patkhoo

patkhoo

Joined Member # 3366087
0 Posts 0 Replies 1,112 Reputation

[quote who="Tkins" reply="3" id="1938404"]lol You could have just edited the second post...[/quote] Sigh.. I know I left my brain around here somewhere... [e digicons]:rolleyes:[/e]

29 Replies 10,775 Views

[quote]I don’t understand what there is to gain by giving us a beta instead of just releasing Entrenchment and patching it later. [/quote] If you release a software that requires patches, ppl get pissed off. If you release a beta for trials, ppl ask why is it so slow to release the whole thing. Damned if you do, damned if you don't. Maybe the devs are taking into account a lot of feedback about gameplay/balance/features, maybe they want to make really sure about stabilit

17 Replies 23,214 Views

I play SP. The first strategy game I played on the computer was "Ancient Art of War" (followed by "Ancient Art of War at Sea"). There was no concept of "campaign" back then. Heck, I think Ultima was just starting out.. but it was really fun because it was like a game of chess - the game was about challenging you to use your wits, not so much to find out what happened to the story. SOASE is like SimCity - if you want the game to define the "end/victory" for you, then I think you have the wrong

25 Replies 44,363 Views

[quote]If I had wanted to compare against the string slash zero (\0) I would have said strcmp slash slash zero (\\0) to escape the slash... It is like printing a slash and a n (characters \ and n) as opposed to a newline char....[/quote] OK, fair enough.. I just find it strange to use a string compare routine to check for a single character - what more the first character in the string.. Much faster to just look into the first array index x[0].. I remember the last time I had

35 Replies 4,322 Views

[quote]I think there is one problem with the idea that you suggested though and that is your method involves splitting the fleets fire instead of focusing on a single target. Even with taking sheild mitigation into account this is still an unefficient method for destroying targets and so as a result players will still be required to micromange focus fire in order to gain the maximum efficiency.[/quote] Heh, actually,after reading the many posts from ppl denouncing focus fire ala Admir

29 Replies 10,775 Views

[quote who="Mazuo" reply="2" id="1937106"]I know I've had issues with it myself, but pressing 'A' and selecting the destination doesn't work for this?[/quote] I don't remember exactly what happens, but if I'm not mistaken, nothing happens at all. Because the 'A' (attack) command will only work if you point it to a "target-able" thing (with due respect to your ship abilities/weapons). I could be wrong, so if I am, do let me know.. I'll try to give it a try again.. That said, my

7 Replies 3,045 Views

Heh, after being "suggested" that this belongs in a thread by its own, I'm putting my suggestion here that units should be allowed to engage enemies while under orders to move to a certain destination. Alternatively known as "attack an area" instead of a target. In this way, you can tell your ship(s) to egage the enemy as near as possible to location X (the specified area). Here's a way to try this out. Imagine you are under attack and are churning out new frigates while the battle is

7 Replies 3,045 Views

[quote who="BlackWizardMagus" reply="3" id="1936653"]Ignoring that...colorful...response there... patkhoo, you didn't necessarily contradict the original idea; certainly, if you use nukes, you deal with the consequences, but that doesn't mean a commander couldn't decide not to use nukes in a situation, even if he has the ability to do so. I think being able to turn it on and off for when you want it is fair.[/quote] Well, (ignoring the colourful response too...) since Heavy

11 Replies 5,889 Views

[quote]I think you have enough ideas there Patkhoo to start a few threads of your own. [/quote] Heh, why worry about LRM spam when there are these idiot thread hijackers on the forums? :P My apologies.. :) But back to topic, my suggestion is instead of looking at queuing "stacks", the code could be implemented to go lower down into queueing and matching ships to targets from one "stack/group/fleet" to another. In this way, the programmers don't have to change to

29 Replies 10,775 Views

[quote]But personally (slight sidetrack), I think the most useful thing is "engage if within range even if currently under/carrying out orders to move to destination". Alternatively known as "attack an area" instead of a target.[/quote] Sorry, I just wanted to add on to my own point about this. Imagine you are under attack and are churning out new frigates while the battle is on.. The freshly minted frigate will come out - "Ready for orders!" - and then proceed to move to wherever the

29 Replies 10,775 Views

[quote]After thinking about it I think I have come up with a modification to heavy fallout that will make it more useful and keep you from having to deal with your own radiation.[/quote] Sorry, I respectfully disagree. If you launch a nuclear weapon at a city, it will be radiated, and the invading force has to deal with the radiation - maybe some anti-radiation tool?. That's the price of such weapons. Similarly, if you use a bio-weapon against some enemy army, when you go in t

11 Replies 5,889 Views

[quote who="pvster" reply="7" id="1934789"]so what is the offical news??? is 1.1 going to be offical before entrenchment or with entrenchment when it comes out? i've been aching for 1.1 to becone offical just so more people would play it online. entrechment is gonna be beautiful.[/quote] See https://forums.sinsofasolarempire.com/329778/page/1/#1935362 - Yarlen said 1.1 will be sometime this month, beta for entrenchment for those who pre-ordered af

8 Replies 19,500 Views

[quote who="Blair Fraser" reply="11" id="1935619"]Queuing stacks of units has been long requested by our most loyal players and it was actually implemented way back in one of the earlier betas. The problem is that this makes it VERY easy to eat up a ridiculous amount of memory. I'm still trying to figure out an efficient way to do this - probably a compromise where you can only queue up to N many objects when you attack a stack. How many would be sufficient? Any other ideas?[/quote]

29 Replies 10,775 Views

[quote who="Howdidudothat" reply="23" id="1935439"]So, getting back on topic...are the minidumps gone yet?[/quote] Oops, sorry, didn't mean to hijack the thread [e digicons]:S[/e]

35 Replies 4,322 Views

[quote]So if strcmp (x, "\0") ==0 would work (wouldn't it???) - since you are asking to determine if string x is equal to a null terminated empty string.[/quote] Hmm, maybe we are misunderstanding each other here. I mean that "\0" is a string, which is entirely different from the null character '\0'. "\0" as a string takes at least two bytes but '\0' as a null character is only one byte long. The null character ('\0') is therefore used as a string terminator, but the string "\0" just

35 Replies 4,322 Views

[quote quoting="post"] 2. Groupjumping doesent work everytime (some ships are jumping before the others). [/quote] I think that between group jumping and non-group jumping, the "interval" between ships is smaller :) [quote quoting="post"] 4. sometimes the movment of the ships are realy strange. f.e. i jumped into a sector directly into the enemy fleet, but instead of attacking them, my fleet moves to another direc

4 Replies 1,555 Views

[quote]if (x == null) rather then if strcmp(x, "\0") etc...[/quote] Actually, I think strcmp(x, "\0") is wrong.. shouldn't it be ('\0' == x[0]) instead? Fundamentally, x is an array of chars, hence strcmp(x, "\0") implies: ((x[0] == '\\') && (x[1] == '0') && (x[2] == '\0')) whereas (x == null) is more likely a null (empty) string, meaning ('\0' == x[0]).. See, well, this is what I mean.. Please don't misunderstand me, I'm not trying to run you d

35 Replies 4,322 Views

In the beginning, I used to keep upping the reward to push the pirates to the opponents. But I found that in the end, I was just giving the oponents spare experience points. Secondly, since I've upped the bounty on the opponent, chances are, my own bounty has increased as well (since the other fellow will try to bet against me), so in the next round, I have to put up a lot more cash to keep up. Economically, I think it is a no win scenario. Thirdly, the size of the pirate raid ad their "persi

26 Replies 11,106 Views

[quote quoting="post"] Strat Guides. So is there any good places to find a walk through type guide for a first time nooblet like myself. I know if any of you are familiar with Gal Civ II theres a virtual wikipedia for the game. Is there anything similar for SoASE. Any links or feedback would be appreciated. Thanks! [/quote] So far, I've found the pinned posts at the top of this forum section to be most helpful. Some discussion about focus-fire (FF) versus Capital Shi

1 Replies 3,886 Views

I write in C mostly today, doing windows drivers and linux kernel etc.. But don't talk about things like OO, Lisp or Smalltalk etc.. there are far too many "script kiddies" out there who think that PHP, ASP and Python are God's gift to software development. I don't mean to run down "script kiddies", I write a ton of Perl/PHP for Web UIs as well. But such languages tend to make programmers lazy with things like "automated garbage collection" instead of malloc/free or "dynamicly sized a

35 Replies 4,322 Views

[quote quoting="post"] Is there any way to remove ships from a group? The manual says CTRL+SHIFT+ (0-9) but it soesn't seem to work. [/quote] Usually, I press the key for the group (eg. "1"), then shift click the ship I want to remove (so that it is no longer selected), and then press ctrl-1 again to "re-group"..

3 Replies 24,763 Views

[quote who="SageWon" reply="16" id="1917922"] Its already available. You can either: hold down the Alt key to temporarily reveal names on both the empire tree and the map. Or under Menu>User Interface> select "Show Names" to permanently use names, but then you loose the pips. Tip: Use the spacebar to instantly jump to highlighted planets from the lower left "reports". Click to cycle thru the highlighted reports. (PS. the 3rd Tutorial gives bett

17 Replies 40,111 Views

Sorry if my prev post was OT, but wrt the suggestions at the top by schedal, I fully support the idea of "R" for quick retreat and also the ability to "patrol" or attack an "area". One of the things I could do in starcraft/warcraft (can't recall which/both?) was to ask my units to move to a particular area and "attack" whatever was in range. I just click on move/attack to an area , instead of (in SOASE) click on ("attack") some moving enemy unit

17 Replies 40,111 Views