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Messages - SuicideJunkie

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166
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 25, 2013, 07:06:27 pm »
Crowe: The ship wasn't docked last turn.
I expected it was undocking to attack, but it never left the base.

The sequencing of most order types, including docking is randomized so that (for example) nobody gets an unfair advantage at grabbing scrap first.  That said, two clamps are better than one since you get two chances to be first :)
I don't think anybody is in position to attack before you've got it fixed.

167
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 24, 2013, 02:58:31 pm »
The source is what you want if you're running linux or mac.

It is a little bit out of date (there have been some improvements to the designer mostly), but nothing that will stop you from playing.

I'll be updating it after new years.

168
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 23, 2013, 07:59:01 pm »
At this point I'd suggest moving your base to GiH's.  She can defend you from warships and you can provide energy while the team saves up for a replacement fabber.

PS:
According to the in-game info from the construction menu, the solar panels aren't updated to provide 25 energy yet.
I've sent another update command in for this turn, but it might be that I forgot to update the mods folder on the server.
If that's the case, then we won't get the new stuff until I return home and get a chance to do that update.

169
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 23, 2013, 04:50:22 pm »
Yep.

For the direct hit, the direction of the incoming damage is random for each ship as well, since being in the same hex means the direction is undefined.

170
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 23, 2013, 11:59:29 am »
I was preparing contingency plans myself just in case the missile came for me :)



Now that the missile won't be a direct hit, sandcasting (building lots of loose armor segments) will be an option for blocking the damage, and the armored fab should block some of the damage too.
Most of the sand should survive for recycling after the attack too.

A good roll on what little point defense is available will be important too.

171
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 22, 2013, 08:01:09 pm »
Well, this is not good for the southeasters...
Ekolis has let that megamissile get within 3 turns of his base without building any point defenses at all.
With 5 Nukes and an EMP, this is an End Bringer MIRV missile.

One sniper in range with 2 medium laser shots isn't going to be enough.  10000 to 1 odds on it killing a max of 3 of the 5 nukes.

There's only $700 + $900 available in the two fabbers after building that $5k scavenger... probably should have spent it on a PD boat or maybe an armor ring.

A speed 2NE+2SE anti-missile would have been enough to hit if it had been built last turn (with 2 turns of accel for the intercept), and there could have been two of them built.
Now, it needs to be a speed 6+6 missile (for a 1 turn intercept) costing under $900 which I'm pretty sure is impossible due to large thruster prices.

Light laser drones could still be built but will only get one volley each since they don't have time to move more than a hex or two.

I'm thinking Ekolis' best bet might be to build loose light lasers to dock and fire directly from the base's spacedocks.

Its still long odds against no matter what he does

172
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 22, 2013, 02:30:06 pm »
The disable step is a prerequisite to separation, but the ship remains in one whole and functional piece until the fragmentation step.

If you were to enable a clamp or dock capable of holding the part while you disable the bolts, the part would remain attached to the ship despite the short period of nothing holding it on.
You could also enable a computer on the separating part at the same turn you blow the bolts, to make sure it stays under your control.

173
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 20, 2013, 02:16:36 pm »
I've changed the mod version for you on PBW.
All you have to do now is click the "click here to release the hold" link (or whatever the exact text is) on your game to let the autohost take another crack at it.

174
DF Adventure Mode Discussion / Re: Buying a water skin
« on: December 18, 2013, 07:36:07 pm »
If you want to buy stuff instead of stealing it all, I suggest looking for a backpack to buy first, or at least a bag.  Failing that, anything at all wearable will help you build up your portable net worth so you can buy the waterskins and backpacks later.

If you drag a beast corpse into the shop, you can butcher in there and then sell all the parts without having to run back and forth carrying one piece at a time.

175
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 18, 2013, 06:53:05 pm »
Good luck!
Might be a good idea to have a spacedock so you can weld back on all the bits you accidentally tear off your ship during docking training :D

176
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 18, 2013, 06:10:03 pm »

Valid combinations of thrusters for turning include straight line (EG: N+S) and Y shapes (EG: S+NE+NW) that provide a net torque.
The more off-center the thruster, the more it can provide turn rate, but the less effective it will be at actual acceleration.  Pairing up symmetrical thrusters allows you to have the best of both worlds, since individually they have lots of torque, but combined the have zero torque and 100% efficiency (Efficiency is shown in brackets after the accel number).

Note:
For game physics here, thruster based turn rate is limited to that which you can accomplish without any net acceleration.


To turn clockwise, the ship can use the left side booster engine, plus the right side retro thruster.
Since there is equal thrust north and south, the ship doesn't drift (1N + 1S = 0), but because the two thrusters provide lots of torque on a long arm, the ship can spin really fast.

If one of the retro thrusters is destroyed, then it will only be able to turn well in one direction.

If both are destroyed, then it has to resort to using the two small splayed thrusters (facing NE and NW) plus one of the forward boosters at maybe 5% thrust to get the turning torque  (1S + 1NE + 1NW = 0).  That works out to about 0.35 turn rate (when you count the fact that the fury is lighter after the engines are gone), which sucks, but is better than nothing and will let you get home eventually :)

177
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 17, 2013, 07:04:51 pm »
Particularly with fighters that will have all their guns on the front, you will want to be able to circle-strafe and retreat from warships while staying out of your allies' fire lanes as everybody buzzes around.

Without strafe thrust you'll have to plan and commit to your docking manoeuver many turns out in order to match position and speed on all three axes.
With B5 Starfury style thruster pods, you can just scream in from any random fractional angle and then stop on a dime :D

178
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 16, 2013, 11:21:04 pm »
I read the entire thread, made a ship, see file below, and want to test it against myself to see how its weapons hold up to killing a ship of it's caliber.  I have made myself a game, and set up the empire file and plr file in a 1 player pbw match.  I'm sure it is in there, but I did read the entire thing already.  Anyways, where do I go to get the .gam file?  Supposedly it is what allows me to save the game. 
Your game is set to manual, so it will not spin any turns for you to see.
I've set it to ALPU so it will roll as soon as you upload a PLR.

You should be able to add more ships to a game in progress to shoot at if you upload a new admin plr.
Just use the buildInitPlr, and then rename it to have the current turn in the name as PBW says it expects.

179
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 16, 2013, 08:31:02 pm »
More mod updates:
 - Solar panel tweak #2 as above
 - Docking ports 1 and 2 are now smaller and much more practical.  Not quite as small as GiH wanted, but 6 tiles for the class 1 port is much more reasonable than the monstrosity it was before :)
They are still compatible with the old docking ports.

There's also a physics update for the ship designer:
 - Moment of inertia on the new solar panels was wrong.
 - Connectivity will choose the fragment with the most components to be the primary hull.

180
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 15, 2013, 11:34:27 pm »
That sounds pretty practical.  I don't want to reduce the space taken, so I'll just shift the side hexes up one.
Everybody has the panels pointing towards space so far, so it won't hurt designs.

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