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Everything posted by Supreme Cmdr
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The next person to Start a tech topic about an issue that is already cleared discussed and under investigation Starts a tech topic spanning several relevant and/or irrelevant topics, when only one issue per topic is the norm. is going to have their posting priviledges revoked without warning.
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I had put in STO units into the design, back when I was going to put in a requirement to be in orbit in order to do any planetary ops. Since using OTS weapons are very powerful, the STO units were to be their counter. Since I never did get to implement orbital flight dynamics, I saw no need to implement the AI and tech for the STO units.
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quote: Originally posted by Tyrn: I noticed that E3 is in Toronto. Its in LA. www.e3expo.com
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The gallery on gamescreenshots.com has been updated with some pics of the new shuttle MK1, the APC MK1 and MK2 (with rocket launcher) etc The Wildcat and Mayhem battle tanks should be up later this week as I expect to sign off on the Wildcat later today. For some of you who were wondering, here is the list of player controlled BCG ground units. Also, carriers, cruisers and transports have been modified to carry a combination of these as vehicles. e.g. the Battlecruiser MK1 now carries 2xATV, 1xAPCMK1, 1xCAV, while the MK2 carries 1xATV, 1xHAV, 2xAPCMK2, and the MK3 carries 1xATV, 1xHAV, 1xAPCMK2, 1xUAVMK2 and so on. code: MFB Mobile Forward Base APCMK1 Armored Personnel Carrier Type1 APCMK2 Armored Personnel Carrier Type2 HAV Heavy Assault Vehicle LAV Light Assault Vehicle ATV All Terrain Vehicle WILDCAT Heavy tank MAYHEM Light tank UAVMK1 Urban Assault Vehicle Type1 UAVMK2 Urban Assault Vehicle Type2 CAV Combat Assault Vehicle CAB Combat Assault Buggy
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You can read about it on the press page
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quote: Originally posted by Darkling: quote:Originally posted by Supreme Cmdr: My original design back in the late eighties, was to have them power all building units in the base i.e. if one wasn't present, then for e.g. the EWR won't work. Can you imagine having implemented that back then when Processing power of computers was relatively low! You're ideas where just way ahead of their time (or the hardware available to power them) Yep. But remember also that even when the first BC3K was released in 1996, even the highest rig at the time, wasn't sufficient to power it adequately. And because v2.0x was built on that core, in 1998 when that was released, it fared a bit better.
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Some GG threads with useful (?) info thread 1 thread 2
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quote: Originally posted by Forever Light: If anything takin out power does seem to make some defense systems not work. Like the ground based lazer cannons. But I might be nuts or too high in altitude for them to target me. The nuclear/solor power stations have no relation to the ground base. They're just there as scenery and a source of EPs. My original design back in the late eighties, was to have them power all building units in the base i.e. if one wasn't present, then for e.g. the EWR won't work. But then I canned the idea because it would just be more AI passes and too easy to kill ground bases once you've figured this out. In the same way you can stiffle craft/marine launches by taking out the launch pads. In BCO, due to its nature, I plan on doing this linking as it was in my original design. [ 04-24-2003, 10:37 AM: Message edited by: Supreme Cmdr ]
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quote: Originally posted by Andrew Presby: 1. What is the game effect (if any) of: Comms buildings? Barracks? Command and Control Centers? 2. How do ground based launch pads work? Is there an upward limit to fightercraft numbers or are they respawn machines? 3. Why do EWR have a 5000' max height of detection in the appendix? It seems that they'd be better off being able to search higher in an age of OTS weapons and space fighters... Increases detecting range of some units within the base. Launch fighters/marines based on threat assessment. They do not have infinite supplies and can/do run out. Hence the multiple launch pads at a base. The appendix is wrong (Gallion!). The min/max detection ranges are 500/25000
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quote: Originally posted by Andrew Presby: General question: How do ground base power supplies work They don't quote: 1. Do any units on ground bases have independent backup power supplies?No quote: 2. Do solar supplies on ground bases hold a charge for the base for a set period of time after the nuclear reactor experiences technical difficulty due to a...highly localized massive increase in local radiation flux?No. That would be too easy don't you think? quote: Experience which prompts the question: I blow up base power supplies (solar and nuclear) from standoff ranges with my trusty cruiser. Then I fly to the base. The laser turrets don't *seem* to want to play with me anymore. Maybe their lock times are just very long(don't think so). uhm, right quote: Maybe I was placing my cruiser outside of their slew ranges(don't think so).Probably quote: I conclude that they have no backup power source.Great conclusion. Call your therapist when you wake up. quote: The mobile assets kept shooting though.I guess they must not be plugged in then? quote: This question is part of my continuing quest to understand operation of ground bases that I might reduce them to rubble more efficiently.Right. General Custer would be proud. Then again.
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Question about destroyed ground structures
Supreme Cmdr replied to AlephZero's topic in Battlecruiser Series
For the LAST time. NOTHING is happening when buildings are destroyed. As for Tacops, the reason it is slow is because, well, its scanning an ENTIRE planet - with buildings, units etc etc all within view and ALL being processed SIMULTANEOUSLY, regardless of the portion that you are currently viewing. Do you have ANY idea how much processing is required for just that? -
quote: Originally posted by Terrik Durlun: [QB] discovery of another world of amazing proportions (got BCMG for only $5) You did? Where? Or did you buy a used copy or something?
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Question about destroyed ground structures
Supreme Cmdr replied to AlephZero's topic in Battlecruiser Series
Alephzero, please login to your profile and fix it. Your CPU type is wrong. Your forum name is missing. You also seem to be using incorrect video drivers etc etc Start there. Then read this quote: Originally posted by Kalshion: Your not the only one who is experincing slow downs on planets.. I posted about this in the past but it was deleted.. Are you looking to get banned? Just tell me, ok? NO posts are EVER deleted if they are reporting a VALID problem. Now. The issue with long term play is the same as it has been in all four BC games. The longer you play, the more stuff you destroy, the more regions you visit etc etc, the more memory and processing the game will need. And if you don't have enough memory and the game ends up using the OS swap file, you will get slow downs. The game does not graphically update regions you are not in. It does this algorithmically and in the background. So, it doesn't matter if you've had ops on 10 planets or 100 planets, the only video update that is done, is in the region you are in. If you're going to go pissing around the game universe and doing what you describe, get a computer that is equipped to handle it. Its really that simple and thats why the discussions on it are few and far between. It is a huge game and those are the consequences. quote: It happens in space to. I've noticed that when you destroy more than 3 stations the game will begin to lag.. I've noticed this on my old computer and now on this new one. Rubbish quote: Im completly unsure whats causing this.. it might be the fact that the game is trying to rebuild the structures and stations destroyedRubbish. The rebuild procedure is in fact a faster process than if the station was active. Simply because during the rebuild state (a) only minimal AI (required to wake it up once rebuilt) is processed for it ( it is rendered differently and that takes less processing. And if you have an Alienware P4 system (as your profile indicates), you should not be having ANY slowdowns whatsoever, especially with 1GB of RAM. But then again, I have no idea what your previous computer (on which you had the game) was - and for all I know, it could've been a Packard Bell with 64MB of RAM. [ 04-23-2003, 09:27 AM: Message edited by: Supreme Cmdr ] -
Here are the list of things that affect saved games. Also note that saved games are (a) large ( compressed and packed into one file. Given the above Not waiting for the save game operation to completely write out the file. In this instance, just stare at your HDD list Music playback during saves can sometimes cause the saving to be slow. Hence the SB Live! issue Using cheats, the Playmod tool etc etc, may, at some point, corrupt the saved game if use ludicrous options Using a previously incorrect version of a game. i.e. if the VCF indicates that previous saved games are incompatible, thats exactly what it means. Using quick save too often, as this fragments the save game itself (this feature is going to be removed at some point. I forgot to do it in BCMG). Insufficient memory Badly fragment HDD leads to longer times for save/restore operation Also, sometimes the saved game has loaded, but the game refuses to continue. This would have nothing to do with the saved game, but rather the video subsystem may fail to re-init (it needs to do that each time it starts the game) after previously being shutdown. Hence the reason to get reliable video drivers and/or reduce your acceleration down on notch if you have this problem. [ 04-23-2003, 08:17 AM: Message edited by: Supreme Cmdr ]
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Dear Lord almighty, wait'll you guys see Fred's new shuttle MK1 model and Wille's new APC. Gonna merge them into the game later tonite and will have some shots tomorrow.
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OK, the shots are up on gamescreenshots.com now
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quote: Originally posted by Cmdr Nova: Pretty good read. The original was 3800+ words. This version is about 1200+ quote: GameSpy: When is Generations due in stores?
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quote: Originally posted by SteveM: Thanks Sc, I'm certain it works as advertised, I'm just not seeing the blindingly obvious. I can get the shuttle to land but it just starts the dust-off count-down and RTB's. It will only start the dust-off count-down if it has landed. And if has landed, it means that it has deployed something. And if it doesn't deploy it, then it means there was nothing to deploy. Read the HOW TO section of the manual (BCMG) or the in the tutorial HTML file (BCM). quote: Try not to let the influx of riches go to your head.aw, now why would I want to go and do that?
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Noob Questions (Yes I searched already)
Supreme Cmdr replied to Eboda's topic in Universal Combat Series
quote: Originally posted by Tyrn: Templates shemplates I like the mysterious origins of life on earth theory. hehe, but that theory can still hold up though. Depending or not if you're related to a certain, uhm, clueless guy name Resnig? -
I had no clue that this one already ran, until I came across a news bulletin about it. Enjoy! [ 02-23-2004, 08:43 AM: Message edited by: Supreme Cmdr ]
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It works as listed in the manual. I just tried it. You can only deploy them via the shuttle waypoint - the same way you can deploy a drone, vehicle etc. Just make sure you set the deploy waypoint properly or the shuttle won't land. And if it doesn't land, it won't deploy. There are no team specific waypoints in BCM/BCMG quote: The last game I played was Freelancer so perhaps my brain has died.haha, no comment
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quote: Originally posted by mudpuppy:
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Noob Questions (Yes I searched already)
Supreme Cmdr replied to Eboda's topic in Universal Combat Series
quote: Originally posted by Tyrn: Not that I know and because it makes one wonder about the relation ship between that part of the galaxy and ours? I used templates for all the planets. This includes their external texture. But the surface topology is always 100% different. So, just because the external texture map resembles the one for Earth, it just means that it uses the Earth template. If I were to use a unique map for each of the 250+ planets/moons in the game, you would have 250+ files all about 1.5MB in size. (see the PTE2STETEX folder for the template textures). When you enter the planet or observe it from space, you will see that the topology is different. -
quote: Originally posted by John Starkill: Just outta curiosity..... any word on whether or not Playmod will be released for BCMG? Yes. It will be released as part of the GBS-II toolkit. If I have time, I will release a standalone version once this whole mp farce is over. quote: I can see SC not wanting it for use in Multiplayer. I just like to play with it sometimes while playing my Roam career. You can't use it multiplayer because games are never stored on disk. They are encrypted (for those idiots who packet sniff) and held in memory until you log off. Then its flushed. btw, next time, please post this in the proper forum (the GBS one).
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These people will never learn, will they? Here is an email he sent to CAT and which I just got forwarded to me. NOBODY removed him. So I have NO idea what he's talking about. As you folks know, if someone is removed, his profile reads that it is unregistered. Given the email below, NOW he has been removed and his profile deleted and added to the ban list. This is the kind of crap we have to put up with and people call me harsh. quote: From: "Derik Wilson" To: Subject: You removed me? Date: Sun, 20 Apr 2003 18:40:32 -0500 X-Mailer: Microsoft Outlook Express 6.00.2800.1106 I express an opinion and you remove me from the forum? What the hell? I guess you yahoos are feeling guilty about releasing a crap game huh? My forum post was not offensive or vulgar in any way and now you remove me so that I can post and reply. Wow. I thought this was America. Well that's ok because I have other means of exposing you yahoo's as rip offs.
