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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The Infamous RayCav
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Post by The Infamous RayCav »

So, apparently, Nagaya is a blonde chick, Major Hong is Roger Moore and Chernekov kinda looks like a tool.
Major Diarrhia
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Post by Major Diarrhia »

Cherenkov totaly looks like Elvis Presly! He looks like a total tool too.:D

I can understand it being the future but this thing has almost no story, so Nagaya should at least have a beard so he looks old or admiral like. Also, all the guys look like they're from Europe. If they're from America I can understand it, we get a lot of immigrants and families can get weird. But they should look their name and rank. This is a visual medium, so having pictures is a good thing, it fits but the pictures themselves don't fit. Maybe they should just be removed. I suppose Cherenkov looks vaguely Russian.

Also, the worst part of the game has to be how the controls lock up, and the screen moves. Yet doesn't pause the enemy ships and doesn't return the camera to where it was. It's so damn slow too!
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Captain Trek
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Post by Captain Trek »

I thought Hong's portrait was OK and Cherenkov's eventually grew on me, but I thought Nagaya's looked too young...

Also, you used the same woman as the commander of the space stations in both 'Milk Run' and 'Siege'.
th15
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Post by th15 »

New Version Released!
Download at: http://www.wyrdysm.com/games.php

This version includes Battleships Forever v0.73 and Shipmaker 2.2. It is a far more stable release than the previous ones (it's taken this long to get out because I've been testing it alone). The custom statistics features in the Shipmaker are now working well. You also have the ability to import ships as allied ships in the Sandbox now (alt-ins to do this). I also modified the Enyo so that its more of a Pulse Gunboat than a Railgun sniper. The message portraits also were improved.

But the most important part of this release is all the bugfixes for the Shipmaker, I think you'll find that it's far more intuitive now that the bugs have been ironed out. I've included a bunch of ships in the custom ships folder to demonstrate the new features in the shipmaker.
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pwhk
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Post by pwhk »

th15 wrote:New Version Released!
Download at: http://www.wyrdysm.com/games.php

This version includes Battleships Forever v0.73 and Shipmaker 2.2. It is a far more stable release than the previous ones (it's taken this long to get out because I've been testing it alone). The custom statistics features in the Shipmaker are now working well. You also have the ability to import ships as allied ships in the Sandbox now (alt-ins to do this). I also modified the Enyo so that its more of a Pulse Gunboat than a Railgun sniper. The message portraits also were improved.

But the most important part of this release is all the bugfixes for the Shipmaker, I think you'll find that it's far more intuitive now that the bugs have been ironed out. I've included a bunch of ships in the custom ships folder to demonstrate the new features in the shipmaker.
You forgot to change the topic title :?
Relos
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Post by Relos »

Yay for stable shipmaker! With all these ways to custom your ship, and the ability to make allied ships... I'll be having more fun for a while =P

Thanks Th15 for your good work on this game.
Captain Trek
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Post by Captain Trek »

I still think the health of beamers is too low...

Anyway, I like the idea of spawning allied ships, but I'd like it if the spawned in a different colour to the one you had set in the ship maker, like how it does when you spawn it as an enemy ship (a normally light blue ship will spawn purple if spawned as an enemy, for instance).
th15
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Post by th15 »

Weapon HPs are affected by the ship core HP now though. The Cronus's Beamers are much harder to rake off than the Oenone's ones.

As for spawning allied ships I considered the same issue but I decided to give you control over what colour you wanted the ships to spawn as. If you really want to spawn them in the allied colour then you'll have to modify the .sb2 file and produce a new .shp file with the changed colour. I decided to go in this direction because it allows you complete control over what colour you want the ship to appear as.
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Captain Trek
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Post by Captain Trek »

Weapon HPs are affected by the ship core HP now though. The Cronus's Beamers are much harder to rake off than the Oenone's ones.
Regardless, I still think beamer HPs are too low overall. They should have the same base HPs as the blasters and other such weapons...
TrashMan
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Post by TrashMan »

Do give the Hecate and Athena more HP.
400 is too little for "top of the line" dreadnoughts, especialyl since Chronus has 650!
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Da_Higg
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Post by Da_Higg »

I made a alien (purple) ship. it still comes out red for enemy and green for me. :?:
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th15
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Post by th15 »

The Hecate has far more sections than the Cronus. The total amount of HP works out to about the same.
Sean 'th15' Chan
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th15
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Post by th15 »

This is the current changelog:

Code: Select all

Shipmaker v2.3
-Fixed QuadBlasters looking a little skewed when placed
-Section depth and HP settings now only drawn if the section is moused over or selected
-Improved parenting arrow drawing so it isn't obscured by sections with custom depth

Battleships Forever v0.74
-Added code to make bullets spawn exactly outside the barrel of a turret instead of on top of the turret
-Fixed a bug that caused the number of Meteors on a map to double
-Added a force fire option, with turrets selected, hold X and right click on any point to order all turrets to fire at that location. Note that you have to issue a stop command or give a new target for the turrets to stop
-Fixed a bug that caused Flak Gun shots to explode at the same range.
-Fixed a bug that occured when pressing the C key with turrets selected
-Minor cosmetic improvements to Flak Gun and Railgun
-Fixed the centering of the Railgun bullet
-Fixed the N key selecting turrets that are on intercept mode
-Optimized some textures that were needlessly large, deleted uneeded ones
-Fixed some of the menu buttons being slightly the wrong size and colour
-Tweaked the way resources are handled, should shorten loadtimes and reduce memory usage
-Fixed MegaTachyon not importing properly
-Added Gosling Launcher, this is an Alien module that fires a single bolt that successively splits into more bolts eventually resulting in a massive torrent of devastation. It's like peer-to-peer carnage.
-Gravbeams now interact differently with Demeters. It will now exert a crushing force on the Demeter, causing it to expire earlier and slow down gradually
-Fixed some minor depth issues with certain modules.
-Added some juicy physics. Ship explosions now push things around in a far more realistic manner. Tweaked the way ships move around a little too. The end result is that exploding ships produce a concussive shockwave and smaller ships are really thrown around when their sections explode.
-Added support for custom AI settings on player owned ships
Comments?
Sean 'th15' Chan
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pwhk
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Post by pwhk »

[joking]Yes, you spelled "unneeded" wrong[/joking]

To be serious, The Gosling Launcher sound cool! Oops you have not fix the custom values of modules does no effect ingame?!
th15
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Post by th15 »

A lot of the values for the modules are hard coded, it's hard to make it such that you can modify everything.
Sean 'th15' Chan
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