I'm ready to play anything if i have nothing to do, so i'll probably join.kcd.Spektor wrote:As for the CBT.
The first CBT will be this saturday.
Whoever can join this saturday please post
Hurray! Another multiplayer clone project. :)
- Srul
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Re: Hurray! Another multiplayer clone project. :)
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Re: Hurray! Another multiplayer clone project. :)
I am busy for the majority of Saturday, unfortunately, but as I live in South Australia (UTC+9:30) I'll only be busy from around UTC 02:30-09:30 or so. Keep me updated, as I'll probably be able to join, but it depends on what time exactly.kcd.Spektor wrote: So let's move the CBT to Saturday, any time.
Galactix, Chickengames, Hak86, PixelBrummagem
Are you ok with Saturday?
All hail the Imperatus Empire! -First General PixelBrummagem
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Re: Hurray! Another multiplayer clone project. :)
And at which exact time do you want to start? Later than 10:00 UTC would be great but earlier should also be possible.kcd.Spektor wrote:As for the CBT.
The first CBT will be this saturday.
Whoever can join this saturday please post,
So far it's only JRB.
If you can't make it this saturday, then you will have a chance to join the next CBT.
Because I plan to have several of them anyway - to ballance the scenario a bit.
There is a typo, isn't it?PixelBrummagem wrote:All hail the Imperatus Empire! -First General PixelBrummagem
All hate the Imperatus Empire!

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Re: Hurray! Another multiplayer clone project. :)
You feelin' lucky, punk? Cause I ain't feelin' generous!jrb00001 wrote:All hate the Imperatus Empire!
ALL HAIL THE IMPERATUS EMPIRE!
- mr_easy_money
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Re: Hurray! Another multiplayer clone project. :)
Go ahead, make my day.PixelBrummagem wrote:You feelin' lucky, punk?

Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism
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Re: Hurray! Another multiplayer clone project. :)
Small update:
I just finished a solo run of the scenario with minimal random events - basically only random pirate ship encounters.
I had 4 Repair bots in my ship crew.
It was quite fun - finally reaching the final boss of the scenario
And guess what (I almost got him)

I just finished a solo run of the scenario with minimal random events - basically only random pirate ship encounters.
I had 4 Repair bots in my ship crew.
It was quite fun - finally reaching the final boss of the scenario

And guess what (I almost got him)


Tachyon:
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
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Re: Hurray! Another multiplayer clone project. :)
Here's another update:
1. I've noticed that as a player I don't pay attention to the amount of energy that I have stored in the ship's capacitor.
I don't really care if I have a battery system installed or not.
And I don't care much if my overall power consumption is higher than the total output of my reactors.
2. So I've decided to add a new feature.
When the current consumption is higher than the total output, (it means that now, you are consuming power from the capacitor) you will now see a warning message on the screen. Power grid overload.
Once the capacitor is empty, not only some of your systems will stop charging, (as it is right now) but also your reactors will start taking damage.
And you will see another warning message. Reactors critical!
This way there will be less urge to install 100 weapons without providing a good power source first.
How do you like this idea?
3. CBT is tomorrow. I am thinking on starting arround 10-11AM UCT.
Is everyone ok with this time?
1. I've noticed that as a player I don't pay attention to the amount of energy that I have stored in the ship's capacitor.
I don't really care if I have a battery system installed or not.
And I don't care much if my overall power consumption is higher than the total output of my reactors.
2. So I've decided to add a new feature.
When the current consumption is higher than the total output, (it means that now, you are consuming power from the capacitor) you will now see a warning message on the screen. Power grid overload.
Once the capacitor is empty, not only some of your systems will stop charging, (as it is right now) but also your reactors will start taking damage.
And you will see another warning message. Reactors critical!
This way there will be less urge to install 100 weapons without providing a good power source first.

How do you like this idea?
3. CBT is tomorrow. I am thinking on starting arround 10-11AM UCT.
Is everyone ok with this time?
Tachyon:
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
- Srul
- Posts: 209
- Joined: Wed Feb 17, 2016 7:32 pm
Re: Hurray! Another multiplayer clone project. :)
Kinda good idea, but how much time will it take to kill a reactor like so?kcd.Spektor wrote: 1. I've noticed that as a player I don't pay attention to the amount of energy that I have stored in the ship's capacitor.
I don't really care if I have a battery system installed or not.
And I don't care much if my overall power consumption is higher than the total output of my reactors.
2. So I've decided to add a new feature.
When the current consumption is higher than the total output, (it means that now, you are consuming power from the capacitor) you will now see a warning message on the screen. Power grid overload.
Once the capacitor is empty, not only some of your systems will stop charging, (as it is right now) but also your reactors will start taking damage.
And you will see another warning message. Reactors critical!
This way there will be less urge to install 100 weapons without providing a good power source first.
How do you like this idea?
I can only come at 12AM UTC, got some work to do.kcd.Spektor wrote:3. CBT is tomorrow. I am thinking on starting arround 10-11AM UCT.
Is everyone ok with this time?
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Re: Hurray! Another multiplayer clone project. :)
The damage that is dealt per server tick is configurable in the server cfg file. for now I set default value to 1, so it's 40 dmg per sec.Srul wrote: Kinda good idea, but how much time will it take to kill a reactor like so?
And then it all depends on how much health does your reactor have.
Right now Falcon's reactor lvl 1 has 3000 hp - so that's 75sec to kill the reactor.
I'll balance it once we try it out.
12AM UCT is also ok with me.I can only come at 12AM UTC, got some work to do.
Everyone else?
JRB, PixelBrummagem, TehBobo, HAK86, Galactix, Chickengames?
Last edited by kcd.Spektor on Fri Sep 23, 2016 9:09 am, edited 1 time in total.
Tachyon:
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
- Hak86
- Posts: 108
- Joined: Thu Mar 31, 2016 8:58 am
Re: Hurray! Another multiplayer clone project. :)
I cannot, if it was a couple of hours earlier maybe or right now...kcd.Spektor wrote:12AM UCT is also ok with me.I can only come at 12AM UTC, got some work to do.
Everyone else?
JRB, PixelBrummagem, TehBobo, HAK86?
This is a bad signature. 
