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    1. Valiant70

      Implement a REAL fix for bug #1178

      What puzzles me is the fact that Java is object oriented, so the explosion for both missiles and cannons could use or extend the same class or classes, requiring little change to anything but the explosion itself. Maybe there's some stuff that needs to be restructured on a larger scale that I...
    2. Valiant70

      Implement a REAL fix for bug #1178

      Pretty much. I finally got so frustrated that I made this thread.
    3. Valiant70

      Implement a REAL fix for bug #1178

      Non sequitur. It is highly likely that most people are assuming that explosive is simply badly designed and mostly useless, when in fact it is bugged. If more people realized that this IS a bug, more people would make noise about it. You ARE erroneously speaking for the majority in saying the...
    4. Valiant70

      Implement a REAL fix for bug #1178

      You can't do that from 5km away.
    5. Valiant70

      Implement a REAL fix for bug #1178

      I fully understand how complex the solution may be, as I stated here. However, I think this problem is far more consequential than it's being made out to be. Missiles are used far more than they would be if this were fixed. In the grand scheme of things, this is a pretty big gameplay...
    6. Valiant70

      Implement a REAL fix for bug #1178

      It's still a little silly and it alters the meta in a rather disappointing way. Sure, there's a lot to do besides fix one effect, but work has been done in effects since then. It's not like the Schine team doesn't have time to pay attention to effects. Given how long this thing has been lying...
    7. Valiant70

      Implement a REAL fix for bug #1178

      The explosive effect doesn't go more than one block on cannons and beams. That's not supposed to be the case. It's a bug. http://bugs.star-made.org/issues/1178 The "fix" for this bug was to put a note in the config settings that the feature doesn't work. This makes me sad. I want real...
    8. Valiant70

      Cannon/beam rebalance vs Missiles (+realism, coooool!)

      LOL apparently explosive is supposed to do more than damage the surrounding 6 blocks. There's a bug in it that was "fixed" by putting a note in the config settings that the feature doesn't work! http://bugs.star-made.org/issues/1178
    9. Valiant70

      Cannon/beam rebalance vs Missiles (+realism, coooool!)

      That just means it might not punch as far. Forward momentum would be reduced by the amount of energy required to liquify the shell. There would still be a ridiculous amount of energy entering the target, which has a similar (but not identical) effect. The way I'm thinking of doing it, it...
    10. Valiant70

      Female Avatar: Stephanie (the counterpart to Steve)

      I have no problem with adding a female texture, but I think there should be a female mesh too if anyone's going to add a female default.
    11. Valiant70

      Female Avatar: Stephanie (the counterpart to Steve)

      Dave is a placeholder texture. His sole purpose is to make you look like a human instead of a textureless form floating around until you upload your own skin. Do we need more than one texture? Not really, unless we get a female character mesh.
    12. Valiant70

      Cannon/beam rebalance vs Missiles (+realism, coooool!)

      TL;DR: Missiles are overpowered, so give cannons and beams a slight AOE at high damage because physics. This brings them more on par with missiles. Ok, so first off, almost everyone thinks missiles are the most powerful weapon. Right now they're the most effective for actually trashing ships...
    13. Valiant70

      Anti missile thread + moar

      I know, right?! Explosive is currently almost useless except on missiles. Theoretically it might improve pulse function, but pulse isn't used. It can work well on powerful beams due to the number of pulses resulting in a greater number of blocks destroyed, but that still doesn't hold a candle to...
    14. Valiant70

      Stack Like By Default

      When stack limits are implemented, multislots will get a little weird. They'd be kind of like an extra 4 free inventory slots out of nowhere if you could put five full stacks into one. Here's my take: Allow any item to stack with others. Leave it up to the individual to decide what makes sense...
    15. Valiant70

      Way to make LUA computers in game without laggs

      Stoppit stoppit stoppit! you're making me want to play tekkit and I'm in the middle of two Starmade build projects! But yeah, there's a lot to be learned from that ComputerCraft mod. Schema seems to be pretty good with Java so I bet he can make something better. In addition to limiting...
    16. Valiant70

      Anti missile thread + moar

      Well, PD does need some work, which will probably come in the planned AI rework. Until then, if you can't beat 'em, join 'em. Adopt a long-range combat style using lock-on missiles and long-range ion cannons. Use overdrive to stay at long range. It might seem cheap, but in reality it's just the...
    17. Valiant70

      Recognized by Council RED ALERT!

      In response to hooking the thing up to scanners: That would require the ship in question to HAVE a scanner (not all ships do) and activate it to see if there's an enemy. Unless the scanner were fast, an enemy could jump in and blow you apart with no warning by the time the scanner recharged and...
    18. Valiant70

      Recognized by Council RED ALERT!

      Ever have one of those times something shot you out of nowhere because you didn't notice it on the radar? That might not have happened with a proper red alert function. A number of games include a warning when enemies are in the vicinity. Why not starmade? An HUD icon would be an easy thing to...
    19. Valiant70

      Ship Turning Mechanics make NO sense whatsoever!

      That's how everyone seems to think it works, but experimentation proved otherwise.