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Author Topic: THANCS - a Newtonian space TBT  (Read 56887 times)

Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #270 on: October 20, 2013, 02:02:36 pm »

You take a Type 3 segment/strut, and the spacedock goes on it.  The two green hexes on the spacedock need to go over the connection spots on the hull piece.

And yeah, thanks for the writeup, its very nice.  I'm linking to it from the OP.
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #271 on: October 20, 2013, 02:24:55 pm »

I was kinda worried about the missile that hit me, but it didn't really do damage.  Thank goodness for deflector shields and hard shields.

EDIT:  Mr. SJ.  Can we have a breakdown of what actions take place in what order during a turn?  This will affect what I plan to do with a theoretical ship...
« Last Edit: October 20, 2013, 02:31:49 pm by Girlinhat »
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Rainbows

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Re: THANCS - a Newtonian space TBT
« Reply #272 on: October 20, 2013, 02:59:13 pm »

but has anyone considered turrets?

Making it be able to turn had the sideffect of some speed/
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #273 on: October 20, 2013, 03:06:01 pm »

I've heavily debated adding turrets, with decent turn rate and poor speed - just enough to bring itself in to dock, likely a single light thruster in all 6 directions.  It really favors space combat, as dogfighting isn't as effective with newtonian physics.

SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #274 on: October 20, 2013, 05:30:10 pm »

Turn Action Order Summary:
  • Acceleration (including spin)
  • Component Disables
  • Weapon firing (requires stored energy)
  • Design and Construction of new ships
  • Component Enables
  • Repair/Regen orders (requires stored energy if applicable)
  • Docking
  • Scrapping
  • Fragmentation (components with <= 0 hp are removed)
  • (Turn Physics)
    • Ships without CnC remaining are disowned.
    • Net energy is added to storage, and capped at maximum capacity.
    • Blackouts; if energy is negative, energy using components get force-disabled and their power use refunded.
    • Acceleration recharge (requires energy storage)
    • Weapon recharge (requires stored energy) & Construction point increases (energy cost applied in step B/C, can run straight from reactor)
    • Movement at new speed
    • Rotation due to spin rate, spin rate is reset to zero.

Code:
Entries with a "verb=>" are accepted as orders which run the sub once for each order.
Otherwise it is just running the sub.
Names are printed as progress markers.

I've also considered a "hard mode" where movement happens before firing, so you have to lead your targets.  That would require a mod with MUCH more firepower to compensate for the low accuracy, and would make fast ships super-important.  It would also be really confusing and require a lot of work in the GUI to help people aim and compensate for their own moves and turns.
Code: [Select]
my @processingOrderEasy = (
{name=>'Parse Player Orders', sub=>\&buildPlayerActionQueue},
{adminOnly=>1, name=>'setOrder', verb=>'admin_toggleHardmode', sub=>\&doSetOrder },
{adminOnly=>1, name=>'Update Mod', verb=>'admin_reloadmod', sub=>\&doReloadMod},
{name=>'Game Maintenance', sub=>\&doPreTurnMaintenance},
{name=>'Player Actions', verb=>'thrust', sub=>\&doThrust},
{verb=>'rename', sub=>\&doRename},
{name=>'Set Player Notes', verb=>'setnotes', sub=>\&doNotes},
{verb=>'disable', sub=>\&doDisable},
{verb=>'fire', sub=>\&doFire, randomize=>'global'},
{verb=>'design', sub=>\&doDesign},
{verb=>'build', sub=>\&doBuild},
{adminOnly=>1, verb=>'admin_spawn', sub=>\&doSpawn},
{verb=>'enable', sub=>\&doEnable, randomize=>'global'},
{verb=>'regen', sub=>\&doRegen},
{verb=>'dock', sub=>\&doDocking, randomize=>'global'},
{verb=>'scrap', sub=>\&doScrap, randomize=>'global'},
{verb=>'reorient', sub=>\&doReorient},
{name=>'Fragmenting Ships', sub=>\&fragmentShips},
{name=>'Turn Physics', sub=>\&doTurnMaintenance},
{verb=>'alliance', sub=>\&doAlliance},
{sub=>sub {$_[0]->{turnNumber}++}},
{name=>'Saving Game', sub=>\&saveGame},
);
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #275 on: October 20, 2013, 06:14:15 pm »

Then my idea will work rather well thank you.

Also, be aware that whoever takes their turn last, if you wait about 2 minutes the server will automatically update and you can take your turn immediately again.

And I regret the loss of life for your side Draxis.  Your end has been spelled and victory is mine.  You are a worthy adversary but the strength of my shield is not broken this day.

SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #276 on: October 20, 2013, 06:30:52 pm »

MAJOR NOTE FOR SHOOER:

Most weapons can fire more than one shot per turn.
Keep clicking until the shot list in the gunview fills up.

Light lasers get 3 shots, medium & heavy lasers get 2, turbolasers get up to 4.  Most disruptors only fire 1 per turn, but charge and pulse disruptors can fire twice.
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Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #277 on: October 20, 2013, 06:41:17 pm »

Girlinhat, regardless of firing order, only one of those warheads can be set off by a single computer.
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #278 on: October 20, 2013, 06:43:53 pm »

Spoiler (click to show/hide)
This will fit inside a drone bay.

Draxis: I admit my misfortune...

SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #279 on: October 20, 2013, 07:01:17 pm »

Note that only three of those tiles are protected by shields.
The laser gunbarrels are poking holes in the shield bubble.
If you put a hull1 segment and move the shield forward one notch, then you'll get full protection from the front.

ALSO:
To Dessard:
You can still turn that torpedo (way down south) around and bring it home to scrap for cash.
If not, disable the CnC and scuttle it so it doesn't stretch the map.

The map grid is good for floating point values, so you'll be travelling for a few trillion turns before space starts to become worryingly granular ;)
« Last Edit: October 20, 2013, 07:04:42 pm by SuicideJunkie »
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #280 on: October 20, 2013, 07:04:22 pm »

So the shield's edge tiles are not actually within the shield?

SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #281 on: October 20, 2013, 07:30:58 pm »

Only one physical hex can be in a tile at once.
Since the laser's barrel is located there, the shield's field can't form.

If you look at the hexes, you can see the laser's are filled solid white, because those hexes are not-optional.
The shield field hexes are optional, so they are 50% transparent.  They will be there if they can, but will cede the location to components with higher priority.

Note:
If a laser were to be destroyed, then the shield would fill in the gap and block shots there on the following turn
« Last Edit: October 20, 2013, 08:10:34 pm by SuicideJunkie »
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Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #282 on: October 20, 2013, 08:14:20 pm »

How do recyclers work? Would it be possible to recycle a whole ship?
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #283 on: October 20, 2013, 08:29:32 pm »

Recyclers reclaim 90% of the value of the objects they scrap instead of the 50% that fabbers do.
Recyclers have a maximum capacity of $6000 however, so if you scrap a large ship the majority of it would be wasted.

If you were to have say, a $5000 fighter with so much component damage that it would take 50 turns to repair, you could recycle and rebuild it quickly for only a $500 loss.
You can also put engines on it, and fly it around to hoover up money from debris that would be impractical to grab with a clamp.

And finally, it should also be noted that the $6000 was picked specifically to make it possible to build a working small fabber.
The small fabber can save up to build a medium, and the medium can build a large.
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Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #284 on: October 20, 2013, 09:00:14 pm »

Alright.  Thanks for all the help, this game wouldn't have gone so well without it.
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