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The Dark Paladin

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Reply with quote  #91 
Quote:
Originally Posted by daid
Long time no post. But, progress has been made! The server crash has been fixed. And a lot of additions/changes have been made.

New release is up at http://emptyepsilon.org/



Excited to try this out, inside our 30 foot planetarium setting! Como Planetarium first Tuesday of every Month (St. Paul, MN).

daid

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Reply with quote  #92 
Quote:
Originally Posted by The Dark Paladin
Como Planetarium first Tuesday of every Month (St. Paul, MN).
9 hour flight, $1000 trip. I think I'll skip [tongue] but would love to see pictures!

Quoting this as it fell of the end of the page, and people tent to miss that.
Quote:
Originally Posted by daid
Long time no post. But, progress has been made! The server crash has been fixed. And a lot of additions/changes have been made.

New release is up at http://emptyepsilon.org/

So, this features: (compared to the January release)
* A tutorial. Please give feedback on this, as it's in a rough state.
* Enemies with different shield setups, not just front back, but also 1, 3 or even 5 shield sections.
* Relay can link one of it's probe to science, and then science can view&scan the area around this probe.
* Enemy ships will try to destroy your probes.
* Whole bunch of extra functions for scenario scripting. Including the option to define communication scripts inside of the scenario. (See the "Ghost from the Past" scenario as example)
* Scenario variations. A scenario can now define that it has different play variations. For example the Waves scenario you can select a variation that starts off harder and progresses quicker. For more experienced crews.
* New missile weapon type. HVLI, High Velocity Lead Impactor. Fires 5 shots in a row, does not home or turn. (Only available in the player fighter ship at the moment, as well as some enemies)
* Bunch of new 3D models for some ships.
* New radar traces, makes scanned ships visually different on radars.
* Allow missile tubes to be specific for certain weapons. For example the missile cruiser for the players has 2 tubes dedicated to homing missiles.
* Raw scanner data overlay. Science can now "see" beyond it's normal radar range, if you manage to interpret this data.
* AI ships can now use nukes and EMPs.

Naturally there are a bunch of other small tweaks and fixes.

Also, hardware DMX support has been tested on actual USB2DMX hardware. See:
https://github.com/daid/EmptyEpsilon/issues/128
And:
https://github.com/daid/EmptyEpsilon/wiki/Configure-hardware.ini

 

For reference, in January the following changes where made:
* Probes take time to regenerate when docked (no longer unlimited probes while docked)
* Jump drive has a charge level, after jumping it need to recharge. Making engineers job a bit harder, no longer just put power in the jumpdrive when jumping. Which felt like a cheat.
* Added ships log, where relay can read back all conversation pieces.
* Beam weapon colors
* Ghost from the past scenario (by Fouindor)
* Alert levels (red alert, yellow alert)

daid

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Reply with quote  #93 
Almost two months ahead now. Lots of progress has been made.

Most noticeable:
[weapons] 

The UI has been restyled. Looks a lot better now, while keeping the same simplistic style. This is still fully moddable, and even allows for easier modding due to the split of graphics into different files instead of using the same file for almost every piece of artwork.

Missile tubes now have an angle at which they fire, and auto-aim. This means you can have ships with broadside missile launches. Missile tubes can also be dedicated for certain missile types, and mines now fire in the direction of the tube instead of in reverse. Making dedicated tubes for mines a logical thing. The game does not fully utilize these options yet. As work is being done to update all the ship types to make use of all the new features that where added over time.

Match-making trough the internet can be done. You need to forward port 35666 in your router at the server for this to work. But it will make internet play easier (there is no VOIP option yet. So you need to supply that yourself) servers can be password protected to avoid random people from joining your game.

A PvP scenario has been added. So you can setup 2 bridges to fight over dominance of a station.

The GM screen has seen some love, meaning you can tweak just about anything on a ship from there now. You can open comms to multiple players at the same time. And scenarios can now remove GM buttons as well as adding them (adding was possible before). Putting this at least as feature rich as Artemis. (The empty space scenario provides example code for this feature)

It still has some rough edges, as outlined in this post: http://bridgesim.net/discussion/209/playtests#latest but overal it's a solid experience.
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