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 Post subject: V1.600
PostPosted: Thu 03 May, 2012 6:41 pm 
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Hound
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Posts: 1774
V1.600

- Added Modding tools downloaded separately (http://spacepiratesandzombies.com/updates.html)
- Added Random tech progression option to the Galaxy generator (this is the pre v1.500 method)
- Added Slider for tech availability to the galaxy generator
- Added Slider for Bounty Hunter population to the galaxy generator
- Added Facebook, Twitter, and RSS buttons to the launcher. Please follow us for future developments

- Fixed Mothership is fully crewed now so it repairs properly
- Fixed Gate bribes are never greater than the max goons you can carry
- Fixed turrets firing on cloaked Ships
- Changed Increased mass bomb damage 33%
- Changed Mothership given pre-defined tech levels to keep mothership attacks fair vs. all tech specialties
- Changed Bounty Hunter random help at high respect does not cost respect since you don't choose to call them
- Changed Lowered severity of extortion missions
- Changed Lowered extortion request amounts for goons, rez and data
- Changed Removed beam boosters in favor of point def for many AI Manta designs to lower damage output a bit
- Changed Lowered Manta's maneuverability, health
- Changed Lowered Brute's health and crew
- Changed Lowered Mammoth's health and crew
- Changed Removed a weapon booster from each AI Mammoth and replaced with Point defense to lower damage output
- Changed Lowered Energy Burst Cannon damage 15%
- Changed Lowered Particle Cannon damage 15%
- Changed Greatly Increased Respect rewards for missions to offset bounties accrued during the fighting
- Changed Cloaking Shields 30% stronger
- Changed Cloaking Engines 30% faster, more maneuverable, better thrust


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 6:49 pm 
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Joined: Tue 31 Jan, 2012 3:25 pm
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Location: Nuremberg, Germany
Awesomesauce Richard. Thanks for the update.
While it is not problem to download it from here, but maybe an integration to Steam's Tool Section ( and maybe even Workshop) would be nice?


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 6:50 pm 
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Working on that now :)


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 6:54 pm 
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Blorfy wrote:
Working on that now :)

You guys are awesome :).


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 7:05 pm 
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Outstanding changes.

Looking forward to tinkering with the mod tools.

Thanks for continuing to develop and not trying to sell every new little widget and tweak like so many other developers.

Those of us among the lower income (yet qualitatively demanding) gamer bracket salute you :)

Edit: Next time around, throw in a G+ button as well. Lots of potentials there :)

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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 7:41 pm 
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Shortbus

Joined: Thu 03 May, 2012 7:38 pm
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Why the weakening of the bounty ships though, through my current play-through on hard they aren't that insanely powered?


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 7:47 pm 
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Quote:
- Changed Lowered extortion request amounts for goons, rez and data


This alone was enough for me =p

Quote:
Why the weakening of the bounty ships though, through my current play-through on hard they aren't that insanely powered?


Talk for yourself, I lost my mothership 90% of the times if i didn't pay extortion. When they jump with 4~6 brutes just by your mothership and some other cloaked ships pounding you hard, I seldom lasted 15 seconds.

My only hope was usually trying to get them away from the mothership, since amazingly enough my ships lasted more against the enemy than my mothership o.O;

Only later on the play-through I was able to fend them off or peak at destroying a bounty station. Their power was waaaay too high before mid play-through ... later ... well ... ya, cream cheese


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 8:09 pm 
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Shortbus

Joined: Thu 03 May, 2012 7:40 pm
Posts: 5
Thanks for the update! (And the game itself)

@SirJustin: Concerning bounty hunter ships, they are the most powerful ships in every tier. Personally I never select any other ship then BH unless I want to a specific ship for bombs/drones or something.

I am really curious about the mod editor. Looking forward to trying to make sense of it and to see the first mods go live!


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 8:10 pm 
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Yup, luckily now people have the power to make any ship as powerful as they want too :)


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 8:12 pm 
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Hey Blorfy, I am playing around with some values atm.
And I am curious:
What affects enemies too in changes and what not?
I have, for example, set the damage of Beam Research a bit higher, just for testing purposes and the lulz and the Zombies got this upgrade too. :D


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 8:17 pm 
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Gyro
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Blorfy wrote:
Yup, luckily now people have the power to make any ship as powerful as they want too :)


No, luckily spaz players have devs who are interested in more than a paycheck.

And I want to say right now, on behalf of those who get all the achievements without modding and cheating, I don't give a crap if modding allows for cheating or not.

As far as I'm concerned if it's that important to the player to get the achievements that they make their shortbus a mammoth killer, I say let'm have it.

I support any decision that gives players more power over their play experience.

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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 8:27 pm 
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Scorcher24 wrote:
Hey Blorfy, I am playing around with some values atm.
And I am curious:
What affects enemies too in changes and what not?
I have, for example, set the damage of Beam Research a bit higher, just for testing purposes and the lulz and the Zombies got this upgrade too. :D


Yup research is shared by all factions. No one gets to cheat :)

If you want to change the power of a specific weapon, it is better to change the projectile directly by increasing its damage. Zombies have different projectiles and will not be affected (aside from infected ships)


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 9:12 pm 
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Shortbus

Joined: Mon 24 Oct, 2011 7:22 pm
Posts: 3
I just bought another copy of this game on steam. It's just gonna sit in my gift inventory until I get a friend interested in it.

There have been an astonishing number of high quality updates for this game, and it's everything I hoped it would be when I first heard about it and much more! I'm thrilled to be able to play it!

Thank you so much for reintroducing randomized upgrades, I was disappointed when those went away. The randomized tech tree is a great reason for replay, forcing me to use equipment I previously wasn't interested in by sometimes making that the most effective tree to follow!

Say, are we ever going to have missions where the objective is to escort the mothership around from place to place while it completes goals? I've always thought of SPAZ to be a spiritual successor to Starscape (http://www.moonpod.com/English/about_ss.php), in which you spent almost the entire game personally escorting your mothership around. Eventually your mothership would be a completely bad-ass fighting/mining machine, a real big bad battleship and it felt really great to be escorting, supporting and guiding this big meaty machine. That's the only feel I never quite get from SPAZ; the feeling that my mothership is good for anything other than saving my game and getting shot at.


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 9:37 pm 
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Wow, thanks very much!

Yeah removing the randomized research was a mistake. We knocked a big rough edge off the game in doing so, but it lost some character so it had to return :)

Missions wise, the next mod update should allow what you are asking for. The mothership itself is a special case in the SPAZ galaxy, but once we allow creation of non spaz galaxies, that limitation can go away and it can spawn normally. If you add it to the Mod requests forum, it will get on the todo list.


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 10:41 pm 
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Joined: Tue 31 Jan, 2012 3:25 pm
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Location: Nuremberg, Germany
Hell yeah, designing own missions is a big need!
Then I can make my Magratheo Mission maybe :p.

But one concern:
Only one mod can be active at the moment. For missions we need a system that allows to add more.
Maybe a folder inside mods that is called missions and for each mission an extra folder?
And all should/could be active at the same time.


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 11:38 pm 
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Dart

Joined: Thu 22 Mar, 2012 5:21 pm
Posts: 17
I'm sorry for being quite a BIG NOOB ! but ... how do I use those "Modding Tools" ?! :|
Any info please ?

I did copy them in the mods folder inside the Spaz Instaled folder .. and I can select from the starting windows at MODS : Example*** and Template ... in additional to Halloween and WinterHoliday ! and I can start a game with any of them if I select them .. the only difference is ... when I use the Example**** Mod Files .. I will get 2 extra empty hangars ....

Can I get more info regarding the Modding Tools you provided ?


Regards, Infinity !


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 Post subject: Re: V1.600
PostPosted: Thu 03 May, 2012 11:47 pm 
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Ok it sounds like it is working for you since you got the extra hangars. Now the fun part is looking in that Template folder and figuring out what you want to change. You pick interesting files and move them to a folder of your own and make changes to the game. You can use the example mod as a starting point.


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 Post subject: Re: V1.600
PostPosted: Fri 04 May, 2012 12:07 am 
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Joined: Tue 31 Jan, 2012 3:25 pm
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Well, what actually quite helps is learning Torque Script, so you know what this all means. Of course, you can just change some values, but it is a programming language for the Torque Engine.
Look here:
http://docs.garagegames.com/tgb/officia ... ction.html
http://docs.garagegames.com/tgb/officia ... yntax.html


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 Post subject: Re: V1.600
PostPosted: Fri 04 May, 2012 12:10 am 
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Ahh I had not thought of this. Do you mind posting this to the mods forums? It is a smart idea.


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 Post subject: Re: V1.600
PostPosted: Fri 04 May, 2012 12:12 am 
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Dart

Joined: Thu 22 Mar, 2012 5:21 pm
Posts: 17
Blorfy wrote:
Ok it sounds like it is working for you since you got the extra hangars. Now the fun part is looking in that Template folder and figuring out what you want to change. You pick interesting files and move them to a folder of your own and make changes to the game. You can use the example mod as a starting point.



oh I got it now :D the TEMPLATE is just the SIMPLE GAME CORE FILES !!! that you can edit to your own liking ...
the EXAMPLE is just a simple mod that only do 2 stuffs : adds 2 more hangars .. and make the Boomerang ships having a dark-blue color.

So basically ... all I have to do is duplicate the Folder : TEMPLATE ! ... rename it in MY_OWN_MOD ... and start editing the files inside it as I whould like .... when I will select MY_OWN_MOD from the list when the window before I start the game !

I took a look inside the files there ... I can edit everything ... hull types ... crew... weapons ..etc .... you even added there lines inside the code with explanations about each variable.
COOL !


so basically after I finished editing what I wish ... do I have to run : cleanCompiledScriptFiles the Windows Batch file ?! or I just enter and start the game ?


PS : I found the section where you can edit how many and what sizes will be the hangars after each Chapter .. without me having to edit my save games after each chapter change ! cool stuff ! :D

AWESOME ! :D


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 Post subject: Re: V1.600
PostPosted: Fri 04 May, 2012 12:19 am 
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Infinitty wrote:
so basically after I finished editing what I wish ... do I have to run : cleanCompiledScriptFiles the Windows Batch file ?! or I just enter and start the game ?


You don't even have to do that. :) Just enter and start the game. The cleanup.bat file is for if you want to distribute your mod. Run it before packaging it up for others, and it will delete .dso files that are created by SPAZ when it loads a mod (presumably to have them handy in a "compiled" form) and don't need to be distributed. (They'll just be re-generated when someone loads the mod in SPAZ, so they're dead weight.)

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 Post subject: Re: V1.600
PostPosted: Fri 04 May, 2012 12:21 am 
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Glad you like it :)

That batch file is just for cleanup before distributing the mod really, gets rid us un needed files.

When making a mod if you are distributing it, it is best to only include the files you actually changed. That way the rest of the files remain up to date with the current version of the game automagically for people.

This also makes a 35 meg mod a mere 2k mod if you only change a couple files :)


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 Post subject: Re: V1.600
PostPosted: Fri 04 May, 2012 12:22 am 
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Kloreep wrote:
Infinitty wrote:
so basically after I finished editing what I wish ... do I have to run : cleanCompiledScriptFiles the Windows Batch file ?! or I just enter and start the game ?


You don't even have to do that. :) Just enter and start the game. The cleanup.bat file is for if you want to distribute your mod. Run it before packaging it up for others, and it will delete .dso files that are created by SPAZ when it loads a mod (presumably to have them handy in a "compiled" form) and don't need to be distributed. (They'll just be re-generated when someone loads the mod in SPAZ, so they're dead weight.)


Man you beat me again. Lol. I am quite impressed how quickly you have taken to the modding tools!


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 Post subject: Re: V1.600
PostPosted: Fri 04 May, 2012 12:24 am 
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:) I like to tinker and play with new things straight off. Hence how I know what the .bat is supposed to do even though I've only actually put together a very basic mod so far. (And having dabbled in coding, it does look fairly sensical off the bat, even if I still need to get up to speed on Torque.)

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 Post subject: Re: V1.600
PostPosted: Fri 04 May, 2012 12:41 am 
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I'm glad the random research returned. Removing it in favour of a linear tech progression was a mistake and I'm glad that was realised and reversed.

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