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Longbowman1346

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Reply with quote  #46 
Quote:
Originally Posted by cxfAtheus
If you're watching it happen from the GM or Science consoles, the ship barely moves, as 3km is only about 1/7th of a grid. If you watch it from the Weapons or Helm console (with some reference points around, like a station) it is pretty clear.


That may be the case for me then.  I was indeed watching it from the GM screen.

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Arrew

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Reply with quote  #47 
Yeah, set the main view screen to rear and watch the gate move away from you is perhaps the easiest way to see the effect.
Arrew

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Reply with quote  #48 
Just added a youtube video... on page 1.

Watch as I get tongue tied, forget what I'm saying, focus on some features and completely forget others. But best of watch as it bugs, now fixed, and the player ship is destroyed LOL.

P.S. I really did fix that now... Honest...
Longbowman1346

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Reply with quote  #49 
Watched it!    Great summary of keys and number functions!  thanks!
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Arrew

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Reply with quote  #50 
haha... Thanks for being kind. I really should be better at making those by now. Well practice makes perfect [wink] .
tito

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Reply with quote  #51 
I made some screenshot to do a huge map for Elysium System, I share it here if you're ok Arrew :

https://www.dropbox.com/s/yqm1tepxjrenjzd/mega_map%20copy.jpg?dl=0

One again, thanks for your amazing work Arrew, i will test a Artemis RPG this saturday night with your sand box (half PC, half pen & paper).

Tito
Longbowman1346

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Reply with quote  #52 
Arrew....  you cheeky bugger you.   Did you make the Arvonian, Skarran and Indi Stations have flight capabilities?!    I ran the updated version 4 of GM Sandbox and those stations began to fly away after they were place in the game!   My players were freaking the frak  out!!!!  They were like....  uh...  That station is coming after us...  and attacking!!!  Hilarious but not quite what was needed for the GM game I was doing!  One station even flew off to a corner to sulk to avoid the combat.  I know that in the earlier version the stations were stationary!!   Is this a bug or a something else?
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Arrew

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Reply with quote  #53 
On the one hand that's wicked cool, I live for moments of making crews crap their pants with things the've never seen before. But no it shouldn't do that.

What causes it, I'm not quite sure. I have two theories.
1. Lag, pausing or returning to the console selection screen can cause an issues in Artemis where it forgets they are bases and it think's they are enemy ships.
2. Most likely. Enemy bases can have elite powers. If they have either warp or teleoprt that will cause the base to "move", most noticeable with Skaraan bases. Assigning new Elite powers with the "L" menu should stop this... in theory and one test [wink] .

That actually happened to me once and with a script I made using a Skaraan base in the older version of Artemis. The mission was called "the good doctor". To fix that I put in lines of script to make it not move, sadly I can't do that in the sandbox without giving enemy bases specific names? Then players would know which ones are bases and which are ships... Then again maybe they should. The TAC seem to recognise where the stations are. What do you think about it? I can fix it but the bases have to be given names like KR01 for Kralien base 01?



Longbowman1346

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Reply with quote  #54 
I don't see an issue with the enemy stations being named.  I assume that if you add more, they will rename as KR01, KR02, KR03....?   What about the Indi Station that moved too.  What can you do about that?   It seemed to only be the Skarran, Arvonian and the Indi station.  The Kralien and Torgorth stations behaved themselves.


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"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

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ryleyra

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Reply with quote  #55 
My two cents' worth: If bases are large enough to be detectable at long range without that initial scan, I think they should have a name.

I don't really like the names "Arvonian Base 1", "Torgoth Base 2", etc, like in the random game modes. But I DO think their signature should be completely different from the friendly bases, with two letters and a number. Maybe their signature should be three letters and a number instead, such as "EBA1" for "Enemy Base Arvonian". You can always try to be consistent Thom's naming scheme, though.

I'll note friendly ships got "unknown" designations in 2.0 because now with PvP the enemy ships on one side can be the friendly ships on the other. So each side sees different "unknown" ships. Actually, IIRC the AI ships aren't "unknown" in PvP, but they still have to have a consistent naming scheme.
Arrew

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Reply with quote  #56 
Canon wise we can just say that stations are so large that they are detectable as bases at range... But for specifics they still need to be scanned.

I'll try and stick to the sandbox's current naming scheme which is the standard one letter and a two numbers for randomly generated and normal looking ships, and two letters and two numbers for special or more permanent fixtures... KR01, KR02, TG01, TG02, AV01, AV02, SK01, SK02 and so on.
Arrew

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Reply with quote  #57 
Talking to Longbowman gave me a poke.

Will start noting suggestions and possible upgrades for 4.1 .
Arrew

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Reply with quote  #58 
As cool as moving enemy bases were I've made a V4.1 which should fix the issue. 
See initial post.
Longbowman1346

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Reply with quote  #59 
Quote:
Originally Posted by Arrew
As cool as moving enemy bases were I've made a V4.1 which should fix the issue. 
See initial post.


Frakking ArrewAwesomeSauce!!!!   A fix!!!  Thanks!

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Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
Longbowman1346

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Reply with quote  #60 
Quote:
Originally Posted by Arrew
As cool as moving enemy bases were I've made a V4.1 which should fix the issue. 
See initial post.


Has anything changed in the menus from ver. 4.0?

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Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
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