Author Topic: v2.6.0 Changes Discussion Thread  (Read 28675 times)

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Online Kaiser

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Re: v2.6.0 Changes Discussion Thread
« Reply #180 on: November 28, 2024, 11:52:39 AM »
Hi Steve, Is one of the three options for the carrier checkbox something that is mandatory to check when creating a new game or Can we leave all of them unchecked and the game will provide a standard carrier options for the NPR? (with a mix/random carrier/battleship composition)
« Last Edit: November 28, 2024, 11:55:22 AM by Kaiser »
 

Offline Barkhorn

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Re: v2.6.0 Changes Discussion Thread
« Reply #181 on: November 28, 2024, 12:41:44 PM »
Will NPR's use hangars on ships that aren't really carriers?  Like a hangar on a battleship for carrying a couple scouts?  What about for boarding parties?
 

Offline Lindi

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Re: v2.6.0 Changes Discussion Thread
« Reply #182 on: November 28, 2024, 01:40:37 PM »
The IA can use civil ship for carrier? ( For me to send small and fast ship in other area is the best cost if you not need a fast carrier)
« Last Edit: November 28, 2024, 01:42:12 PM by Lindi »
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #183 on: November 29, 2024, 06:30:53 AM »
Will NPR's use hangars on ships that aren't really carriers?  Like a hangar on a battleship for carrying a couple scouts?  What about for boarding parties?

Currently, there are no other NPR designs with hangars. If I add some, I will make the necessary adjustments.
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #184 on: November 29, 2024, 08:56:12 AM »
Hi Steve, Is one of the three options for the carrier checkbox something that is mandatory to check when creating a new game or Can we leave all of them unchecked and the game will provide a standard carrier options for the NPR? (with a mix/random carrier/battleship composition)

After thinking about this question, I've gone back and changed the checkboxes to dropdowns. Each one has options for Random, Yes and No. Random will just follow the normal random generation option, or you can select the outcome using the Yes/No options.
 
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Offline Aloriel

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Re: v2.6.0 Changes Discussion Thread
« Reply #185 on: November 30, 2024, 03:04:21 PM »
Yessss! Nice to see the B5 related name lists! Hybrid carriers make perfect sense for B5 too... Are we going to see you do a B5 run Steve?
Sarah
Game Developer in Unity and UE4 and 5
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #186 on: November 30, 2024, 03:21:35 PM »
Yessss! Nice to see the B5 related name lists! Hybrid carriers make perfect sense for B5 too... Are we going to see you do a B5 run Steve?

Yes, that is the plan. A B5 run to test multi-system starts and carriers.
 
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Offline mike2R

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Re: v2.6.0 Changes Discussion Thread
« Reply #187 on: November 30, 2024, 05:51:45 PM »
I'm seeing some character encoding issues in the B5 Shadows name theme - things like: Oblivion’s Flame
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #188 on: December 01, 2024, 02:12:02 PM »
I'm seeing some character encoding issues in the B5 Shadows name theme - things like: Oblivion’s Flame

They aren't in the original file, or the game. Looks like some problem with displaying apostrophes when I place them within url tags.
 
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Offline nuclearslurpee

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Re: v2.6.0 Changes Discussion Thread
« Reply #189 on: December 01, 2024, 02:21:53 PM »
I'm seeing some character encoding issues in the B5 Shadows name theme - things like: Oblivion’s Flame

They aren't in the original file, or the game. Looks like some problem with displaying apostrophes when I place them within url tags.

This seems to happen with a few other name themes as well, though I don't have a specific example on hand.
 
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Offline mike2R

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Re: v2.6.0 Changes Discussion Thread
« Reply #190 on: December 02, 2024, 04:59:39 PM »
I'm seeing some character encoding issues in the B5 Shadows name theme - things like: Oblivion’s Flame

They aren't in the original file, or the game. Looks like some problem with displaying apostrophes when I place them within url tags.

That makes sense - googling for the string ’ indicates, via a helpful person on stack overflow, that this is what you get when you try and interpret the ’ (RIGHT SINGLE QUOTATION MARK - U+2019) in CP-1252 instead of UTF-8.

Unless the forum preview is lying to me, the one I used in the paragraph above is working ok.  I'll try uploading one in an attached file.  Edit: seems to work.
 

Offline Warer

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Re: v2.6.0 Changes Discussion Thread
« Reply #191 on: December 06, 2024, 01:32:06 PM »
Wooo! Multi kiloton battleriders here we go!
 

Offline wolfhere

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Re: v2.6.0 Changes Discussion Thread
« Reply #192 on: Yesterday at 09:54:51 PM »
Wait. Just want to make sure the Larger Parasites change will allow for 5kton ship to now show up as a parasite. A massive literal Fleet carrier with 300Ktons of hangar bay would allow 10Kton ships to be parasites?
 

Offline Steve Zax

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Re: v2.6.0 Changes Discussion Thread
« Reply #193 on: Yesterday at 10:50:42 PM »
Wait. Just want to make sure the Larger Parasites change will allow for 5kton ship to now show up as a parasite. A massive literal Fleet carrier with 300Ktons of hangar bay would allow 10Kton ships to be parasites?

it should allow 100Kton ships as parasites, even one 300Kton ship.