Combat Trial Builds
Posted: Fri Nov 05, 2010 8:56 am
By HorseMonster's request, some adjustments have been made to the latest MIRV build to produce a lightly customized version of the sources for use in the 2nd Metagame.
Download: http://www.wyrdysm.com/arcalane/meta2/b ... 2_0.47.exe
Flak Shipmaker: http://www.wyrdysm.com/arcalane/meta2/s ... branch.exe
Changes:
0.41
• Point Defense lists adjusted, now includes Artillery shells (but not Autocannons) for balancing purposes
• Modified bullet sprite for Particle Gun - it now looks more like an MG bullet
• Modified demeter drone sprite - now SWAized
The PG bullet was adjusted code-side to ensure maximum effectiveness. The normal bullet sprite and it's hitbox are actually around 30 pixels long which I assume is so that the chances of a successful intercept are increased. The replacement sprite is slightly wider (3px vs 2px) and shorter, but HorseMonster tells me that the CIWS functions acceptably using the current sprite.
Replacing the bullet sprite for the Particle Gun in shipmaker should not be done for any reason.
0.42
• Fixed enemy HVRs being shot down too easily by ally/player PD
• Fixed artillery shells from both sides being uninterceptable
0.43
• Autocannon-type and Vulcan-type shots are now interceptable, but are lowest priority on the PD list. This should help curb Vulcan/HVulcan-spam without resorting to having code complicated armour systems.
• HVR trails are now white.
0.44
• Preliminary Armour Rating system incorporation.
• Damage Control system modifiers should actually work now. DC repair capped at 75% rather than 100%.
• The Total HP readout on the HUD now correctly displays a % sign on the end, and will now round to the nearest integer. Hopefully. Looks like it bugs out sometimes.
• Slowed animation speed of sections to 0.25x, should allow for limited use of animated sections for situations doodads may not handle well.
• New weapon type: Flak Cannon. Modified AC with no impact damage, proximity fuse vs a single target. Shots have a half-second arm time before the fuse is active. Shrapnel penetrates armour.
0.47
• "Enhanced" Armour Rating system incorporation.
• Lowered damage control repair amount.
• All Missiles gained a new Quality: Armour-Piercing.
• Ships no longer stop dead when told to start jumping out, instead retaining their momentum. Turning and acceleration are still lowered, however. Jump still can't be aborted, and I'd love to get a higher-quality warp effect as well.
• Jump out time multiplier reduced to 1.5x from 2x; time in frames now = 30+(shipsize*1.5). Size 80 = 70 frame (2⅓ second) warpout.
• Vulcans and MGs now fire "soft" bullets, which means their minimum damage is 20% normal, not 50%.
• Some other stuff I've probably forgotten?
~~
Warp effect;
The current version is a 20-frame, 200 by 200 animation, with the first frame forming the spiralling effect as seen when the ship starts warping out. The remaining 19 frames are the first frame essentially exploding and then imploding again.
Anyone crazy enough to create and submit a replacement should submit it as seperate images, preferably in an archive. The final frame should not be blank. The image uses additive blending, so effects should fade to black.
Blue is preferred, for colour concerns.
Download: http://www.wyrdysm.com/arcalane/meta2/b ... 2_0.47.exe
Flak Shipmaker: http://www.wyrdysm.com/arcalane/meta2/s ... branch.exe
Changes:
0.41
• Point Defense lists adjusted, now includes Artillery shells (but not Autocannons) for balancing purposes
• Modified bullet sprite for Particle Gun - it now looks more like an MG bullet
• Modified demeter drone sprite - now SWAized
The PG bullet was adjusted code-side to ensure maximum effectiveness. The normal bullet sprite and it's hitbox are actually around 30 pixels long which I assume is so that the chances of a successful intercept are increased. The replacement sprite is slightly wider (3px vs 2px) and shorter, but HorseMonster tells me that the CIWS functions acceptably using the current sprite.
Replacing the bullet sprite for the Particle Gun in shipmaker should not be done for any reason.
0.42
• Fixed enemy HVRs being shot down too easily by ally/player PD
• Fixed artillery shells from both sides being uninterceptable
0.43
• Autocannon-type and Vulcan-type shots are now interceptable, but are lowest priority on the PD list. This should help curb Vulcan/HVulcan-spam without resorting to having code complicated armour systems.
• HVR trails are now white.
0.44
• Preliminary Armour Rating system incorporation.
• Damage Control system modifiers should actually work now. DC repair capped at 75% rather than 100%.
• The Total HP readout on the HUD now correctly displays a % sign on the end, and will now round to the nearest integer. Hopefully. Looks like it bugs out sometimes.
• Slowed animation speed of sections to 0.25x, should allow for limited use of animated sections for situations doodads may not handle well.
• New weapon type: Flak Cannon. Modified AC with no impact damage, proximity fuse vs a single target. Shots have a half-second arm time before the fuse is active. Shrapnel penetrates armour.
0.47
• "Enhanced" Armour Rating system incorporation.
• Lowered damage control repair amount.
• All Missiles gained a new Quality: Armour-Piercing.
• Ships no longer stop dead when told to start jumping out, instead retaining their momentum. Turning and acceleration are still lowered, however. Jump still can't be aborted, and I'd love to get a higher-quality warp effect as well.
• Jump out time multiplier reduced to 1.5x from 2x; time in frames now = 30+(shipsize*1.5). Size 80 = 70 frame (2⅓ second) warpout.
• Vulcans and MGs now fire "soft" bullets, which means their minimum damage is 20% normal, not 50%.
• Some other stuff I've probably forgotten?
~~
Warp effect;
The current version is a 20-frame, 200 by 200 animation, with the first frame forming the spiralling effect as seen when the ship starts warping out. The remaining 19 frames are the first frame essentially exploding and then imploding again.
Anyone crazy enough to create and submit a replacement should submit it as seperate images, preferably in an archive. The final frame should not be blank. The image uses additive blending, so effects should fade to black.
Blue is preferred, for colour concerns.