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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M123
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Post by M123 »

th15 wrote: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.
Is this version out, or coming soon? (don't want to download it just to find out)
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Post by th15 »

Not out yet, I update the first post in this thread when I release new versions.
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Normandy
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Post by Normandy »

Request: More fine tuning of beam-weapon damage, if it all possible. What I mean is that instead of in the custom damage section, the value being damage per frame, perhaps make it damage per second (which would be then divided by 30 to achieve damage per frame). This would allow for a much larger variety of "stock" beams (as it basically is limited to A. Little Damage or B. Twice that Damage).

Also, it would be nice to have an actual "hard" set number for the number of frames a beam lasts. This way we can diversify beams even further!
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Post by th15 »

Whoops, thought I'd already had it set up so you could enter floating point numbers for damage. I'll change that.
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Post by Da_Higg »

Please explain how shot deviation works for beams please. It seems totaly different to othere weapons
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Post by th15 »

I thought I posted this somewhere:

Starting offset = deviation * duration / 3

Every frame, the deviation value is added to the direction of the beam.
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Post by ChickenSalad »

I've got a suggestion, or a wish:
A autofire toggle for modules.

I wanted to build a longrange fire support ship, equipped with Gluon Bolters and Demeter pods and well ... it's useless. I mean, it works fine as long as the AI has it, just when it's in my fleet the whole manual targeting micro management makes the area supression pointless since while I'm doing that, I can't keep control of the rest of the fleet yet while I'm controlling the fleet, the long range support doesn't work.

I know, manual modules are there to bring more interaction into the game but then, it limits the usability of the modules for when such interaction is not wanted.

So I thought, since the AI code for using the modules correctly is there and since the flak turrets show that firing mode switches are doable, why not have a similar switch for the modules? Having manual control as default and AI control as toggle option would not change their behaviour for those who want em as they are.
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Post by Himura.Kenshin »

ChickenSalad wrote:I've got a suggestion, or a wish:
A autofire toggle for modules.

I wanted to build a longrange fire support ship, equipped with Gluon Bolters and Demeter pods and well ... it's useless. I mean, it works fine as long as the AI has it, just when it's in my fleet the whole manual targeting micro management makes the area supression pointless since while I'm doing that, I can't keep control of the rest of the fleet yet while I'm controlling the fleet, the long range support doesn't work.

I know, manual modules are there to bring more interaction into the game but then, it limits the usability of the modules for when such interaction is not wanted.

So I thought, since the AI code for using the modules correctly is there and since the flak turrets show that firing mode switches are doable, why not have a similar switch for the modules? Having manual control as default and AI control as toggle option would not change their behaviour for those who want em as they are.
I'll second that.
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Post by Natch »

Solution: Group your modules with ctrl+#

You can group modules and weapons. I use that when my Mars Cannons go out of sync.
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Post by Mjolnir »

What id like is a way of force firing, but the target position stays in the same place in relation to the ship. So as the ship moves, say you targeted a broadside direction, that direction would continue to be targeted by the weapons.
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Post by Normandy »

AI Request:

When a Flux Projector runs out of power, you have to wait for it to recharge, then you have to redraw the shield. My suggestion is that when the Flux Projector recharges to a certain amount (50-75%?), it gets redrawn in the configuration it was last in. That way we don't have to micro flux projectors as much, and is the first step in AI use of Flux Projectors.
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Post by Himura.Kenshin »

Normandy wrote:AI Request:

When a Flux Projector runs out of power, you have to wait for it to recharge, then you have to redraw the shield. My suggestion is that when the Flux Projector recharges to a certain amount (50-75%?), it gets redrawn in the configuration it was last in. That way we don't have to micro flux projectors as much, and is the first step in AI use of Flux Projectors.
Maybe I don't want to have it redrawn in the same configuration, as it would hurt me more this time than help me?
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Post by MaxAstro »

I have to agree with that; rarely do I need a Flux in the exact same shape by the time it has finished recharging.
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Post by New Noob »

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.
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Post by Danny420Dale »

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.
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