Battleships Forever Info | 0.90d released 14 Apr
Moderators: th15, Moderators
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- Rear Admiral
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Does Kamikaze mode always try to blow up right on top of the enemy? Instead, could it be set to blow up at the ship's engagement range? Kamikaze attacks are often more effective if the ship is moving towards the enemy and not right on top of them. See: Kinetic Missile to get an idea of what I mean.
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- Commodore
- Posts: 534
- Joined: Thu Jun 21, 2007 12:39 pm
I'm finally back after the forum not working for me for over two weeks...
I've just a few days ago gotten a vista... I've downloaded the Vista version of BSF and I have encountered a couple of problems...
1: .shp and .sb2 files aren't linked to their respective programmes (i.e. You can't double click on one to ahve it auto-launch the game or the ship maker like you can on XP)
2: The game doesn't sound right... this may have something to do with this new computer's sound card, but I'm using the speakers from my XP and nothing else I've run on this computer that I used to run on my XP sounds muffled like BSF does on this computer...
I've just a few days ago gotten a vista... I've downloaded the Vista version of BSF and I have encountered a couple of problems...
1: .shp and .sb2 files aren't linked to their respective programmes (i.e. You can't double click on one to ahve it auto-launch the game or the ship maker like you can on XP)
2: The game doesn't sound right... this may have something to do with this new computer's sound card, but I'm using the speakers from my XP and nothing else I've run on this computer that I used to run on my XP sounds muffled like BSF does on this computer...
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- Rear Admiral
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1) I didn't notice you were gone! AHHHHCaptain Trek wrote:I'm finally back after the forum not working for me for over two weeks...
I've just a few days ago gotten a vista... I've downloaded the Vista version of BSF and I have encountered a couple of problems...
1: .shp and .sb2 files aren't linked to their respective programmes (i.e. You can't double click on one to ahve it auto-launch the game or the ship maker like you can on XP)
2: The game doesn't sound right... this may have something to do with this new computer's sound card, but I'm using the speakers from my XP and nothing else I've run on this computer that I used to run on my XP sounds muffled like BSF does on this computer...
2) I have Vista too, no problems about the linking.
3) Thats really odd.
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Here's a look at the latest changelog
-Fixed F9 to take screenshots creating screenshots in the wrong directory
-Fixed Enemy AI Tellers not working properly
-Optimized beam drawing code
-Fixed Teller beam not hitting asteroids
-Destroy mode in Sandbox now works on terrain too
-Holding down shift in Sandbox while spawning objects now allows you to spawn multiple objects at once
-Changed the way the GUI bar works to make it easier to read and to improve performance. Sections will now be Green from 75-100%, yellow from 50-75%, orange from 25-50% and red for less than 25%.
-Added ability to change the glow colour on ships
-Changed Zelus again so that it has one GatPulse and 2 Pulse
-Reduced stun effect duration
-Fixed game failing to submit highscores due to missing dll file
-Added hueshift to planets generated randomly
-When spawning planets, you can now pick a colour for them
-Fixed custom music overlapping
-Tweaked beam turrets so that they're more likely to fire
-Ships will no longer back off if ordered to attack a target that is close by
-You can now resize planets when you placed them
-Fixed a small memory leak
-Tweaked the way data structures are created. Hopefully that might solve the error some people get when ships are destroyed
-Scrolling arrows in Fleet Selection screen are animated now, hopefully people will stop clicking on them! Added dividing lines between ship types and ships will now display their points cost/how many choices left in the ship description. Ship description box also made darker
-Pulsars no longer hit ships until after they start moving
-Improved H & I key turret mode toggling with ships selected. It now makes makes all turrets conform to the same mode. What this means is that if you have ships with turrets in a mixture of modes, they will all change to the same mode, which mode that is depends on the order that the ships are selected but the point of this is to prevent situations where you have some ships with interceptors on defensive and others with theirs on offensive which forces you to find the offending turrets and fix them.
Sean 'th15' Chan
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I'm currently looking for a way to play background music that doesn't use DirectSound. I assume that OpenAL goes down much better with Wine. I'll only implement a version without the sound code if that fails.
EDIT: Got the new .sh2 ship file format working, I managed to import the Star Cruiser in about 2-3 seconds.

EDIT2: Decided not to rename the shp files to a new name to avoid confusion since both formats are compatible. The new format will also be called .shp
EDIT: Got the new .sh2 ship file format working, I managed to import the Star Cruiser in about 2-3 seconds.

EDIT2: Decided not to rename the shp files to a new name to avoid confusion since both formats are compatible. The new format will also be called .shp
Sean 'th15' Chan
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- Commodore
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- Commodore
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- Captain
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- Location: Beyond the comprehensions of space and time
I've seen teller beams go through(around?) an asteriod, and then my ship behind it.Fixed Teller beam not hitting asteroids
Look Up
upon reading this:
50% of people will have scrolled up
25% will have looked at their ceiling
The last 25% can now feel smug because everyone else has taken orders from a little sig box.
upon reading this:
50% of people will have scrolled up
25% will have looked at their ceiling
The last 25% can now feel smug because everyone else has taken orders from a little sig box.