Author Topic: Suggestions  (Read 358307 times)

maria22hzn

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Re: Suggestions
« Reply #300 on: October 06, 2010, 11:53:48 PM »
A big THANKS ryandaniels, that would be a big help! :) Nice suggestions! :) Thanks!!!:) :)

Bonobo

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Re: Suggestions
« Reply #301 on: October 07, 2010, 01:38:34 AM »
@Maria22hzn: Since that seems to be an old post you’re replying to—are you aware of the fact that we already can select different types of seedlings to send to another asteroid? Double-clicking on an asteroid w/ own seedlings will give you a menu to choose types of seedlings.

TorchFire

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Re: Suggestions
« Reply #302 on: October 14, 2010, 02:22:30 PM »
Since Flowers can be planted on enemy defense roids, allow the flower to defeat and win the roid. This advantage is balanced by the risk of losing the flower.

bryseron

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Re: Suggestions
« Reply #303 on: October 22, 2010, 09:59:10 PM »
It's probably been said before, but - Players should be able to control mines when they're in transit.  Nothing in the game has annoyed me more than: preparing an offensive, waiting for a mine to arrive, attacking the vulnerable asteroid with said mine... Only to see 300 or so enemies going straight to where my mine was.  That's infuriating, even when I know how the game works.  And it's happened frequently enough for me to register my complaints here.

Why is my mine unretrievable when it's 5 meters from my asteroid?  Why can't it switch course? 

I totally understand why they get caught behind enemy lines sometimes, I'm only talking about when a mine is moving from asteroid A to asteroid B, and I want it to return to A because there's a swarm coming.


PS: I did read a lot of this thread and this wasn't mentioned in the first 3 or last 2 pages.

fl69

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Re: Suggestions
« Reply #304 on: November 06, 2010, 05:18:50 AM »
Is there a chance to make planet grow thanks to trees or seedlings?

For example, if I have planet that has slots for 3 trees it would be incredibly cool to be able to sacrifice all trees or 100 seedlings to make new extra slot (lets call it asteroid upgrade).

It may make play even more interesting and will add a player more options to advance by taking over more asteroids or by upgrading the one that he already has.

For now I am more asking if this is possible at all, than suggesting anything...



Remember, good seed happens :)

Pilchard123

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Re: Suggestions
« Reply #305 on: November 07, 2010, 04:04:16 AM »
Yeah, should be doable.

Gazz

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Re: Suggestions
« Reply #306 on: January 05, 2011, 06:26:07 AM »
I know it's been suggested already but the one thing I'm really missing is the ability to change tree types or uproot existing ones.
The reason is that after an invasion you always get a Dyson tree, sometimes killing a defensive tree,
So after an asteroid has changed hands a few times, you have only dyson trees left and you cannot build defensive trees at all. No way, no how.

Basically, the "build tree" buttons should never be greyed out if you have the full complement of trees on an asteroid - unless there are 4 defensive trees on a 4 tree asteroid. Then you can't build those, obviously.

When using that feature, the game razes the youngest tree of the other kind and builds one of the kind you clicked.

The obvious drawback is that you're starting with a young tree of the other kind.

Interface-wise the buttons could have a "safety" built in so that razing/building a tree only works if you press and hold the button for 3 seconds.

blueskirt

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Re: Suggestions
« Reply #307 on: January 14, 2011, 09:28:01 AM »
Even if I'll be done with the game by the time it's implemented (I'm replaying the game with the new, more aggressive AI), I'd find handy a statistics page tallying the number of seedlings I rescued or the sum of my best times for the main campaign, etc. The statistics file already store all this data, allowing the players to see their stats seems like a no brainer.

That's the only suggestion I can think of beyond the usual, moar levels, skirmishes and achievements. A small campaign where you play as the gray would be sweet. The advantage of the gray being that they control anything that's not owned by another AI and can attack from many fronts, the disadvantage being that they are generally spread in small groups and cannot plant a single tree, the only way they can increase their armies is to conquer roids with 2 or more dyson trees.

annikk.exe

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Re: Suggestions
« Reply #308 on: January 14, 2011, 04:24:53 PM »
Quote
Even if I'll be done with the game by the time it's implemented (I'm replaying the game with the new, more aggressive AI),

Have you tried any custom levels? :>

Gazz

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Re: Suggestions
« Reply #309 on: January 16, 2011, 06:56:54 PM »
Custom levels may be nice but I'm more the campaign player.
Even though it's not a real campaign mode by any means, there is some resemblance of "progress".

A campaign mode could be nice but that would require the ability to zoom out to a strategic level where each "playable level" is a point of the map and you could progress along several paths from mission to mission.

Conquered "levels" would also have to have some sort of benefit in supplies or boni.

Starting a level with 100 % of what you had in the previous level is right out because you'd arrive there with 500 seedlings all the time.
That would obviously be limited. Probably by the entry conditions of a sector, because each one has to be balanced for gameplay, after all.
Holding a certain "supply sector" in the vicinity would allow you to start other missions with 5 more seedlings so there would be a strategy to how you progress. Other boni could be speed/strength/whatever, tree/flower grow speed, etc...

annikk.exe

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Re: Suggestions
« Reply #310 on: January 16, 2011, 07:26:49 PM »
It's just that there is a lot of game-bending possible with custom levels.  For example, would you be interested to try a map where some or all of the asteroids move around as if they had gravity pulling them?  Or perhaps a 3rd party AI with more aggressive tactics?  :>  Custom levels seem like a logical progression to me, when you've completed the campaign and Dark Matter Mode, and the need for more levels sets in.  Give us a chance dude!  Let us show you what we can do :>

There's a thread here which lists all the custom levels.  :>  Just download the level files and place them in your Eufloria\Resources\Maps folder and they'll appear in the custom games list.

Gazz

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Re: Suggestions
« Reply #311 on: January 17, 2011, 10:20:23 PM »
No need to tell me that it's BS that only "developer" levels can be any good. =P

For X3TC I created over 20 mods, nearly all feature / AI / UI related. That some of them totally own their vanilla counterparts is a simple fact.
Yet I use very few "content" mods myself.

Pilchard123

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Re: Suggestions
« Reply #312 on: January 18, 2011, 02:31:33 AM »
I might have a look at the campaign-style thing...Is there any way of saving variables outside of the level? Like to an external TXT/LUA file?

EDIT: Ah, interesting...
http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=9281
http://www.gammon.com.au/forum/?id=4960

Also, http://www.lua.org/pil/21.html
« Last Edit: January 18, 2011, 02:40:55 AM by Pilchard123 »

Avaguard

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Re: Suggestions
« Reply #313 on: January 25, 2011, 03:45:35 AM »
maybe uhh something like powers or global abilities for your seeds like ..... all your seeds restore life when ever they attack or like (seeds do more damage but also take more damage) uhhh (plant a flower into the asteroid to increase its production of seeds and increase the size explosion of bombs)uhhh I'm typing off the top i haven't read anything in this uhh whats called forum or post so sry if i have the same thing (maybe something .............uhhh u cant think of any more  ???

annikk.exe

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Re: Suggestions
« Reply #314 on: January 28, 2011, 07:04:06 AM »
Everything you mentioned is totally possible with custom levels :> let me know any behaviours that you're really interested in and I'll do a writeup on it.

Aino

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Re: Suggestions
« Reply #315 on: February 09, 2011, 03:41:46 AM »
What about GraceTime empirespecific? Like GetEmpire(2).SetGraceTime(float), cause that would help me and my AI alot :)

annikk.exe

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Re: Suggestions
« Reply #316 on: February 09, 2011, 07:06:17 AM »
It's because Alex is scared of your AI's mad 1337 skillz =D

Aino

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Re: Suggestions
« Reply #317 on: February 09, 2011, 02:33:44 PM »
Aww, it is still having some small probs with the priorities though, but it works :D

AWS

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Re: Suggestions
« Reply #318 on: February 10, 2011, 09:10:11 PM »
It's because Alex is scared of your AI's mad 1337 skillz =D
whats this then??! ??? ;D


Aino

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Re: Suggestions
« Reply #319 on: February 21, 2011, 10:09:05 AM »
A function that tells when the player have disselceted the asteroid, or does this exist already?

annikk.exe

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Re: Suggestions
« Reply #320 on: February 21, 2011, 03:59:13 PM »
You can make it yourself!

Aino

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Re: Suggestions
« Reply #321 on: February 21, 2011, 06:31:45 PM »
How? Tried once:
Code: [Select]
function OnMouseLeftDown(x,y)

for i = 0,Numberofroids do
if x > GetAsteroid(i).position.x + GetAsteroid(i).radius and x < GetAsteroid(i).position.x - GetAsteroid(i).radius and y > GetAsteroid(i).position.y + GetAsteroid(i).radius and y < GetAsteroid(i).position.y - GetAsteroid(i).radius then
CCSelected = nil
end
end
end

But doesn't seem to work, and it will generate an invisible square around the roid, not a circle... how do I make it circle?

annikk.exe

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Re: Suggestions
« Reply #322 on: February 21, 2011, 07:34:33 PM »
Yes, what you have there is a "bounding box" check.

The way to do the proper check it is to find the distance between the X / Y coordinates that were clicked on, and the asteroid's X / Y coordinates (see below for how to do this).  Then, you compare that distance with the asteroid's radius.  If the distances is less than the radius, the player clicked on the asteroid.  If it's more than the radius, they didn't click on the asteroid.

If you then check that NONE of the asteroids was clicked on, we can then say confidently that the player clicked in empty space.  :>


To find the distance between a point (x,y), and an asteroid's X/Y, you do pythagoras.  :>  (yep, it crops up again and again!)

The general equation for pythagoras is:
a^2 = b^2 + c^2

Where a = the distance we are trying to find, b is the difference between the two X's, and c is the difference between the two Y's.

We want a, not a^2, so we reorganise it to look like this:

a = math.sqrt(b^2 + c^2)


Now, to find b and c.

b = GetAsteroid(i).position.x - ClickedX
c = GetAsteroid(i).position.y - ClickedY



Finally, for efficiency's sake, you might prefer to not use a square root, and just do b^2 + c^2.  Then, when you do the comparison, check if b^2 + c^2 is more or less than GetAsteroid(i).radius^2.
That results in a cheaper set of calculations (because you never have to use math.sqrt) so the code will run faster.  :>

Hope this helps!

Aino

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Re: Suggestions
« Reply #323 on: February 21, 2011, 07:36:08 PM »
No need :) I fopund out that I can make it set the selection to nil whenever you click and if you click on a roid it will set the selection to the id number of the selected roid :)

annikk.exe

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Re: Suggestions
« Reply #324 on: February 21, 2011, 07:37:05 PM »
Ah ok, cool.  :>

annikk.exe

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Re: Suggestions
« Reply #325 on: February 21, 2011, 07:42:23 PM »
I'm at work, so can't really test at the moment.  Managing to post on forums in between configuring stuff.  :>

Aino

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Re: Suggestions
« Reply #326 on: February 21, 2011, 07:43:00 PM »
Kay :)

HySpeed

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Re: Suggestions
« Reply #327 on: February 26, 2011, 12:52:02 PM »

Hi,
  I like your game.  I enjoy it on Classic setting.  It is great to see a couple of indie developers have a success of their work.

I have a few suggestions.  (I didn't read all 22 pages, but I did scan the last 5, so please pardon repeats.)

+ Tree Replacement: As others have suggested, a way to replace a tree is very desirable.
. . Perhaps Ctrl-Left-Click on the unwanted tree.  Maybe a confirmation dialog that can be disabled in options.

+ Hotkeys: I'm a keyboard focused person, so I use hotkeys a lot.  My suggestions:
. . Next asteroid / Previous asteroid  ('+' / '-' )
. . . . The sequence of asteroids isn't important as long as it is consistent within the owned asteroids at that time.  If the contents of the vector were static, then simply loop through them.  But because an asteroid can be removed from the player's list of asteroids, then re-added, it would just be added to the end of the vector.  So the behavior of the of the list will be erratic - that would just have to be an accepted behavior by the hotkey user.  A bonus would be to have a sound that plays when the player has reached the initial asteroid.  Clicking on a different asteroid or on nill would reset the 'current hotkey asteroid' to 0.  See Civilization 5 for an example of this behavior.
. . Plant Tree ('Y' / 'F')
. . . . Y would plant a dYson tree and F would plant a deFense tree.  These choices eliminate a mouse click and speed things up a bit.  Obviously, 'D' would be a double hit, so good UI design requires it be avoided to prevent confusion.  (Yes, I've written UI guidelines.)

+ Routing: I think a way to route seedlings to another asteroid would be great.  I have seen requests for a click-drag method to select and move seedlings, but that might be tough to do with controlled zoom UI you have.  I suggest something like Shift-Right-Click would cause all seedlings orbiting selected asteroid to the clicked asteroid.  The Hotkey could be R.  If you wanted to get complicated, you could have two options - one for seedlings spawned at this asteroid and another for seedlings routed to this asteroid.  I would keep it simple though.  Note that these routings would not effect seedlings that are just passing through.  Perhaps a thin colored line would indicate that a routing is in effect.  Deleting a routing could be done by routing back to the source asteroid.  Or perhaps Ctrl-Left-Click on the route path.  If you use that for 'delete tree' it could be used for 'delete routing'.

+ As with others, I would like to be able to grab and re-direct a flower or laser mine while it is in transit.

+ Have flowers pulse when grown but not picked from a tree.  This would help draw attention to unused flowers.

+ Full Indicator:  It took me a while to realize that an asteroid will not spawn new seedlings if the current number exceeds 10x the number of trees.  Once I realized that, I saw a need for an indicator that an asteroid was "full" or at "maximum capacity".  My suggestion is the make the outline of the asteroid hollow and "fill" it as the number of seedlings approaches capacity.  It could change to yellow at 75% full, orange at 90%, and red at max.  Perhaps a sound when an asteroid becomes full.  However, if you implement routing, this feature wouldn't be as valuable / helpful.


(One final point on hotkeys.  If you choose to go with a 'grid layout' (c.f. StarCraft), just go with whatever Q / W / E / A / S / D / Z / X / C that feels good.)

Thanks again for a great game - I am really enjoying it and have recommended it to several people.

Pilchard123

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Re: Suggestions
« Reply #328 on: February 27, 2011, 12:15:59 AM »
An asteroid is "full" if there are 40 seedlings or more on it. All this means is that no seeds will spawn there until the amount drops. You can still send seeds though it.

Aino

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Re: Suggestions
« Reply #329 on: March 28, 2011, 12:15:03 AM »
Ok, now I really would like some way to see how many seedlings an enemy have on an asteroid without counting them one by one... I knwo that there is "Enemy: number" but what if that one stays and if you hold over it, it goes to this

"Empire 'icon for the empire': number of seeds" which would be the grays for random purposes, now that one would be exactly like the normal one, but what about several empires on one?(this is the main point xD) Now several Empires will pop up on the list and will tell how many of each there is, now you can go to you attack positions, look at how many the enemy have sent out to attack/defend and you can attack on the other side to...

Hope you got my point...

Aino

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Re: Suggestions
« Reply #330 on: March 29, 2011, 10:26:56 PM »
For map makers, as I now have my AI made, I wonder... is there any way to make your own camapaign? Like adding all the maps into a zip file and it will run it like a campaign? And Rar files can be map collections though :P But I really want to make a series of maps with my new AI...

Taking it short:

1. Make several maps, be aware of adding them in the correct patter(1,2,3,4,etc...)
2. Add them into a zip file
3. Run the zip file from Eufloria
4. As you finish the first map, it will jsut go on to the next. When you exit and go in again you will start again.

About 4:

Maybe it can save the progress you make in a file that is name exactly the same as the zip file but is a txt which just has a simpel text like the name of the map you are on? Maybe the game will ask if you want to start again or continue?

Pilchard123

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Re: Suggestions
« Reply #331 on: March 30, 2011, 02:11:24 AM »
Do-able with adding and removing stuff (roids, AIs, etc) at runtime. Lots of work though.

Aino

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Re: Suggestions
« Reply #332 on: March 30, 2011, 02:15:33 AM »
well, I was actually talking about having several levels in a zip file and just release it, the game does the rest by running the maps from top to bottom as the player finish them...

Pilchard123

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Re: Suggestions
« Reply #333 on: March 30, 2011, 03:17:41 AM »
Might be possible with some obscure (for Eufloria) Lua stuff. I belive there is io.dofile r something.

Aino

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Re: Suggestions
« Reply #334 on: March 30, 2011, 03:23:43 AM »
Ok, but will that turn off the current map and run it to the next?

Pilchard123

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Re: Suggestions
« Reply #335 on: March 30, 2011, 06:44:07 AM »
Not sure. I could never get it to work, myself.

annikk.exe

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Re: Suggestions
« Reply #336 on: March 30, 2011, 07:37:37 AM »
Maybe you can do it by replacing the maps in the \Eufloria\Maps\levels.zip with your own levels?

Aino

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Re: Suggestions
« Reply #337 on: March 30, 2011, 09:29:29 PM »
But that would be liek modifying the campaing, not really.. but I mean like a built-in function for campaigns, and this is the suggestion part = a suggestion for custom campaign creation :) So it's not a big need yet, I need all the levels first. And I can put them in a Rar, zip file and people can extract them ... Nothing desired yet :P

Aino

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Re: Suggestions
« Reply #338 on: March 30, 2011, 10:09:00 PM »
By the way... Is it possible to load files and make/change files with lua on Eufloria now? Might thinking of making a save system :)

dragoonreas

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Re: Suggestions
« Reply #339 on: March 30, 2011, 10:35:29 PM »
It was last time I checked.

If you want to look into using the I/O Library built into Lua, I suggest reading chapter 21 of this (free!) online book to see how it works.
You can then have a look at part 5.7 of the Lua reference manual if you want a full list of commands associated with the library.

Aino

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Re: Suggestions
« Reply #340 on: March 31, 2011, 12:51:34 AM »
Thanks alot, already began making the Save/Load system :)

I will tell more soon...

Aino

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Re: Suggestions
« Reply #341 on: April 10, 2011, 07:52:45 AM »
What I want more than anything else now is an error report blog, which tells about the last error you got... Or why Eufloria crashed or something... So I can atleast see what to fix...

Aino

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Re: Suggestions
« Reply #342 on: April 10, 2011, 08:59:18 PM »
I need this soo much, I can't even continue my game without it!

So because of this, I'll just finish everything else and hope it works nicely... Now to the building part :D

Any1 wants to see the progress I've made?

The picture might not seem interesting, because... Well it's a stone cold picture, what do you expect? In the game the workers will move around and some cool thing like that, and if you click any entity(dot) there will come up a square around it, over the square there is a green/red box(dependinig on hp) which shows the healthpoints the un it have; this also includes trees and iron ore!
If you select a worker, it comes up text saying how much the worker have gathered and when you select the HQ(this is soon to come!!) there will be squares under which tells what you can build. You can build within a certain area around your structures, just like in RedAlert... Hope I cleared alot up an this acctually doesn't fit into a suggestion topic, but whatever? :)
« Last Edit: April 11, 2011, 02:23:10 AM by Aino »

Aino

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Re: Suggestions
« Reply #343 on: May 12, 2011, 08:43:54 PM »
Now I want to able to assembe teams, so one empire won't attack you nor will your seedlings. So this way it could be interesting to play...

Aino

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Re: Suggestions
« Reply #344 on: May 12, 2011, 08:58:31 PM »
And by the way, playing the campaign makes me imaginative: What about a new kind of super thing: Attractor... it got heavy amounts of health and can attract mostseedlings(enemies) over asteroids, so instead of them braking and returning to the roids they belong to: they get dragged between all the asteroids the attractor goes through, unless the can't though xD

So this can be useful to kill half of the enemies army with your heavily defended asteroid which never gets attacked cause they are ga<thering units, after removing roughly 50% of the army you can attack and they're defeated. And you may get it from having two flowers on one defense tree, so you'll n eed to get mines before attractors..

EDIT: Myabe attractors can be used for rallying, to do that you can double flowerup a dyson tree... At the same time you'll still get Superseedlings :)

This is just an idea though :)
« Last Edit: May 12, 2011, 09:28:20 PM by Aino »

Aino

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Re: Suggestions
« Reply #345 on: June 21, 2011, 08:45:04 PM »
Hmmm, I got a little idea for the custom games menu, a new layout... the old one is so simple and not exactly what suits me anymore(since I'm testing all my levels and stuff, it's alot of levels...)

I'm thinking more of an open menu:

You'll have a new Custom Map Menu, it got a Map Selection section to the left on the screen:

*All spoilers have increased text size to make it easier to read the compacted text :)
(click to show/hide)

On the right side there are a Map Information section, it fills the rest of the screen in the same way as the Map Selection Section.
(click to show/hide)

Sorry, but you might need to use your imagination for now, I can't visualize it for you yet :/
« Last Edit: June 21, 2011, 09:20:55 PM by Aino »

Gevaarlijk

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Re: Suggestions
« Reply #346 on: July 24, 2011, 09:31:05 AM »
How about giving an asteroid the ability to autosend any (new) seeds to another asteroid? This would allow for much larger and more complex maps, without having to spend all the time sweeping up all the seeds, rather than focussing on your frontline. This way even a few hundred or even a thousand asteroids could still be manageable!

Rudolf

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Re: Suggestions
« Reply #347 on: July 24, 2011, 11:32:44 PM »
Something like that is coming :-)

Bonobo

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Re: Suggestions
« Reply #348 on: July 25, 2011, 07:06:41 AM »
Something like that is coming :-)
:-o

And: On the Mac? iPad? <jump>

SolarFlare

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Re: Suggestions
« Reply #349 on: July 25, 2011, 12:10:17 PM »
Make the keyboard controls more obvious from within the game - or at least the manual easier to find (Installing through Steam, I generally don't bother looking in the game folder for stuff.) It took me about 2 weeks to figure out I could use pgup/pgdn to zoom, which is useful on my laptop since there's a lack of scroll wheel on my trackpad.. and playing the game at default zoom level makes things really difficult when your empire grows.

Aino

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Re: Suggestions
« Reply #350 on: August 10, 2011, 05:34:22 AM »
I got a little idea flowering in my head as I walked down the Spanish streets, an "extractor" would be awesome. Let me explain the idea:

An extractor is basically a root, it stretches to the core like any other tree, but the body is also a "root" which connects to the closest tree, that tree is enhanced by extra production speed, since the extractor gives extra resources from the core. With that bonus, it's limited by ((cores current energy/100)*3) in seconds, but it enhances(divides) the time space per seedling by 8 in the "enhancing period". The enhancing period is delayed by the period time*3...

It's alot of math here, but I hope you get the idea :)

Pilchard123

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Re: Suggestions
« Reply #351 on: August 10, 2011, 08:35:12 PM »
Sooo...a tree which boosts the production rate of another tree? Wouldn't you just be better off with another tree?

annikk.exe

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Re: Suggestions
« Reply #352 on: August 10, 2011, 09:59:29 PM »
Or a new flower type ? :>

Aino

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Re: Suggestions
« Reply #353 on: August 11, 2011, 05:53:51 AM »
It's just a root, even the body itself is a root that connects tree, I wasn't planning it too count as a tree, since it's an enhancement like a flower(still a root, but acts as a new flower!). The delays beetwen each enhancing period is because it would seem very consuming to use 8x the resources all the time rather than a little period, the period times are also dependant of the core energy too :P

Staright forward: It's a root, acting like a flower which improves production speed over a time dependant of the CURRENT core energy.

Orion63

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Re: Suggestions
« Reply #354 on: September 01, 2011, 05:41:49 AM »
Code: [Select]
function SeedlingFleetLaunched(EmpireID, NumberOfSeedlings, FromAsteroidtID, ToAsteroidID)

Pretty self-explanatory, but here goes:
Whenever someone(either human, or bot), sends seedlings from a planet to another, call this function, which will tell you the ID of the empire that send those seedlings, the number of seedlings, the asteroid ID that from where the seedlings are departing and their destination ID...

Why?

Useful to AI, weird dynamics, and game logs(which is something that I just might start to work on).

Mv.c9

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Re: Suggestions
« Reply #355 on: September 17, 2011, 05:19:06 AM »
Black Hole
Is there a possibility to make a black hole? its logically possible, I think, something like this:
A moving asteroid that will suck in seedlings on nearby asteroids it approaches.


New Tree
And then again there is the new Flower and Trees:
Fortifier Tree: Increases Asteroid Energy 20%
Fortifier Tree with Flower: Increase speed and damage 10%


User Interface
More elaborate user interface:
1. A (Minimuzable) side widget to show total number of Seedlings with doubble click to show many of each type.
2. From the widget (mention above) be able to send all of the seedlings to a particular asteroid.
3. Multi selecting asteroids: be able to select multiple asteroids with their seedlings.


New Asteroids
Different Shapes: I understand the circle is atm the only thing possible, but how about new shapes
Asteroid Rotation: Asteroids slightly rotate (very slow, just to make it look smooth) because if fast, it will make your head spin



Im a modder myself, and I know half the things I wrote are almost impossible, but I spent most of my time breaking limits, and I know eveything is possible eventually, so . . . what do you think?

Pilchard123

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Re: Suggestions
« Reply #356 on: September 18, 2011, 06:07:47 PM »
I did black holes to a degree. Any seeds that were sent to them got killed. The map is somewhere around.

Mv.c9

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Re: Suggestions
« Reply #357 on: September 18, 2011, 06:37:20 PM »
I did black holes to a degree. Any seeds that were sent to them got killed. The map is somewhere around.

And how about the appearance? or logo? are you able to set a distict logo? for instance a balck swirly design, on a very small moving asteroid?

Aino

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Re: Suggestions
« Reply #358 on: September 19, 2011, 04:33:58 AM »
Look at the map "The SWARM" or what it was called, it localizes all the seedlings, now you can make them die when their asteroid cloases to a black hole :)

Also, maybe A&R can add the possability to make your own trees, it would be very much to do, but in the end it's porbably worth it!

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Re: Suggestions
« Reply #359 on: January 02, 2012, 02:53:40 PM »
This thread is a bit old, but I'll ask anyway:

Has there been any thought or consideration to tweaking levels? I've made the mistake of gifting a few copies of the game to people for the holiday season, and each one is coming back to me and reminding me how level 11 is objectively broken in terms of difficulty.

Pilchard123

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Re: Suggestions
« Reply #360 on: January 02, 2012, 06:48:18 PM »
It is possible to do it yourself, I  believe. Just edit the Lua files.

collapsoul

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Re: Suggestions
« Reply #361 on: January 02, 2012, 07:12:10 PM »
This thread is a bit old, but I'll ask anyway:

Has there been any thought or consideration to tweaking levels? I've made the mistake of gifting a few copies of the game to people for the holiday season, and each one is coming back to me and reminding me how level 11 is objectively broken in terms of difficulty.
try parasite tactic, at least that's how I beat it at pc version without any trouble
« Last Edit: January 02, 2012, 07:22:45 PM by collapsoul »

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Re: Suggestions
« Reply #362 on: January 03, 2012, 05:41:26 PM »
A tweaked level 11 will be included in the next pc patch!

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Re: Suggestions
« Reply #363 on: January 04, 2012, 01:11:58 AM »
A tweaked level 11 will be included in the next pc patch!

Which will be when? Any tentative date?