|
Post by avalon4 on May 23, 2012 0:21:23 GMT 10
CPTJAMESON.BAT SUBROUTINE START - WHATTHE.FCK
OnEnemyEncounter()
DenialAI[] GetPlayerVector(WeaponAim) GetEnemyModValues EnemyVector.Align EnemyHighModValue.EXPOSE RandomThrust[]
DeterminePlayerComposed[] ModuleCount.Weapon ModuleCount.Engine
CombatStyle[] OnPlayerEncounter (DeterminePlayerComposed) EnemyWeaponAim.Player () ModuleBalance.Protect [ModuleCount.Weapon] Nil ModuleBalance.Protect [ModuleCount.Engine] Nil If DeterminePlayerComposed (ModuleCount.Weapon > ModuleCount.Engine) Then DenialAI[ModuleType.Engine] Else DenialAI[ModuleType.Weapon]
ModuleHealth[] EnemyModule.Weapon SetHealthMult 0.2 EnemyModule.Engine SetHealthMult 0.2 EnemyModule.ExposeAreaPercent 0.75 ----------------------------------------------------------------------
(* The above 'routine' isn't really a program; It's just a complaint regarding enemy behavior in regard to module availability, especially in the space closer to the center of the map. )
---------------------------------------------------------------------- On another note, please replace the aim guidelines on a player's Snipe Lasers. (The module seems to have been renamed Snipe Launcher - perhaps this makes them differ from Snipe Lasers which have aim lines?)
|
|
|
Post by superpirson on May 24, 2012 8:37:53 GMT 10
function translate as english dim words as post = thread.postnumber(1) return TranslateToReadableLanguage(words) end sub
|
|
|
Post by avalon4 on May 24, 2012 11:24:14 GMT 10
Aww, I thought you'd sorta be able to make sense out of it. Here's what it basically says:
This game is way, WAY too hard when you start playing a map, not because you have relatively no parts, but because the enemy ships absolutely refuse to give you any. Weapons? Enemies only have them attached in a wide-open manner, so you always destroy them. Engines? If you need those, chances are the enemy has a lot of them on one side, which means -- WHEEE! I'm going to spin around in circles randomly so they get no aim!
Spinning around in circles isn't really a strategy anyway, it's just a result of one-sided random design. Nobody smart will row a canoe by pushing their paddle over only one side of the boat all the time. Seeing as the ships already DO display some intelligent defensive strategy (they know when their core is exposed and on which side, then they keep that side away from the player) I thought maybe they could employ smarter designs (What I would not mind is, ships flying in circles because you shot off one entire side of engines: That way the player is penalized for their actions, and not just for happening to come upon a lopsided ship)
|
|
|
Post by superpirson on May 24, 2012 11:38:46 GMT 10
I think some of the charm of the game is the variety of enemies. the crazy spinny ones are unique (though ineffective and annoying in combat). maybe making them less common would improve the problem.
The rarity of good weapons is one of the aspects that makes the game difficult. making them easier to obtain would make the whole game easier (I suppose a difficulty setting could be implemented to do just that).
also, what coding language was that?
|
|
|
Post by avalon4 on May 24, 2012 14:51:08 GMT 10
It was one I kinda made up called ARGH. I suppose you could also call it 'really, REALLY bad XML'.
I don't post on any forum very often at all (Bet you can tell, right?) - So when I do post, it helps to make it somewhat clear "Hey, I kinda know what I am talking about here". So I decided, make my complaint somewhat canon and write it in the 'CPTJAMESON.BAT' style.
Also, I figured out where the aiming lines on snipe lasers went: Apparently they count as 'External Ship Lights'. I had the option turned off.
|
|
|
Post by Farbs on May 26, 2012 20:53:41 GMT 10
Ah! I'm glad you found the light switch. I fiddled with that code a little bit for 0.5.1 so that derelicts wouldn't have snipe aiming lasers, and was worried I'd broken something.
|
|
|
Post by Captain Michaela Nul'dolaer on Aug 24, 2014 20:10:09 GMT 10
Ugh. So many things is programming. Still hilarious!
|
|