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Messages - Christian Knudsen

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General / Re: List of systems and bases
« on: October 24, 2007, 11:08:17 PM »
The light blue jump lines are the ones going from the system you're currently in.

I'll look into adding some more up-to-date screenshots.

General / List of systems and bases
« on: October 23, 2007, 11:03:37 PM »
I've made a list of all systems and their bases available for download at:

Bugs / Re: Autopilot
« on: October 23, 2007, 10:44:45 PM »
kitsu: I've made it so that you can still use the autopilot if your scanner is completely destroyed. Otherwise you'd have to fly to whereever you wanted to go manually, which would take an annoyingly long time.

Goliath: You're right, it doesn't repair in autopilot. That's how it was in the original Privateer, but I'll probably change that.

Bugs / Re: Autopilot
« on: October 22, 2007, 08:09:47 PM »
No, same thing. :)

Bugs / Re: "Maintain Speed and -- " *CRASH!*
« on: October 22, 2007, 07:41:32 PM »
That's certainly one way of doing the calculations. I do fear that this will add too many calculations, which will slow down the game considerably in DOSBox, but then again, I could just add an option to turn off "friendly fire check" if the game runs too slow. Also, I suppose it only has to do the check when preparing to fire the weapon, not each cycle, so maybe the slowdown won't be that severe...

EDIT: I've already got a procedure for calculating the direction from one ship to another ship and a procedure that calculates distances without using Sqrt, so this should be possible. I've added it to my to-do list. :)

Bugs / Re: Autopilot
« on: October 22, 2007, 07:35:09 PM »
That autopilot thing does sound odd. You're sure you've got a scanner installed? Other than that, I don't really know what might be the problem. Is this a persistent problem or did it just happen that one time?

The placement of hostiles is somewhat different from system to system. Each nav point has different chances of each faction being placed -- in the TC-101 and Astra systems, for example, you'll find a lot more pirates. You may just have been pretty unlucky in encountering so many pirates when starting the game.

Bugs / Re: Path problem with long file names
« on: October 22, 2007, 07:19:43 PM »
That's odd since the placement of the game directory shouldn't matter as long as the DATA and other folders are placed in the game directory. You're not using a shortcut that has the working directory set to something else than the game directory, are you?

Development Discussion and Suggestions / Re: Great!
« on: October 21, 2007, 11:08:08 PM »
I've changed my ideas a bit and the system I'm developing right now just has a general Health stat for all characters in the combat. The lower your health stat, the lower your strength, speed, dexterity and such will be. I think this keeps things somewhat simple, but still allows for some measure of complexity as damage to your different body parts will affect things as well. Damage to your gun arm will for example affect your aim, while damage to your legs affect how fast you can move. So I've basically decided to scrap the usual RPG stats system.

I'm working on a small example program of firing a weapon at an opponent and doing damage to body parts. I'll make it available for download when it's done to get some feedback on the system.

I'm rather reluctant in adding crew and such to the game as I want to keep the "lone wolf in the universe" feel of the game. However, that doesn't mean that there won't be more than one person on capital ships you board. They might have passengers or crew. I just don't want to make the player dependent on using a crew himself.

As to the exit on ESCAPE thing... ALT+X still works and you do indeed get a "Really quit game?" prompt, so I'm not sure what you're talking about ...

Development Discussion and Suggestions / Re: Great!
« on: October 20, 2007, 11:52:20 AM »
The structure will be somewhat classic rogue-like with a semi turnbased system. When you've done an action, your opponents automatically get to do their actions if enough time has passed. For example, you fire your gun which uses, say, 25 time units. The game then decreases 25 from the time left before each of your opponents can do the actions they're set to do. Maybe one opponent wants to fire a rifle, which takes 40 time units to do. His remaining time for action will then be 15, so he doesn't do anything yet. Another opponent might want to run away. If each movement costs him 5 time units, he can move 5 times. This will of course all be done automatically, so all you do is fire your weapon and then watch what everybody else does.

Another idea I have is related to firing guns. I imagine that when you select a target in your line of sight, a display will popup showing the outline of a man (your target). Using the mouse or keyboard you can then aim your weapon's crosshairs, which will wobble back and forth and up and down -- the further away the target is, and the less shooting practice you have, the more the crosshairs will wobble. You can aim at the head, torso, arms and legs. Hitting different parts will have different effects and take various amounts of hits to bring down your target.

I haven't quite decided on your stats yet. Maybe something like Strength, Speed, Pain and Consciousness... Speed affects how many time units your actions take, Strength would be used for melee combat (like knife or fist fighting), Pain is based on the amount of wounds you have, and Consciousness is your overall condition. If your Consciousness drops to zero, you're dead. That's just off the top of my head.

Your different body parts can either have 'Wounds' or 'Critical Wounds'. The latter require treatment or your Pain and Consciousness stats will continually drop, whereas the former will heal by themself over time.

Development Discussion and Suggestions / Re: Corvets
« on: October 20, 2007, 11:33:52 AM »
Quote from: "Pitchblack"
I have been playing this for several days and have not seen head nor tail of any kind of corvet or capital ships.

Well, there's a Paradigm at Loye Naval Base. That's a capital ship.

Other than that, there's also the Drayman, which I suppose isn't a capital ship in the classic sense, but it's certainly bigger than the usual ships. You can also buy a Drayman at Novy Norilsk (I think) if you've got 1.2 million credits, or a Pegasus at New Beijing for 2 million. These are larger than the usual ships, but don't require a crew, however.

Quote from: "Pitchblack"
are the plans for implementing larger ships, perhaps gunboats for start which require you to hire crew and use larger slower firing weapons, capable of hurting a fighter but fire slow to the point that they can be dodged.

I won't be adding ships that require you to hire a crew, since I don't feel that fits the game. The original Privateer (and hopefully Ascii Sector) give the feel of being a lone freelancer in a large universe, not a commander on a capital ship. So, intriguing as the concept might seem, I don't think it's right for this game.

Bugs / Re: "Maintain Speed and -- " *CRASH!*
« on: October 20, 2007, 11:27:35 AM »
I should be able to increase the minimum distance that other ships will get to you (and eachother) before changing directions. Hopefully this should take care of these crash issues.

Quote from: "Dreamer"
Friendly ships seem to take much joy in filling your backside with lazer gunz, as well, which is the most pressing issue to me.  If they get angry at me for shooting them a few times on accident, I should be able to get angry at them, right?  Shouldn't they be punished just as I would be?

Well, the main problem here is that ships don't check to see if there's another (possibly friendly) ship in between themself and the ship they're firing at. I haven't been able to find a solution to this yet, as all my ideas require a lot of calculations that would slow down the speed considerably.

Quote from: "Dreamer"
Also, there are some Fixer missions which require you to go and 'pick up' contraband and then deliver it to a person on the same planet that sells the said contraband.  It's rather silly when people ask you to bring them tobacco on an agricultural planet...  I think that needs a fix.  There are also a few instances of Merchants' missions doing the same thing (Usually they're not so bad, though; more often, they guy you're delivering to is in the same system or even hanging out outside of the planet: Talk about being lazy!), though I haven't noticed those quite as much.

With the Fixer missions, I can probably add a check to see if the planet you're supposed to deliver to is a producer of said commodity -- and if it is, then find another destination.

The Merchant missions are slightly different in that when a mission requires you to deliver cargo to a base, the amount of that cargo on that base is reduced to zero (so that you can't just buy it at the same base you have to deliver to). You're right that sometimes situations arise where you have to deliver grain to an agricultural base, or something similar. That base will then have zero amount of grain, so just imagine that they've had a bad harvest and need outside help... :D

General / Re: Money?
« on: October 20, 2007, 11:13:50 AM »
My advise when starting a new game is this: buy an afterburner. Without an afterburner you're a sitting duck during a fight.

General / Re: Money?
« on: October 19, 2007, 11:44:53 PM »
You always have to buy the cargo for a merchant mission yourself. If it's a Transport mission, then you have to buy it at the specified base. If it's a Deliver mission, you can buy it at any base (if you haven't already got the cargo required).

Announcements / v0.2 released!
« on: October 18, 2007, 09:04:45 PM »

- Fixed bug that caused militia and confed ships to not react when you attacked a merchant ship.
- Fixed bug that sometimes caused a mission objective to not be completed during a Patrol or Scout mission, even though the nav point had been patrolled and all hostiles destroyed.
- Fixed bug with Weaponry not tagged as contraband.
- Various code optimizations.
- Made time pass quicker when sleeping.
- Added circular "wipe-in" at beginning of a game to clearly show where you are.
- Made pressing ESC quit the game instead of just ALT+X.
- Passengers whose missions have expired will now disembark the next time you land (regardless of their original destination).
- Your ship will now exit autopilot just 10000m from you destination.
- Added 5 new systems.
- Added 8 new bases.
- Added wingmen.

I've also created a printable map of the systems in the Crimson Quadrant. You can download it from the Extra Stuff section.

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