Battleships Forever Info | 0.90d released 14 Apr
Moderators: th15, Moderators
Suggestion;
Would it be possible to set the "explosiveness" of a section? I'd like to be able to induce greater 'spray' velocities on the shatter and micro mines so that their fragments are a lot harder for small ships to avoid. Right now the debris moves achingly slow.
It could also be used to replicate fuel tanks, reactors and ammunition stores within larger vessels. Explosive sections would "push" their connected sections away faster when blown up, and possibly even damage nearby sections when they explode.
Would it be possible to set the "explosiveness" of a section? I'd like to be able to induce greater 'spray' velocities on the shatter and micro mines so that their fragments are a lot harder for small ships to avoid. Right now the debris moves achingly slow.
It could also be used to replicate fuel tanks, reactors and ammunition stores within larger vessels. Explosive sections would "push" their connected sections away faster when blown up, and possibly even damage nearby sections when they explode.
/l、
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The larger the ship the larger the concussion wave when it explodes. Really small ships don't have this concussion wave. I dunno, just make the ship have a really long prong or something?
Oh yea, the latest changelog:
Oh yea, the latest changelog:
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v0.80
-Fixed bug where GUI arrows would appear in the wrong place while scrolling
-GUI arrows will now fade over time if they remain on-screen
-Blasters no longer create shrapnel. Damage increased from 12 to 17 again. The bits of shrapnel just weren't working out as I wanted them to.
-Fixed a bug that occured with ships with more Deflectors than sections
-Removed some superflous code in the ship and section initialization
-Implemented new highscore upload system. Should be less glitchy.
-Added suicide AI mode. Ctrl-K changes ships to this AI mode.
-Enemy ships in Blockade and Grinder will now perform kamikaze attacks if they have no more weapons.
-Fixed a bug with Projectors and going to the in-game options screen.
-Ctrl-D now works on space stations
-Added a miscellaneous button to the Sandbox to allow you to spawn terrain and toggle the AI fleet controller among other things
-Testroom icons no longer draw their tooltips off the bottom of the view
-Added an outline effect to the in-game message text so that it's easier to read on bright backgrounds
-The misc button has a destroy mode toggle that allows you to destroy objects with left click while activated. This is for users without a middle mouse button. This mode can also be changed to remove objects instead of destroying them by left clicking on the button. Right clicking on the button cancels the destroy/remove mode and returns to normal.
-Misc button now has ability to spawn formations of ships
-Fixed some glitches in the way beams were drawn
-Fixed an issue where stationary ships that self-destructed had their sections fly off in one direction
-Misc button now has a toggle for ship jumping. When on, all ships created will jump in. When ships are frozen, ships jumping in will be frozen too
-Misc button allows you to change the music
Sean 'th15' Chan
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Rather defeats the point of having a small mine, doesn't it?th15 wrote:The larger the ship the larger the concussion wave when it explodes. Really small ships don't have this concussion wave. I dunno, just make the ship have a really long prong or something?
The goal is not a huge explosion in terms of graphics, but more actual velocity on the projected sections. At the moment, patrolcraft are small enough and fast enough to zip past flying fragments from 'mines', which isn't ideal if the mine is small and fairly compact, perhaps even designed to be used against smaller vessels.
I guess it's rather a "niche" request, given the limited usefulness of it for small ships...

/l、
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You have the sidewinder and the Plasma Charge...
But user-defined weapon colors would be awesome! So long as someone doesn't make an invisible beam...
But user-defined weapon colors would be awesome! So long as someone doesn't make an invisible beam...
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tl;dr-ers will be shot on sight.
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tl;dr-ers will be shot on sight.
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Well it'd be accurate for infrared lasers, since we technically can't see into the infrared spectrum!
Just stop people from reducing the alpha below a certain level, and force all colours to be at least light enough that you can't have black beams or shots and it's fine.

Just stop people from reducing the alpha below a certain level, and force all colours to be at least light enough that you can't have black beams or shots and it's fine.

/l、
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l、゙ ~ヽ
じしf_, )ノ
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じしf_, )ノ
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Quake 4 has a lower limit of .75 on the value to stop players user-defining invisible railgun trails!Arcalane wrote:Well it'd be accurate for infrared lasers, since we technically can't see into the infrared spectrum!![]()
Just stop people from reducing the alpha below a certain level, and force all colours to be at least light enough that you can't have black beams or shots and it's fine.
Although defining invisible shots while keeping muzzle flash would be pretty neat too.
Actually, in space you couldn't see any kind of laser. Since there's nothing to scatter the light, the only effect you could see would be the target exploding.Arcalane wrote:Well it'd be accurate for infrared lasers, since we technically can't see into the infrared spectrum!![]()

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Indeed. Particle beams, on the other hand...RRoan wrote:Actually, in space you couldn't see any kind of laser. Since there's nothing to scatter the light, the only effect you could see would be the target exploding.Arcalane wrote:Well it'd be accurate for infrared lasers, since we technically can't see into the infrared spectrum!![]()
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Unless the laser itself is scattering the light of nearby suns!!
hahahah I felt like saying something... that was either really smart or really stupid ^.^
ninth grade science right there people!
hahahah I felt like saying something... that was either really smart or really stupid ^.^
ninth grade science right there people!
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In science fiction, most space battles aren't fought using lasers anyway, hence why their beams are visible. Most sci-fi universes use some variety of particle beam instead, because even someone with almost no scientific knowledge can look it up and say "Guys, we can't say the weapons are lasers, because laser are invisible in a vacuum!"Kazuael wrote:Space battles in science fiction will always be way cooler than space battles in real life cause beams make everything way more epic.
Sure, some people could and do ignore this completely, because they prefer their science fiction to be more fiction and less science, but that's not generally the case.
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Well, in Battleships Forever, your battlescape is supposed to be a representation of the battle on your command ship's CIC (Combat Information Centre) readouts and radar, hence the wireframe effect. So with that premise it's perfectly possible to have visible lasers because of the CIC's display systems 

Sean 'th15' Chan
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EDIT: This post removed because it was posted in the wrong place. ^^;
Last edited by MaxAstro on Wed Oct 24, 2007 11:18 pm, edited 1 time in total.
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