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Time Raiders
Cirevam reacted to aidenpons for a topic
Scanners aboard the LDS Geloden have picked up a new kind of asteroid. It's rich in rants and text, but it's a very decisive biome and great care needs to be taken around it. Aboard the Geloden we've called it the "Wall of Text" biome. There's a new kind of energy source that we haven't seen before - could it be enough to finish the overhaul? Either way, Time Raider, we're sending you down to investigate. Collect 50 Time Spheres and then come back with a report. If it's hospitable and useful, we'll send you down again to find some more. I think a separate building would be nice. The Landing Pad already does so much.... I've worked out why this is: the game occasionally seems to think that mining something is valid with a time of 0.0 . It's not repeatable but it happens occasionally. Consider this just LRR breaking as usual. I've been thinking about the ATT and there really just isn't room for it in the LRR engine. Power path costs 1 ore. ATT drops six on top of it. Building is at 29/30 ore and requires one more. ATT drops 5 bonus ore on it, causing much faff to get them off Ore Refinery is at 3 out of 4 ore. ATT offloads six ore, resulting in loads of wasted ore. Or even worse, two ATTs are queued up waiting for the Ore Refinery to reload, and I get twelve ore shoved into my poor Ore Refinery... To put it another way, there's a reason I never upgrade my STT cargo holds in vanilla LRR A scanner isn't necessary on transport trucks, landslides are irrelevant when it comes to transports (not to mention the Distributor Tower boosts everything up to 500+ HP). The ability to carry cargo when hit is moot because STTs are so darn fast they never get hit in the first place anyway. Something large and slow like the Armored Transport Truck will just get stunlocked like Loader Dozers always would. The one use I can think of them is custom levels, like Run the Gauntlet where you also have to bring some crystals back to base. Even then, that'd be perfectly possible with STTs instead. They're a nice MOC, and they are a great addition to a mining fleet in theory. But LRR just doesn't handle them well. EDIT: I knew I forgot something! They could be useful as a vehicle that has the ability to reinforce. Reinforcing is currently hilariously overpowered because it prevents monsters emerging, and graphically broken , not to mention absurdly quick. Maybe the Armoured Transport Truck is carrying around reinforcing gear in the back? Curiously the one level - my Stone Sanctuary, Level07, I'm trying to get them to work on will always break. I tried Crystal Spiders, and they broke. They started picking up boulders I'll upload another edited version soonTM to see if anyone else can work out what the heck is going on. Maybe it's something to do with Mechugs, maybe it's the slugs breaking it, maybe it's too much NPL scripting for the poor game to handle, maybe there are just too many monsters, but I can't get this level to work. ( @Slimy Slug, I know you're reading this, could we send RRU's most active researcher onto the issue? ). You mentioned sometime (can't find the quote!) that you were considering what upgrades vehicles should get. Here's my take on the matter: (spoiler'd because it's long) Other funny things: - The parameters on the Assault Cruiser's laser mean it can shoot its pilot. This is a problem if it's in water - Speaking of the Assault Cruiser, it's miles better than the Howitzer for a massive speed boost, not to mention it's slightly cheaper. The Howitzer has range on its side but its recharge time and move speed are sooooo slooooooow.... and it's expensive! and also gets stunlocked by monsters as it can't shoot them off! Perhaps you could make the Assault Cruiser only deal 25 damage per laser ( => 50 per hit)? - Speaking of the Assault Cruiser, it says "Upgrade Defense" which gives it a Scanner. - The Unraveler's lazer has such a short range it cannot hit anything It's too high up, so it can't hit walls, it can't hit monsters, it literally can't hit anything. I love how it looks and I think it's amazing that it has a lazer eye, it's just terrible It also needs to be able to aim downwards more so it can hit monsters punching it. - Speaking of the Unraveler, you'll be pleased to know that if you go into the ObjectList you can write something like Health 1000 and it will do exactly what you guess. You might have known that already, but it's a nice way to keep the Unraveler alive. - Schneider's Command Ship should have some form of scanner... - Digtank laser drills seams extremely quickly, much much (10x?) quicker than the Digtank does. - The Digtank is extremely powerful. In vanilla LRR, Small Diggers would drill Hard Rock at a snail's pace, and you'd want the Chrome Crusher in there. In TR the Pyrite Punisher is so freaking slow that I actually prefer Digtank spamming. This is a minor stat change though. - Upgrading Stabilization Stations, in return for drawing an extra crystal's worth of power, should give a nice bonus to your oxygen/time. Currently upgrading them seems to draw an extra crystal for no gain at all. - Slugs have a positive OxygenCoef, meaning they add oxygen and allow you to teleport down more raiders. (In Time Raiders lingo, that reads "Ghost Slugs actually stabilize the stream as opposed to wrecking it" but that's not an immediately helpful report ) - Monsters should have a significantly larger OxygenCoef. Maybe about -2.0 , -3.0? The whole point of that is that it's massively big Monsters, even Crystal Warriors - especially Crystal Warriors because you take special care that your Howitzer shots go to them - are around for such short periods of time that their effect on oxygen (stream stabilization) is neglegible. Once they go away, the stream (should, if you haven't been stupid) start restabilizing anyway. - Small Crystal Spiders are classed in the CFG as fully-fledged monsters. Only problem is they don't go away when you laser them with a Monster Buster. This is probably because they lack the line SplitOnZeroHealth TRUE . However, small monsters splitting... don't think LRR will like that... best to revert them to normal - Ghost Slugs having a capacity of 1 is downright trolling, as then you have to try and smash them before they get to their hole. However, this is actually quite fun to man the Monster Buster yourself - Ghost Slugs are entirely unable to drain crystals from buildings. - Ghost Slugs could do with a larger vertical hitbox, just to make them easier to shoot by manual lasers. - The OxygenCoef of Bulldozers is quite high and could do with a lower, given how much you need them earlygame! Some major suggestions: 1) It's very nice to get the "greyed out" your-raiders-are-fully-upgraded, so you know they're L33T raiders. However this doesn't happen in TR anymore, because of the lack of Explosive Experts. I know that dynamite causes the universe to explode, and I also know there are some nice cfg parameters for Dynamite damage and blast radius. If you pump those up to absurd levels, and allow the Command Ship to train Explosive Experts, then I can get my nice L33T raiders with their greyed-out train icon (... once you fix that no building can train Geologists ) 2) The Command Ship itself basically can't be selected if it's got its engine running (=> driving HOVERBOARD). This means it can't be selected to Upgrade Building in the normal way. Thus, if we quietly remove the plot about the engine being fixed, and always have its engines online... and then if we make fantastical stuff like the Defense Tower etc all require the Upgraded 1 Command Ship.... we can use fancy NPL scripting to make it so that only some levels have access to the future! This would feel a lot more Time-Raider-y than "Teleport in Pyrite Punisher on the second level and go stripmining." The disadvantage is that this would then cause minor shenanigans when you have Jacred instead. Still, with a bit of cunning level design we can work around this. 3) Time Raiders lore is that you send things back in time to help yourself out. I need to get around to devising some nice levels to follow your fantastic introduction in The First Minute (while Crossing the Rift is mediocre, The First Minute is an amazing level, in scenery, gameplay, and plot). Anyway, the point of this bulletpoint was that some levels - eg my homemade Crystal Sanctuary - would become loads easier if somebody happened to warp in a Digtank or two for you (essentially there's not enough space for a Super Teleport until very lategame and monsters keep emerging from Hard Rock). Thus one could create a sort of "New Level+" (using the New Game+ terminology). This could be done either in the Bonus Levels tree, or as a separate level off to the side. While starting with a Digtank or whatever might make the level seem easier... oh ho ho, I'll see to that Oh, and I've been working on a "docks-create-ore" script. Here's what I've got so far: GetTimer0 < 10000 ? :SkipDocks ; if timer is less than 10000 (timers in milliseconds => ten seconds), skip this bit ; if it isn't, then TRUE ? AddStoredOre GetPoweredDocksBuilt TRUE ? AddStoredOre GetLevel1DocksBuilt ; and reset the timer TRUE ? SetTimer0 0 SkipDocks: ; rest of script - make sure not to use Timer0 for any monster invasions (oops...) However it's very funny - if I have one dock, not upgraded, I will get two ore out of it. I'm not sure what's going on here and will see what I can sort out - it would be nice to have upgraded Docks giving more ore! Also, 10 seconds is probably a little short (especially if it keeps giving me double ore like that!) - 20 or maybe 30 seconds (preferably not higher as then I have to use a register or another timer to keep track of it as you can't put a number higher than ~32000 in NPL scripts) would work better. Third to lastly, if you feel like modelling something new, the Water Monster is the only thing that's truly missing. I think I can do some fun stuff with it... Something else that would be very useful is also giving the Lava Monster's "throw boulder" animation loads more reach, before you bother reskinning the entire Metal Monster. Second-to-lastly, could I help you out with cfg editing as well - just addressing some of the stat concerns above? I'm just worried that because the cfg is one huge big file, if you edit the Digtank and I edit the Howitzer recombining our edits would be... not very straightforward. Lastly, I'm very happy with the Crystal Sanctuary level I've devised which again I will upload soonTM. A testament to a) NPL scripting, b) how much Crystal Warriors can ruin your base, and c) raider stupidity... had to redesign the monster invasion extensively so it was not just a rage-inducing stupidity fest. Unlike the Stone Sanctuary this level works flawlessly (I like the level so much I'll retrofit it to work for vanilla LRR, although it'll be loads easier then. Watch this space!) EDIT: Fun fact, it took me an hour to write this post - so long that RRU thought "oh, aiden's gone offline"1 point -
Axel's Mod 1.5 (Updated, 4/10/2015)
Hans_Henrik reacted to ShadowDraikana for a topic
Well, I figured someone had to do it. Went through Axel's cfg included with his WADs to see if I could find the problem. Turns out an extra backslash where one should not have been was to blame for the insane number of random crashes. Without further ado, I present the fixed Lego.cfg file: https://www.rockraidersunited.com/files/dl-r234/ This should cut down significantly on the number of random crashes. Other things I fixed: 1. Eye/shoulder view crashing. Axel's value for FPClipBlocks was 30 when anything around 18 will cause a crash. Dropped it back down to 16. 2. Mining lasers will now actually HIT walls for the most part. Axel's values were beyond too high. See my topic on this for further details. 3. Pyrite Monster will now behave as Axel intended, and not as a Lava Monster. Enjoy. 4. Minor text fixes 5. Infinite drain rate bug fix. @paperpanzerReported that the problem was actually caused by the usual fix, so if you have issues please let me know immediately. If there's anything else that needs fixing via the cfg, I'd appreciate a heads up.1 point -
expressive_rockraiders1
thunderzizi reacted to Ben24x7 for a gallery image
From the album: Random/Misc stuff
So I figured out how to edit LRR textures...1 point -
Admiral Back-Shield REFRESHED LINK
Rock Monster reacted to Hem for a topic
That is the download link ENJOY! http://www.rockraidersunited.com/files/dl-r200/ This will NOT be DEAD like my other backpiece, I shall make more soon! Paste in GAMEDATA/COMMON AND MENUDATA/PIECE DB1 point -
Sam Sinister back shield
Rock Monster reacted to Giacomo1496 for a topic
You can copy it in gamedata/common and in menudata/piecedb, it won't replace Robin Hood's or Alpha Draconis' pieces Download: https://www.rockraidersunited.com/files/dl-r477/1 point -
Alpha Draconis back shield and hood
Rock Monster reacted to Giacomo1496 for a topic
Download: https://www.rockraidersunited.com/files/dl-r476/ You have to put in gamedata/common and in menudata/piecedb. It won't replace Robin Hood's or Sam Sinister's pieces.1 point
