I008', 5585)
    call SetItemTypeWeight( 'I008', 45)
    
    set Pure_Atom_Ownage_Cannon___upgrade = CreateWeaponType( 1000, 4.000000, 750.000000, 1, 4.000000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Pure_Atom_Ownage_Cannon___upgrade, 'I00I' )
    
    set Mortar_Team = CreateWeaponType( 130, 0.750000, 1250.000000, 1, 0.750000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Mortar_Team, 'I00H' )
    
    call SetItemTypeCost( 'I00H', 7055)
    call SetItemTypeWeight( 'I00H', 64)
    
    set Serra's_Light = CreateWeaponType( 20, 1.000000, 1050.000000, 10, 0.000000, HCFilter, TARGET_MODE_SALVE, 'n00J', "attack" )
    call WeaponTypeAddItemTypeId( Serra's_Light, 'I00E' )
    
    call SetItemTypeCost( 'I00E', 7070)
    call SetItemTypeWeight( 'I00E', 39)
    
    call InitUpgrades()
endfunction
endlibrary
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Davey, that is not tiny. :D

I responded. Wait, what am I responding to again? I think I responded... what is it? :)
 

SerraAvenger

Cuz I can
Reaction score
234
Davey, that is not tiny. :D

I responded. Wait, what am I responding to again? I think I responded... what is it? :)

The text I typed in manually is :eek:

Code:
from WeaponScript import *

BasicCannonA    = Weapon( "Basic Cannon",     'I004', BHC,  True,  60, 1.6,   850,   750,       model = 'n00J' )
BasicCannonB    = Weapon( "Light Rocket",     'I004', BHC,  True,  30, 0.6,   550,   750,       model = 'n00J' )
BasicCannonC    = Weapon( "Light Gun",        'I004',  HC,  True,  50, 1.8,  1250,   750,       model = 'n00J' )

LightCannon     = Weapon( "Light Cannon",     'I004', HC,  True,  50, 1.4,   900,    -1,       model = 'n00J' )
RocketCannon    = Weapon( "Rocket Cannon",    'I002', HC,  True,  15, 0.5,  1300,    -1,       model = 'n00J' )
AdvCannon       = Weapon( "Advanced Cannon",  'I005', HC, True,  95, 1.4,  1050,    -1,       model = 'n00J' )
EnergyTorpedo   = Weapon( "Energy Torpedo",   'I000', HC,  True, 300, 4,    1150,    -1,       model = 'n00J' )
RocketPack      = Weapon( "Rocket Pack",      'I009', HC, True,  40, 0.5,   600,    -1,       model = 'n00J' )
Howitze         = Weapon( "Howitze",          'I00C', HC,  True,  80, 1,    1300,    -1,       model = 'n00J' )
Firebolt        = Weapon( "Firebolt Cannon",  'I00D', HC,  True, 200, 3,     825,    -1,       model = 'n00J' )

AdvBattery      = Weapon( "Advanced Battery", 'I008', BHC, True,  95, 1.2,  1050,    -1,  2,   model = 'n00J' )
MachineGun      = Weapon( "Submachine Gun",   'I00J', BHC, True,  40, 1.8,  575,    -1,  10,     model = 'n00J' )
MortarTeam      = Weapon( "Mortar Team",      'I00H', HC,  True, 130, 0.75, 1250,    -1,       model = 'n00J' )


TN1     = Weapon( "TN1",     'I004', BHC,  True,  185, 1,   900,    -1,       model = 'n00J' )
TN2     = Weapon( "TN2",     'I004', BHC,  True,  425, 1,   900,    -1,       model = 'n00J' )

TM1     = Weapon( "TM1",     'I004', BHC,  True,  225, 1,   600,    -1,       model = 'n00J' )
TM2     = Weapon( "TM2",     'I004', BHC,  True,  475, 1,   600,    -1,       model = 'n00J' )

TR1     = Weapon( "TR1",     'I004', HC,  True,  160, 1,   1200,    -1,       model = 'n00J' )
TR2     = Weapon( "TR2",     'I004', HC,  True,  350, 1,   1200,    -1,       model = 'n00J' )

PureOwnage      = Weapon( "Pure Atom Ownage Cannon",  'I00E', BHC,  True, 500,    3,  750, 5050, model = 'n00J' )
SerraLight      = Weapon( "Serra's Light",            'I00E', HC,   True,  20,    1, 1050, 7070, 10, model = 'n00J' )
Vine            = Weapon( "Vine-Repeater A-39",       'I00F', BHC,  True,  30,  0.5,  900,   -1, model = 'n00J' )

##  def Upgrade( self , upgradeid, damageoperand, cooldownoperand, rangeoperand, targetmode):
RocketPack.Upgrade   ( 'I00A', HC,   0, -0.1 )
LightCannon.Upgrade  ( 'I006', HC,    0, -0.3 )
AdvCannon.Upgrade    ( 'I007', HC,  35 )
EnergyTorpedo.Upgrade( 'I001', HC,  100 )
Howitze.Upgrade      ( 'I00B', HC,    0, -0.2 )
RocketCannon.Upgrade ( 'I003', HC,    5 )
Firebolt.Upgrade     ( 'I00I', HC,    0, 0, 225)
PureOwnage.Upgrade   ( 'I00I', HC,  500, 1, 0 )
Vine.Upgrade         ( 'I00I', HC,   15, 0, 0 )



MachineGun.Combines     ( LightCannon,               RocketPack,   'n00H' )
AdvBattery.Combines     ( AdvCannon,                 LightCannon,  'n00D' )
MortarTeam.Combines     ( Howitze,                   RocketCannon, 'n00F' )

PrintWeapons()

The thing you should've had responded to was an e-mail sent on 10.10.08 that went like "Please respond until 17.10.08 so I know you get these e-mails". I didn't get any respond from you : /
 

SerraAvenger

Cuz I can
Reaction score
234
Trade system is cancelled. I'll implement a less simulation-like one instead that'll work similiar, but without consumption/production and stuff.
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
woot! i am really happy now

keep up good work man,haha <3<3<3

Uh... why are you happy again?

Anyways, I think I replied the email... a bit late. :D Sorry, I don't check that email too much... more like never. So if you do email me with that, could you post it here telling me that you did. If you want to. :)

~Hai-Bye-Vine~
 

SerraAvenger

Cuz I can
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woot! i am really happy now

keep up good work man,haha <3<3<3

Just in case, there will still be a trade system that is quite similiar just that it doesn't do the supply/demand, food consumption and starving, unemployment rate and upgradeable buildings considering calculations.

It'll be more statically oriented which means it'll be easier for the casual player to understand and more fun to use without having to fear whole colonies starve and start revolts.

I'm glad you're happy that I always try to improve entertainment for my players : )
I bet you do the same with expressions.
Don't you?


@ vine: Sure I will : )


@Everybody: I WISH YOU A MERRY CHRISTMAS!


EDIT: The new Tradesystem is done. 3 Hours, lol.
 
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