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Everything posted by Aileron
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Well, yeah. But, they have half the repair costs of bombs. Hence why it reminded me of the tutorial, which states the current repair costs of each weapon. Still, if you have more soldiers than you do weapons, like most people had last round, the best thing to do is by cheaper more efficient weapons. Actually, the way things were headed last round, most people should have bought L2 Guns/L1 Bombs, and the powerfull weapons such as the Warbird's special would've been too high up on the scale. My intention with the Terrier was inspired by the ship in SVS. In those zones, the ship is notorious for being piloted by a large number of overagressive newbies, who generally don't bother to max out their ship before attacking. Thus, I wanted the typical Terrier army to be larger than most, but using L2 guns. There isn't such a thing as a ship bonus to UP, so I settled for deduction, and the Terrier's special pays tribute to the typical pilots' not waiting to have the best weapons.
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If you notice it doesn't have regular guns. It has "double barrel" guns which are cheaper than normal guns. That reminds me, I'll put up version 3.0 of the tutorial.
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I know the recruiter does take away from the gameplay. But, it causes players to advertise. Come to think of it, one feature I haven't been losing is a feature to give bonuses depening on forum group. For instance, if I were evil I could give a 95% discount to the "Administrators" group. But, what I could do is perhaps create a "SS RPG Recruiter" group, and give discounts to people who bring other people in. Back to the topic though: No the recruiter isn't fair. No, it doesn't "add to the game". What it does is rewards to people who bring players in.
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Two mega clans is ideal actually. Any more than that and clans start merging or forming alliances anyway. The only problem is when you get one major clan, its then when things get to be no fun. Thus, I'm reluctant to split the clans up because in a month they will all merge, and that mearger is unlikely to have the dichotomy that is present now. By the way, the only way it is possible is if I went around nazi-like and moved players around in the clans, which I prefer only to do when the situation really calls for it.
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Hmm, works for me. but, if others are having this problem, I can fix it. Anyone who still can't access the RPG give a hollar.
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Actually, due to the whole forum being down, attacks will open on the Sept. 5th 11:00 PM GST.
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Attacks won't open until the 3rd anyway. Well, I figured out what happened. The problems are being caused by three files I modifed and upload in an attempt to modify the core. While I'm sure I wrote them right (it was only really a line or two here or there), it seems the core is copywrite protected. Thus, it is programmed to seek out and reject any modified files. The modifications were changes to attacking which was to make it so small attackers couldn't damage large defenders, changes to mercenaries to limit the number you could buy based on your pop (thus making it impossible to get negative points or to buy all of the mercs), and modifications to spy missions which woould change sabotage. The core noticed it got tampered with and shut down all three pages. As you can see, yes attempting this did cause an inconvenience, the potential benefit would have made it well worth it. Not only would the changes themselves have been helpful, but would have been a precursur to further upgrades. Unfortunately, it seems none of those things are going to happen now, and worse yet, we are now absolutely certain to be limited to the features the core-makers give us. I'll guess I'll have to start whining on the core development forums now...the good news there is that they are working on version 3 right now. It should be a matter of uploading the origional files, which I guess is something Polix can only do.
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!@#$%^&*, these codes are smarter than I thought they were. I've re-uploaded the old files. It should work now, though it seems to take a while for these things to "kick in".
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Yeah, game on. The new codes will have to wait for Polix.
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There are some problems with the new codes. Two of them are not time sensitive, but the third still needs to be tested. The round will be delayed, though it will still start before 12:00.
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Final Tally Count Round VI SSCentral Gods 1066 (41) Winners! SSCentral Penis 956 (32) SSCentral !@#$%^&*ans 631 (2) The Followers of Dav1 454 Final tally counts for players: Dav 690 JDS 383 !@#$%^&*onearth 369 Synook 261 Falcoknight 245 The Real Picard 236 Smarties 200 sound 179 rasta420 174 Keiver 151 zappa 130 Relos 97 Mega 15 Russky 12 Dta 11 wub 5 Astroprodigy 3 freakmonger 1 Shran 1 Note that the results will NOT add up, as the tallies of individual's went to the clan they were on at the time. I will estimate that if you add up the clan's current member's total tallies for the round, that Penis would win that cout by about 75 tallies, so this was a really close round.
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There will be an entirely new formula. I however wouldn't refer to the new formula as "nerfed", I'd rather call it "sane". It will be less random, with greater emphasis* on spy and sentry. Thus it will simultaneously be easier and harder to carry out sabotage depending upon the target. * By "greater emphasis" I mean "actually included in the calculations." It will be harder because it can actually be countered by sentry, and usually more than a single spy will be at stake. It will be easier because if the target's sentry sucks, and the sabber isn't gready, he can actually pull some devastating results. That is ofcourse provided: a: my new code works, and b: I can balance out the rest of the stats before 11:00. The 91% refers to the old code, which was not written by me.
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Now that I have your attention, for your information its been only four months, I've been making steady improvements the whole time given core restrictions, and tonight I plan on actually modifying the core a little. The other sad truth of the matter is that modifying the core also seems to require a lot of expertise, so unless there is a forum member with an MS in Computer Science who also has a lot of free time, the forum will have to settle for me, a mere BS in Math. (Its actually quite sad that I have the free time to do this actually. The plight of the underemployed I guess.) I'll admit that this was immature on my part. It was still funny though, even more after you flew into a rage about it. You should probably find a way to laugh it off. It isn't healthy to hold a grudge against someone for an extended period of time.
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The reset will occur today at 8:00 PM EST. While I know this is poor notice, judging by the comments, people have been reading the clan score topic and most of you already knew about it. The game will come back up at 11:00 PM. During the downtime I will be installing untested modifications I made to the core, so instead of the reset occuring immeadiately, I will take final tally, and then use some accounts for target practice before resetting. Thus, when you come back evidence of it will probably be in your logs, particularly sabotage as it will be a completely new system in which the players' Spy and Sentry actually plays a significant part. I'm just pointing out that score will be taken *before* said testing is to begin.
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I've had more success with the core than I realised. I've modified attack to have critical failures, so massing can happen next round and people will actually get use out of levis. Now, I'm working on sabotage. After that, I think I'll add a percentage merc cap. Sound mentioned a bug, but if a merc cap is added the bug will be outside what is possible in the game. I have found the "random factor" to the sabotage calculations. I don't know if the formula applies to other games, so I guess I won't state it, but as many of us suspected the spy and sentry ratings of the person sending and recieving the sabotage are not even in the calculations which determine whether or not the sabotage will fail. The only non-random portion of the calculations was based upon the number of spies sent. Spy and Sentry do play a part in calculating how many weapons can be sabbed. Thus, under the current system, as long as he doesn't go for too many weapons, anyone can sab anyone else and have a 91% success rate too. By the way, I'll post the new formula when I come up with it.
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Bombs are more efficient to re-buy, though barely. Guns are better to repair.
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Redwaller, I've been very busy and frankly I'm sick of you coming on here to do nothing but complain. Enjoy the new nick.
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Yeah, that's true. I don't think rounds are the problem, as this rate is the same as used in many other KoC like games. Actually, I think the problem is related to UP. In the round before this one it was too expensive. Now its too cheap. Income is increasing so fast that weapons repair costs can't keep up, and UP is increasing so fast that casualties are minimalized within a week's time. Also, its too easy for players in the Warbird to attack. Thus a lot of defenders are also part time attackers, creating a high attacker to defender ratio which in turn causes constant attacks.
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If the reset is happening tomorrow, there's no point. UP is supposed to be infinite, but another core problem. The reason why is that due to growth rates about two weeks after all of the players max out their UP, everyone will buy so many weapons that the repair costs for those weapons exceed the amount of money anyone will have out. Wow, there's the problem. UP is too cheap. Income is increasing so rapidly that casualties and repair costs aren't a factor.
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The Current Clan Scores in the Subspace RPG, 8/29/07: SSCentral Gods 1001 (23) SSCentral Penis 874 (43) SSCentral !@#$%^&*ans 628 (9) The Followers of Dav1 454 Best Attack: Dav Best Defense: JDS Best Covert: Sound Best Sentry: Sound Next Event: Reset possibly to occur on August 31st/Sept 1st. If not, Oldskool Spider will be added. Daily Comment: I am still on the undecided side about the reset. I know, this is terrible. If the reset is to occur on the 31st, then the Gods will win if they score atleast 12 more tallies. Take home message: Penis has to m!@#$%^&* the crap out of Dav if they want to win. Otherwise, I am glad to see all of the clan-hate topics on the forums. That means some people care about the clan game, which as I have said is a good thing because only a couple players have a shot at first place, wheras every clan member has interest in playing the clan game. Also, there was a topic in regards to single turn attack massings, and now all of a sudden a lot of players are doing it. I am sad that the attack limit is so low. If nothing else, by next round there will be a strength factor attached to attacking. It will be that if when you attack their defense is five times stronger than your offense, they lose nothing and you lose double, as well as any turns you have. If I could put a strength factor in, then the attack limit can be set really high. massing would require an attack about as strong as the defense. I think I'll also modify the casualty calculations based upon who wins, so as to reward people with offenses stronger than the defender's defense.
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It varies upon strategy really. Defensive players do not need to log on as often as offensive ones to avoid being hit. (Though offensive players can recover from losses faster.) Generally for a defensive player, you want about twice per day. You want to allow players to have 8 hours of sleep, and 8 hours of work/school + two hours of commute. The majority of people have this kind of schedule, and thus the games' target market would be extremely limited if it did not allow this much time. However, for those who really like to play there is an option to go offensive. The offensive strategy in general is much more effective than the defensive one except that it requires more frequent logins. For those who want to go offensive but still relax, may I point out the Terrier, which has an income penalty and a deduction bonus. Yes it generates less money, but the idea is that it can do more with money which is stolen. Actually, many players don't realise that income is a double-edged sword. If your defense is high enough, its more money for you, but if it isn't, its more money for someone who has a strong enough offense to hit you again tomorrow. The way to increase the amount of time people can wait is to increase the "floor" which an attacker will not attack for less than. Generally that means less turns, but another aspect of that is to have fewer people choose the offensive strategy. Fixing Covert and Sentry would help towards that. Maybe I should also quit trying to trick people into choosing the Weasel and make it a viable defensive ship next time. I should also screw over the Warbird's offense, as its not really supposed to have one.
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Shrapnel is would be unrepairable if I could make it. I don't think I'll edit the core for it though. bumping
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The Current Clan Scores in the Subspace RPG, 8/28/07: SSCentral Gods 978 (26) SSCentral Penis 831 (40) SSCentral !@#$%^&*ans 619 (9) The Followers of Dav1 454 Best Attack: Dav Best Defense: Dav Best Covert: Sound Best Sentry: Sound Next Event: Reset possibly to occur on August 31st/Sept 1st. If not, Oldskool Spider will be added. Daily Comment: This round is coming down to the wire! Clan Penis proves time and time again that yes, income is nice, but it only helps you if you have the defense to hold on to your money. While Dav has been the leader in offensive capability for some time, it has been a while since he actually USED that offense. Smarties continues to sabotage, but it does little good when JDS takes 500mil from The Real Picard, and Sound takes 500mil from Mega. However, the Gods have a commanding lead and Dav's spot as #1 seems to beyond the grasp of Penis at this time. The Gods have also invested in next round by recruiting Russky, whom previously I had picked on but has scored his first tally today. A total of 75 tallies are scored each day. Yes, it would be difficult in the extreme, but Penis can still win this. It would involve carefull planning and teamwork to get the tally income to 60+, but if Penis can do it they can earn bragging rights for a month.
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Hmmm, 4 minute ping. Well, my personal best was 2 minutes on dial-up in SWR's superships sub arena.