MMM : Premonitions

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posted on August 23rd, 2010, 8:19 am
Last edited by DOCa Cola on August 23rd, 2010, 8:24 am, edited 1 time in total.
if you like you can send me an beta of your mission via email or upload it somewhere. later today i could try to debug what the problem is or how the interface could be improved.
btw. there was a bug in my enhanced scriptinterface function anyway... :P
posted on August 23rd, 2010, 8:46 am
will be adding a larger race-specific dialog box too, which could be used for a nicer display of mission objectives and the like
posted on August 23rd, 2010, 8:50 am
DOCa Cola wrote:if you like you can send me an beta of your mission via email or upload it somewhere. later today i could try to debug what the problem is or how the interface could be improved.


Well I don't use it in the mission, but I will make a test mission that does use it later tonight and send it to you.

DOCa Cola wrote:btw. there was a bug in my enhanced scriptinterface function anyway... :P


Whenever I called it it always seemed to return 0. Is that why? :P
posted on August 23rd, 2010, 9:04 am
Last edited by DOCa Cola on August 23rd, 2010, 9:08 am, edited 1 time in total.
exactly :P don't remember what the problem in detail was, but the function only returned the correct entity id under some awkward conditions. i have noticed that about 3 weeks ago when i tried to use the function for another feature ;)

sure, just some kind of test mission would be great.
btw. there is no cinematic window in fleet operations at all currently, even if you had the bink files converted. we'll work out something for that, too. just for backward compatibility.
posted on August 23rd, 2010, 12:04 pm
DOCa Cola wrote:exactly :P don't remember what the problem in detail was, but the function only returned the correct entity id under some awkward conditions. i have noticed that about 3 weeks ago when i tried to use the function for another feature ;)


That is odd.  I wish I had more understanding of the heavier code to be of any help.  Hopefully that will change soon and I will expand my knowledge of all things code. :sweatdrop:

btw, what feature did it not work for? :)
posted on August 23rd, 2010, 5:49 pm
all sounds promising koolies
posted on August 23rd, 2010, 6:34 pm
Epic win! :woot:
posted on August 24th, 2010, 11:42 am
Absokutely amazing work there Megadroid :).

I reckon all hero ships like the Enterprise should already be "max rank" i.e. have the vetran symbol and be unable to rank up any higher. The Enterprise ranking up after the command crew have been in service for 15 years seems a bit silly.
posted on August 24th, 2010, 11:53 am
What i though would be interesting is if a 7th rank was added with a different symbol that way it would be easy to identify the "hero" ships from the rest of your fleet.
posted on August 24th, 2010, 11:55 am
I think the FO style of showing 'hero' ships is ok. Adding a 'super veteran' rank would be overkill.
posted on August 24th, 2010, 4:01 pm
@DC I sent you a PM with the address of the test mission.
posted on August 25th, 2010, 6:58 am
did you get my pm or have i forgot to hit the send button? :P
posted on August 25th, 2010, 7:25 am
I got it, I'll check to see things work when I get home from work tonight.
posted on August 25th, 2010, 7:40 am
Why super-veteran? Just replace it. You have 25 veteran slots and one hero-slot. The hero-slot will be like a veteran, but with an additional passive/active ability.

For example, the enterprise could get Type XV Phasers, or a ecm phalanx or something like that in addition to the normal veteran bonus. Something that is "little" and wont push it too far from normal veterans.

It would also be nice, if you could take over ships from one mission to another - so you might use veterans later on.
posted on August 25th, 2010, 8:02 am
Sheva wrote:It would also be nice, if you could take over ships from one mission to another - so you might use veterans later on.


That would be possible. Were you thinking of an automatic process, or one where you can choose which ships you take?
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