Battleships Forever Info | 0.90d released 14 Apr

Discuss all things Battleships Forever that aren't Ships and Shipmaker - Missions, Development, etc.!

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Moriarty
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Post by Moriarty »

Danny420Dale wrote:
New Noob wrote:Perhaps you could allow us to set what Platform deployers spawn. We could have them launch weaker versions of Kinetic Missiles, or make a fighter ship deployer.
Wishlist: 'Shipyard' builder/deployer module that can have the ship type set with another .shp or .sb2 design in the shipbuilder.
Seconded, although I think it's been said that this is nigh-on impossible due to engine constraints (especially if the Deployer is tweaked for uberspawnrate on the HYT or Kinetic Missile :shock: )

I'd like to see custom formations possible in the shipbuilder, so that we can set up a sandbox fleet brawl with minimal effort
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Normandy
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Post by Normandy »

Question about game engine:

Is it possible for the game engine to handle multiple commands at once? I'm just sort of curious, as if it can't, then multiplayer would be impossible without a total recoding.
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TormakSaber
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Post by TormakSaber »

A minor thing: I think you mentioned awhile back that you were going to reset the various high score boards?

Now might be a good time to do it, since there's been a lot of internal changes, to both the mechanics and the ships. A strategy that worked well in .67 may not be doable anymore in .80, so it puts the scores and players on an uneven playing field.
th15
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Post by th15 »

New Version Released!
Download it here: http://www.wyrdysm.com/battleshipsforev ... lerv81.exe
Vista installer here: http://www.wyrdysm.com/battleshipsforev ... 1Vista.exe

Alternate mirror: http://www.victorygames.info/bf/BFFullInstallerv81.exe
Alternate mirror for Vista Installer: http://www.victorygames.info/bf/BFFullI ... 1Vista.exe

I've got a really really long list of changes in this version. Most of bug fixes but there are some feature improvements. The .shp file format has been completely re-written so that it's much more efficient now. .shp files should be around 50x smaller than they used to be. This also means that they load that much faster. The game is still compatible with .shp files made with older versions but they will not run as fast as ships that have been saved with the new shipmaker. If you want to convert your ships to the new format, simply open up the .sb2 in the new shipmaker and re-save them. There are now 7 new sections (designed by players!).

You can now spawn multiple ships at a time by holding shift while spawning them. The destroy mode in sandbox also allows you to destroy terrain objects. The GUI display has been changed somewhat. The game now runs faster because of it. Sections are now colour coded in the GUI damage display too, to make it easier to read.

Other parts of the interface have been changed too. The fleet selection menu is not a little more animated and has been improved so that it runs much faster (slower computers that had low frame rates in the fleet selection will no longer find that it's a problem). The Select turrets button is now gone and has been replaced with the Toggle Interceptor button which toggles a ship's interceptors from defensive to offensive. Toggling turret modes also works better now as it will intelligently toggle modes so that all selected ships/modules are on the same setting. This means that if you had a selection of turrets and half were on hold fire, pressing H will now either make all turrets selected hold fire or change all of them to fire at will.

On the combat side, stun effects are about half as effective as they used to be. It now displays a small counter over the ship when it is stunned. This is purely for debugging purposes. If you see really wild values (i.e. greater than 400 or so) then you should report it as a bug. Pulsars no longer hit enemy ships until their 2nd stage of deployment, this means that they don't work as shotguns any more. The Zelus and Athena have been tweaked a little too.

AI has been improved in is different ways. It will try to avoid Deflected sections when firing, swap broadside facings more intelligently.

Also, when ships are given an attack order, they will now set their target as a facing target. What this means is that you can right click on an enemy ship, immediately click on a position to move-to and your ships will move to that location while facing the targeted enemy. Another improvement is that if a ship is given a target that is far within it's normal engagement range, it will no longer immediately back off to that engagement range. It will instead engage the enemy at the current range.

Full change log at: http://www.wyrdysm.com/phpBB2/viewtopic.php?p=1#1
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TormakSaber
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Post by TormakSaber »

Time to go through and resave every ship, hehe.
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Arcalane
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Post by Arcalane »

As residents of the Firefly universe would put it;

Shiny!
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Anarki
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Post by Anarki »

Aww, they nerfed Pulsars.

C'mon, Scruffy, lets go find another weapon to obscenely abuse.
Cerebrus
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Post by Cerebrus »

Holy damn, the difference in ship loading speed is profound. The Gaia Titanus, which fills pretty much the entirety of the Shipmaker and was so massive it didn't even load within 5 minutes before, now comes up in about 15 seconds.
Danny420Dale
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Post by Danny420Dale »

SQUEEE!! :shock: :lol:
Bluhman
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Post by Bluhman »

Uhh... The download links aren't working for me. :cry:
Cerebrus
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Post by Cerebrus »

I think th15 is in the process of uploading a quick fix.

Which would earn you the medal for Worst Timing Evar.
Bluhman
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Post by Bluhman »

Welp..
th15
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Post by th15 »

Yeap, bad timing. The main host has been updated now.
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ChickenSalad
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Post by ChickenSalad »

That changelog reads awesome!
Wished all game devs were as dedicated about their products.
Rock on TH15! 8)
The Boz
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Post by The Boz »

o.o
-.-
o.o
(that was supposed to be me staring, blinking, then staring again)

Awesome work! Especially on the new shipmaker save file! Oberon loads in seconds, w00t! No more having dinner while loading fleets!
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