Ship Movement (Low Movement Autonomy)

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on November 3rd, 2010, 8:22 pm
Tok`ra wrote:This is a fleet ops specefic issue.
Myles wrote:the issue is from a2.


Who cares anyway. It's there and the devs are going to do something about it. PERIOD.  :P  :D
posted on November 3rd, 2010, 9:54 pm
becasue if its a stock bug, it's harder to fix usualy, whereas if its an 'oops' from fleet ops, its much easier to fix.

Luckily, its the later of the two.
posted on November 3rd, 2010, 10:53 pm
Tok`ra wrote:becasue if its a stock bug, it's harder to fix usualy, whereas if its an 'oops' from fleet ops, its much easier to fix.

Luckily, its the later of the two.


says you :pinch: the devs themselves have said they havnt fiddled with movement, i believe them above you seeing as they are rather clever, clever enough to build fleetops.

the pedant within me wishes to point out that latter has 2 t's :P
posted on November 3rd, 2010, 11:44 pm
Myles wrote:says you :pinch: the devs themselves have said they havnt fiddled with movement



Then they're wrong. I've allready found some movement values that've been changed, with luck I'll track down the rest.
posted on November 4th, 2010, 12:28 pm
Tok`ra wrote:
Then they're wrong. I've allready found some movement values that've been changed, with luck I'll track down the rest.

Inspector selmak is on the case. :P

If you know better than fleetops devs then why play it? Go build your own mod without all of these 'fo issues'
posted on November 4th, 2010, 2:15 pm
I believe he's talking solely about configuration files Myles, and not the actual hardcoding (at least that's how I'm interpreting that). Hard coding hasn't changed yet (it's on todo), configuration files values have been changed, as they cause nasty issues with pathing and more advanced multiplayer tactics. For instance, it would be very hard to do blobbing and looping with the default config settings, as well as navigate around certain obstacles, go through nebulae, etc.
posted on November 4th, 2010, 5:19 pm
Dominus_Noctis wrote:I believe he's talking solely about configuration files Myles, and not the actual hardcoding (at least that's how I'm interpreting that). Hard coding hasn't changed yet (it's on todo), configuration files values have been changed, as they cause nasty issues with pathing and more advanced multiplayer tactics. For instance, it would be very hard to do blobbing and looping with the default config settings, as well as navigate around certain obstacles, go through nebulae, etc.


Exactly, thus it must be something in that that's caused the issues.

That said, it'd be cool if we could get some combat movement based formations.

What'd be really cool is to get one were the fleet moves in at the enemy, fires, then loops out, with all ships staying moving and such, mix a few defiants into the mix of that, and it could bring up some intersting tactics.
posted on November 8th, 2010, 5:18 pm
Tok`ra wrote:That said, it'd be cool if we could get some combat movement based formations.


as well as the basic formations have to be less "expanded" ... you choose the formation and wow ... half of the map is the fleet! :D
posted on November 12th, 2010, 4:28 am
Yeah theres that too.

HUEG formations are HUEG

And since we dont have the Z-axis to play arround with with formations, the only solution is either to have the formation spacing so close the ships are bumping eachother, or add motion so the ships are swirling arround some.
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