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pery

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  1. [Re: repeated 50% Navitron damage] Here is a link to an existing, related topic: http://www.3000ad.com/ubb/ultimatebb.php?u...t=000486#000000 [Re: rotting corpses] Check the VCF; this has been fixed in an upcoming patch. "FIXED: If a prisoner died while in detention, his status was not being updated when player docks at a station/base and the prisoner removed."
  2. UC preorder cancelled. EB's price was $39.99 still, but as I stated in my cancellation comments, I will reorder once the contract issue has been resolved satisfactorily.
  3. UC preorder cancelled. EB's price was $39.99 still, but as I stated in my cancellation comments, I will reorder once the contract issue has been resolved satisfactorily.
  4. Whether UC is released now or in a month or two is not of primary importance to me. What is of greatest importance is the continued support from Derek and his devteam in the long term. If UC development is anything like my projects, burnout is just something to be managed because it's going to happen...repeatedly. I would much rather see Derek and Co. wrapup whatever they deem "must fix" issues and then go off and decompress and renew (vacation, read, vegetate, family time, etc.) before addressing the VCF issues. There will always be issues with any product of sufficient complexity, especially one that is constantly being enhanced like the BC/UC franchise. I like to think of it as a journey rather than a destination, and if Derek gets too burned out and stops enjoying his journey, it's going stop for the rest of us too. And I definitely do not want that! So cut Derek some slack folks - I don't think we're helping him by saying "take another month" because the guy is a perfectionist; at the end of that extra month, he'll find something else to fix or enhance and be that much more burned out! Derek, since you are soliciting input, do whatever is best from a personal and financial standpoint that will keep the BC/UC franchise alive and well. Without knowing the nitty-gritty details, I'd guess it would be better personally to release before the holidays so you can enjoy them outside of your office and more importantly create great holiday memories for your daughter.
  5. Whether UC is released now or in a month or two is not of primary importance to me. What is of greatest importance is the continued support from Derek and his devteam in the long term. If UC development is anything like my projects, burnout is just something to be managed because it's going to happen...repeatedly. I would much rather see Derek and Co. wrapup whatever they deem "must fix" issues and then go off and decompress and renew (vacation, read, vegetate, family time, etc.) before addressing the VCF issues. There will always be issues with any product of sufficient complexity, especially one that is constantly being enhanced like the BC/UC franchise. I like to think of it as a journey rather than a destination, and if Derek gets too burned out and stops enjoying his journey, it's going stop for the rest of us too. And I definitely do not want that! So cut Derek some slack folks - I don't think we're helping him by saying "take another month" because the guy is a perfectionist; at the end of that extra month, he'll find something else to fix or enhance and be that much more burned out! Derek, since you are soliciting input, do whatever is best from a personal and financial standpoint that will keep the BC/UC franchise alive and well. Without knowing the nitty-gritty details, I'd guess it would be better personally to release before the holidays so you can enjoy them outside of your office and more importantly create great holiday memories for your daughter.
  6. NTYMI == "Now That You Mention It", AFAIK, AFAICT, IMHO, and if there is a manual, RTFM while you're at it (WYAI?), OK? oh heck, here are some links: http://www.netlingo.com/emailsh.cfm http://www.lake-online.com/internut/acro.htm etc...
  7. uh, those "red" shirts the SC hands out to n00bs are not necessarily a good thing for the recipient...
  8. Make sure you prep your marines for combat before sending them after intruders. OTOH, if you think your medics need more work, go ahead and send the marines in bare-handed
  9. I remember the forum before this one - I'm just a lurker though I got BC3K as a Christmas gift way back when it first came out - 'guess my wife could take a subtle hint... "Honey, come here and read about this new game; it sounds great!" Reply: "not that battle-whatever thing again" Hey, us guys can nag with the best of 'em! Before that, I vaguely remember downloading something like a concept BattleCruiser program which I think Derek had been developing for a few years as a hobby up to that point. Good times.
  10. I'm weak! I made a promise to myself not to get another game till I finish the one I am currently playing (NWNights)...but with BCMG due out this week, I just could not resist placing my order at Gamestop. Yeah, I'm weak, but I'm happy! Here's to the successful launch and continuation of the BC franchise - Cheers, Derek!
  11. 'thought I'd post that SC let slip a "galaxian" reference over in News&Announcments in the "BCM multiplayer. To be or not to be?" thread (pg.2) Search for 'galaxian' and you'll see where it looks like a configurable race in MP - hmm...cool!
  12. Go to the Downloads/BCM section and download the Installation FAQ - it has a ton of detailed info. on getting BCM working. There are also patches available for download.
  13. Re: why is that a bug? I can see how the filtering of TTD visibility for conditions like Friend vs. Enemy could change from game to game or over time as alliances changed. I thought this was a TTD visibility issue because a Miscellaneous or Tactical building should not change state as long as it is intact. I did not see anything in the manual about the definitions of the Tacops Filter Options, so I may very well be misinterpreting this. I also do not know the full filtering equation and the priority of Miscellaneous vs. the other options, so it could be that some other variable is causing the Miscellaneous option to act as if it were inverted, but that seems like a bit of a stretch. It may not have been clear in my prior post, but in the "OK" scenario, mbase_01 shows a TTD on the Barracks, and the Miscellaneous filter option has an "X" next to it; unchecking the "X" box causes the Barracks TTD to become invisible. That is what I expect to see. In the "bug" scenario, mbase_01 does not show a TTD on the Barracks, and the Miscellaneous filter option still has the default "X" next to it; unchecking the "X" box causes the Barracks TTD to become visible. This seems inverted and is an example of what appears to be an inconsistancy. If that is how TTDs are supposed to behave, then that's fine - I just don't understand the filtering equation (no big surprise there - this darn game is deep) but I can fiddle with the various filter options and get the TTDs turned on one way or another.
  14. Re: Roberto's Tacops/planet_observe/TTD issue I followed Roberto's email and reproduced some odd TTD behavior reliably. Problem: when observing a base in a mission zone on a planet, the green outline TTD info filtering changes behavior under certain situations - see below. To Reproduce: BCM 1.0.2 RC9 SNG use defaults: Ter/Mil;Cmdr;GalcomHQ;Earth(s);BCMK3;Roam Logoff/Logout optional: turn on autopilot and PTA Alt-S to Tacops click to zoom to earth and Observe it click Mission Zone 8 (earth 22) in upper left/arctic area of map In this order, left click a city/base, then right click to zoom back out; click next and so on: 1. city 08 at top of map 2. city 03 3. mbase 05 4. city 05 5. city 01 6. mbase 01 (do not right click out of this one) Note that mbase 01's buildings are not all lit up with TTD info like other base/cities. However, if you repeat the above from a NewGame and select mbase 01 first, all TTD info will be visible, so something has changed in the TTD filtering. In the TLM click the RHS top wrench icon to pull up the Tacops Filter Options and note they are mostly checked as expected. Click the following filter boxes in various combinations and the TTDs will be variously displayed: GroundObjects, Tactical, Miscellaneous The reason this is odd is that unchecking Miscellaneous, for instance, causes TTDs to be displayed and checking Miscellaneous causes some TTDs to be hidden - almost like the filter is inverted. Buildings that are affected by the Miscellaneous filter button in mbase 01: FuelStorage, CommsBldg, LaunchPad, SupplyStation, SolarPlant, Barracks, Command&Control, and one (but not all) of the SupplyDepots. It is easier to see and play with than to explain. In some cases while reproducing this with different MZones and bases, all TTDs are sometimes hidden, so the exact filtering changes depending upon the order of base/city selection.
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