Things you'd like to see...

Welcome to the new war raging across hundreds of light years at once, with mechanized Titans as the main fighting force.

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tgcook
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Post by tgcook »

Being able to 'x' with the mouse on the ATTACK SCREEN would be really useful too... ;)
LarkinVB
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Post by LarkinVB »

Sorry, no mouse gestures !
Kroah
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Post by Kroah »

Could it be possible to see if an action will succeed in a "move skill check"

for example:
- I do a call move while moving -> the icon "call move" could be yellow if the action implies a "move skill check"
(because sometime it does ans sometime it doesn't)

Pascal
AutoHost
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Post by AutoHost »

LarkinVB wrote:Sorry, no mouse gestures !
?? I think he meant it would be nice to be able to press 'x' while the attack window is shown, instead of having to press ESC then 'x'.
Thorgrim
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Post by Thorgrim »

Larkin already said days ago that that has already been implemented in the patch.

Kroah, same deal with the call buttons, already implemented in the patch.
Iceman
LarkinVB
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Post by LarkinVB »

Thorgrim wrote: Kroah, same deal with the call buttons, already implemented in the patch.
... with the small difference that it will be yellow in case any action will be broken, not only those causing a skillcheck.
Thorgrim
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Post by Thorgrim »

Right, went checking the changes log after replying and noticed that.
An idea, maybe not a very good one but still an idea, there are 2 available colors for signaling situations other than available/unavailable - yellow and blue. How about using one for those that require a skill check and the other for those that do not? Maybe even asking Marc to change the blue call move button (never needed) to red and assign that to skill check required?
Iceman
Intruder
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Post by Intruder »

Hey larkin, do you have an ETA on the patch? I BTW I hate using the term "patch" for this game. It makes you think things are broken when in fact your just enhancing an already great game :)
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"Time to roll the dice!" -Matt Cauthon-
Robert Jordan's "The Wheel of Time"[
LarkinVB
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Post by LarkinVB »

I'm taking a break for a week but delivered all my necessary changes to Marga. He will have to add his part and Matrixgames will then finalize the package for true update. Rough guess is mid september.


Here is my logfile

---------------------------------------------------------------------

Battle Changes v1.0.1 :

01.08.03 :
1. AI will use jump backward.
2. Active sensor color bug fixed.

12.08.03 :
3. Added titan picking for solitary/hotseat setup.
4. Version is reset to 1.0.1
5. Fixed small display issues.

18.08.03 :
6. Fixed random titan picking.
7. Fixed requested number of titans for random teams.
8. Added option to break automove after finishing current move.

21.08.03 :
9. Shortcut 'x' will work while attack window is open.
10. Fixed small bugs in jocks healing code.

23.08.03 :
11. Added battle_hq_ip for tcc.cfg. Will have priority.

25.08.03 :
12. Improved missile splash hit calculation.

26.08.03 :
13. Only anihilated titans are removed from a victorious team after
battle.
14. Ranks for random teams in netgames won't vary from the setup.

29.08.03 :
15. Call move/attack buttons yellow if action is pending.

01.09.03 :
16. Destroyed plasma guns add no heat in destroyed bodyparts.
17. Half combat xps for hitting shutdown titans.
18. Fixed number of requested titans for 'clear selection' and
'pick titans'.
19. Prolonged flare duration on successfull skill check is modified
by skill/10 + maxduration/3.
20. Fixed background texture bug on loading games with F8.

03.09.03 :
21. Maintenance for unallocated titans reduced to 50%.
22. Improved 'set map option' + 'set team size' handling.
23. Leg mounted weapons have speed/5 shooting penalty on ground.
24. Leg mounted weapons can't fire in liquids.
25. Only CBT weapon can fire on same hex while leaving.

04.09.03 :
26. Jocks with allocated titans left behind at hq will gain +5 devp.
27. Map selection will be sorted by difficulty, not name.

05.09.03 :
28. Fixed small problem with autosave.
29. Recycle for SRM reduced by 1 sec.



HQ Changes v1.0.1 :

12.08.03 :
1. Added range + damage display in titan screen.
2. ACCEPT in titan allocation will lead back to jock screen.
3. Version is reset to 1.0.1

03.09.03 :
4. Maintenance for unallocated titans reduced to 50%.
AStott
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Post by AStott »

Wow, that is a great list of tweaks and fixes. Sounds really, really good. Can't wait!
LarkinVB
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Post by LarkinVB »

Ooops, fixed the draw bug too, of course. Seems to be missing in the list.
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Rebel Yell
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Post by Rebel Yell »

Great Job, Larkin.

Thanks for working hard so we can play hard!
zorper
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Hiding AI move?

Post by zorper »

I just bought the game and am already enjoying it.

I've only seen one problem so far. When hosting a game were me and my fiends want to play coop against the AI, I can't get the AI move to be hidden on my (hosting) machine. If there isn't already a setting for this, it might be a good addition.
Intruder
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Post by Intruder »

Wow, all I can say is wow!!! People, if you are sick of developers not listening to what the players want, then look toward Larkin for some inspiration. Look at that list of additions. Many of those were requested by us fans. Some were controviersial and required some discussion. Some were accepted and some were not. My hat's off to you Larkin. Your doing a great job with the game as well as your customers! :D
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"Time to roll the dice!" -Matt Cauthon-
Robert Jordan's "The Wheel of Time"[
Voidhawk
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Post by Voidhawk »

Thanks for the list, Larkin. Yes, take a well-deserved break!

But I didn't see that you've fixed ANY of those game-breaking or CTD bugs! Oh, I forgot. There ARE no game-breaking or CTD bugs. :D

Looking forward to the patch... er... UPGRADE.
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Sleeping_Dragon
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Post by Sleeping_Dragon »

MMMmmmm, look at that list of ToS Goodness!

Can hardly wait, especially for the new improved 'x' shortcut.


One quick question though.. can you clarify this one?
LarkinVB wrote:23. Leg mounted weapons have speed/5 shooting penalty on ground.
Not too clear on the change, since leg mounted weapons can't shoot while your on the ground or even crouched. I know I'm misreading something, but can't figure it out. Please help, I'm extra dense today. :)
Power does not corrupt; It merely attracts the corruptable.

AKA: Bblue
Silvermane
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Post by Silvermane »

I think that penalty applies on leg mounted weapons that are fired while running/walking. You see, a gun nailed to your leg will have a hard time hitting anything when you're running...

-Silvermane

Of course, I could be completely off...
I must not fear.
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past I will turn the inner eye to see its path.
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Coyote27
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Post by Coyote27 »

I have one request to throw in if there's still time. Have the weapon list in the factory display required power units for beam weapons in addition to recycle time. This way it would be easier to know exactly how large of an engine you need.
-Coyote
Thorgrim
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Post by Thorgrim »

Speed penalty is for ground movement (all except jump).

Coyote, simply put, SL 1, ML and PL 2, rest 3. If you have only one energy weapon though, some of the big energy weapons may run with only 2, for an additional 1 or 2 secs recycle. Add 1 PU for each GC too if you're planning on moving.
Iceman
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Sleeping_Dragon
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Post by Sleeping_Dragon »

AH! Makes sense now, good call on the modifier.
Power does not corrupt; It merely attracts the corruptable.

AKA: Bblue
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