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protomatter

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Since: Apr 27, 2007
Posts: 104



(Msg. 1) Posted: Sun Apr 20, 2008 2:48 pm
Post subject: di[lomay needs more
Archived from groups: alt>games>vgaplanets4 (more info?)

some settings are required for the diplomat program.

1) kill targets
2) agressive/retreat switch

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protomatter

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Since: Apr 27, 2007
Posts: 104



(Msg. 2) Posted: Sun Apr 20, 2008 4:30 pm
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Apr 20, 6:11 pm, KlingonKommand <P....RemoveThis@nurk.fnord> wrote:
> I can't set Kill targets in a script. Partly because you don't know what
> the object ID's will be, partly because there just isn't such a script
> command. It's on Rick's list of "one day" to-do's.
>
> Aggressive/Retreat are in the latest Diplomat though. Aggressive is in
> the bottom right corner area - one of the "less common orders" - ie, I
> figured you rarely change it from On. Retreat is about 2 inches above
> it, one of the "Movement" commands.

ok i see it now, i also notice the sandcaster options are different,
in the game you can turn off all sandcaster options, i dont know how
different this is from what diplomat does however,

what im trying to simulate is something one of my enemies has been
doing, he has everything off except cloak in orbit of his himeworld. i
cant attack his ships as he seems to be rotating them from different
planets to clear the locations and ids to keep me guessing. when i
head to his homeworld with options not to attack his base. nothing
occurs, no combat takes place. but when i set my ship to attack his
homeworld, some 30+ cloaked deth specs and 10 or so darkwings attack
and destroy my fleet without repercussions. because my fleet is
focused on the planet and wont fire on the ships, this focus (on the
planet is the only thing that will allow me to get him to decloak, but
as a result i cant fire on his shipsdue to the target being the base.
very frustrating and im unable to get the diplomat to simulate this
properly.
>
> No hang on - this means you're doing sims figuring how to kill me in
> Weekend Warrior - forget everything I said.

not likely, this is an entirely nother game where im having the
problem. also this perticular game seems to have ground assault
problems still... all m,y other games seem to be working for ground
assaults including weekend warrior but the game " 4-man crosshairs"
seem to have dropped its ability to ground combat altogether.

Proto

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protomatter

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Since: Apr 27, 2007
Posts: 104



(Msg. 3) Posted: Sun Apr 20, 2008 6:49 pm
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>
> IIRC then if cloakers are set to guard base then they follow the base into
> combat.
> IIRC then you will attack a base even with ground attack = off. Just do not
> use avoid base.
> Your ships then should battle the cloakers and at least if they
> aredestroyedyour ships should continue to attack the base.
>
> Gabor

i didnt know we could attack ground bases with ground attack off.

are you sure?

Proto
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protomatter

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Since: Apr 27, 2007
Posts: 104



(Msg. 4) Posted: Sun Apr 20, 2008 8:07 pm
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Apr 20, 10:18 pm, Gabor Törö <g....RemoveThis@gtoeroe.de> wrote:
> "protomatter" <protomat....RemoveThis@buckeye-express.com> schrieb im Newsbeitragnews:9a9a9a99-4c32-4c0d-917b-f30ffe058d87@b1g2000hsg.googlegroups.com...
>
>
>
>
>
> >> IIRC then if cloakers are set to guard base then they follow the base
> >> into
> >> combat.
> >> IIRC then you will attack a base even with ground attack = off. Just do
> >> not
> >> use avoid base.
> >> Your ships then should battle the cloakers and at least if they
> >> aredestroyedyour ships should continue to attack the base.
>
> >> Gabor
>
> > i didnt know we could attack ground bases with ground attack off.
>
> > are you sure?
>
> If Sebastian has put in this code, yes. We had an agreement about this that
> bases are attacked by default. Avoid base should exclude them and "ground
> attack" should make them more primary target no.1 and let the objects forget
> stand off settings.
>
> Gabor
>
> BTW:
>
> New: When a wing or ship is set to guard base and there is a base owned by
> that same player in range of the combat initiation, it will be pulled into
> combat if it has fighters, ion cannons or AAGs to add support to the combat.
> This will happen for ships even if they are hidden from other players. It
> will also happen if ships/wings have their aggressive mode disabled.
>
> But not sure if "hidden" also refers to cloaked units.

not sure about the meaning of hidden, but ive also heard other report
that combat will pull cloakers off the standard" survalence " and into
combat. in my case the bases being attacked pulls them into combat.

Proto
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KlingonKommand

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Since: May 29, 2004
Posts: 447



(Msg. 5) Posted: Sun Apr 20, 2008 11:11 pm
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I can't set Kill targets in a script. Partly because you don't know what
the object ID's will be, partly because there just isn't such a script
command. It's on Rick's list of "one day" to-do's.

Aggressive/Retreat are in the latest Diplomat though. Aggressive is in
the bottom right corner area - one of the "less common orders" - ie, I
figured you rarely change it from On. Retreat is about 2 inches above
it, one of the "Movement" commands.

No hang on - this means you're doing sims figuring how to kill me in
Weekend Warrior - forget everything I said.

>some settings are required for the diplomat program.
>
>1) kill targets
>2) agressive/retreat switch

--
KlingonKommand
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Gabor Törö

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Since: Jul 17, 2005
Posts: 28



(Msg. 6) Posted: Mon Apr 21, 2008 12:05 am
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"protomatter" <protomatter RemoveThis @buckeye-express.com> schrieb im Newsbeitrag
news:dc86e91f-67b5-4824-be25-f84cbc68fe3f@t54g2000hsg.googlegroups.com...
> some settings are required for the diplomat program.
>
> 1) kill targets

Now targets can currently be scripted. I have made suggestions to Rick to
implement this.

> 2) agressive/retreat switch

Is there for ships. A wing needs a "agressive" switch and a way to switch
off "strike thru" and "close to point blank".

Gaobr
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Gabor Törö

External


Since: Jul 17, 2005
Posts: 28



(Msg. 7) Posted: Mon Apr 21, 2008 1:15 am
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Of course, I meant "no targets".

"Gabor Törö" <gfm.RemoveThis@gtoeroe.de> schrieb im Newsbeitrag
news:480bbe3c$0$23693$9b4e6d93@newsspool2.arcor-online.net...
>
> "protomatter" <protomatter.RemoveThis@buckeye-express.com> schrieb im Newsbeitrag
> news:dc86e91f-67b5-4824-be25-f84cbc68fe3f@t54g2000hsg.googlegroups.com...
>> some settings are required for the diplomat program.
>>
>> 1) kill targets
>
> Now targets can currently be scripted. I have made suggestions to Rick to
> implement this.
>
>> 2) agressive/retreat switch
>
> Is there for ships. A wing needs a "agressive" switch and a way to switch
> off "strike thru" and "close to point blank".
>
> Gaobr
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Gabor Törö

External


Since: Jul 17, 2005
Posts: 28



(Msg. 8) Posted: Mon Apr 21, 2008 1:47 am
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"protomatter" <protomatter.TakeThisOut@buckeye-express.com> schrieb im Newsbeitrag
news:29f74678-3c9c-4026-9a89-775b63e5e5b6@s50g2000hsb.googlegroups.com...

> what im trying to simulate is something one of my enemies has been
> doing, he has everything off except cloak in orbit of his himeworld. i
> cant attack his ships as he seems to be rotating them from different
> planets to clear the locations and ids to keep me guessing. when i
> head to his homeworld with options not to attack his base. nothing
> occurs, no combat takes place. but when i set my ship to attack his
> homeworld, some 30+ cloaked deth specs and 10 or so darkwings attack
> and destroy my fleet without repercussions. because my fleet is
> focused on the planet and wont fire on the ships, this focus (on the
> planet is the only thing that will allow me to get him to decloak, but
> as a result i cant fire on his shipsdue to the target being the base.
> very frustrating and im unable to get the diplomat to simulate this
> properly.

IIRC then if cloakers are set to guard base then they follow the base into
combat.
IIRC then you will attack a base even with ground attack = off. Just do not
use avoid base.
Your ships then should battle the cloakers and at least if they
aredestroyedyour ships should continue to attack the base.

Gabor
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GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 9) Posted: Mon Apr 21, 2008 1:50 am
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 21 Apr., 05:07, protomatter <protomat... DeleteThis @buckeye-express.com>
wrote:
> On Apr 20, 10:18 pm, Gabor Törö <g... DeleteThis @gtoeroe.de> wrote:
>
>
>
> > "protomatter" <protomat... DeleteThis @buckeye-express.com> schrieb im Newsbeitragnews:9a9a9a99-4c32-4c0d-917b-f30ffe058d87@b1g2000hsg.googlegroups.com...
>
> > >> IIRC then if cloakers are set to guard base then they follow the base
> > >> into
> > >> combat.
> > >> IIRC then you will attack a base even with ground attack = off. Just do
> > >> not
> > >> use avoid base.
> > >> Your ships then should battle the cloakers and at least if they
> > >> aredestroyedyour ships should continue to attack the base.
>
> > >> Gabor
>
> > > i didnt know we could attack ground bases with ground attack off.
>
> > > are you sure?
>
> > If Sebastian has put in this code, yes. We had an agreement about this that
> > bases are attacked by default. Avoid base should exclude them and "ground
> > attack" should make them more primary target no.1 and let the objects forget
> > stand off settings.
>
> > Gabor
>
> > BTW:
>
> > New: When a wing or ship is set to guard base and there is a base owned by
> > that same player in range of the combat initiation, it will be pulled into
> > combat if it has fighters, ion cannons or AAGs to add support to the combat.
> > This will happen for ships even if they are hidden from other players. It
> > will also happen if ships/wings have their aggressive mode disabled.
>
> > But not sure if "hidden" also refers to cloaked units.
>
> not sure about the meaning of hidden, but ive also heard other report
> that combat will pull cloakers off the standard" survalence " and into
> combat. in my case the bases being attacked pulls them into combat.
>
> Proto

And now your earlier comments about orbital defense and base defense
turns back as a boomerang and kicks you in the... ;P

I took your earlier comments seriously and put them into the code and
Magik extended them to combat triggering.

Satisfied?

Gabor
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Gabor Törö

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Since: Jul 17, 2005
Posts: 28



(Msg. 10) Posted: Mon Apr 21, 2008 4:18 am
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"protomatter" <protomatter.TakeThisOut@buckeye-express.com> schrieb im Newsbeitrag
news:9a9a9a99-4c32-4c0d-917b-f30ffe058d87@b1g2000hsg.googlegroups.com...
>
>>
>> IIRC then if cloakers are set to guard base then they follow the base
>> into
>> combat.
>> IIRC then you will attack a base even with ground attack = off. Just do
>> not
>> use avoid base.
>> Your ships then should battle the cloakers and at least if they
>> aredestroyedyour ships should continue to attack the base.
>>
>> Gabor
>
> i didnt know we could attack ground bases with ground attack off.
>
> are you sure?

If Sebastian has put in this code, yes. We had an agreement about this that
bases are attacked by default. Avoid base should exclude them and "ground
attack" should make them more primary target no.1 and let the objects forget
stand off settings.

Gabor

BTW:

New: When a wing or ship is set to guard base and there is a base owned by
that same player in range of the combat initiation, it will be pulled into
combat if it has fighters, ion cannons or AAGs to add support to the combat.
This will happen for ships even if they are hidden from other players. It
will also happen if ships/wings have their aggressive mode disabled.

But not sure if "hidden" also refers to cloaked units.
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protomatter

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Since: Apr 27, 2007
Posts: 104



(Msg. 11) Posted: Mon Apr 21, 2008 11:06 am
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Apr 21, 4:50 am, GFM GToeroe <g....RemoveThis@gtoeroe.de> wrote:
> On 21 Apr., 05:07, protomatter <protomat....RemoveThis@buckeye-express.com>
> wrote:
>
>
>
> > On Apr 20, 10:18 pm, Gabor Törö <g....RemoveThis@gtoeroe.de> wrote:
>
> > > "protomatter" <protomat....RemoveThis@buckeye-express.com> schrieb im Newsbeitragnews:9a9a9a99-4c32-4c0d-917b-f30ffe058d87@b1g2000hsg.googlegroups.com...
>
> > > >> IIRC then if cloakers are set to guard base then they follow the base
> > > >> into
> > > >> combat.
> > > >> IIRC then you will attack a base even with ground attack = off. Just do
> > > >> not
> > > >> use avoid base.
> > > >> Your ships then should battle the cloakers and at least if they
> > > >> aredestroyedyour ships should continue to attack the base.
>
> > > >> Gabor
>
> > > > i didnt know we could attack ground bases with ground attack off.
>
> > > > are you sure?
>
> > > If Sebastian has put in this code, yes. We had an agreement about this that
> > > bases are attacked by default. Avoid base should exclude them and "ground
> > > attack" should make them more primary target no.1 and let the objects forget
> > > stand off settings.
>
> > > Gabor
>
> > > BTW:
>
> > > New: When a wing or ship is set to guard base and there is a base owned by
> > > that same player in range of the combat initiation, it will be pulled into
> > > combat if it has fighters, ion cannons or AAGs to add support to the combat.
> > > This will happen for ships even if they are hidden from other players. It
> > > will also happen if ships/wings have their aggressive mode disabled.
>
> > > But not sure if "hidden" also refers to cloaked units.
>
> > not sure about the meaning of hidden, but ive also heard other report
> > that combat will pull cloakers off the standard" survalence " and into
> > combat. in my case the bases being attacked pulls them into combat.
>
> > Proto
>
> And now your earlier comments about orbital defense and base defense
> turns back as a boomerang and kicks you in the... ;P
>
> I took your earlier comments seriously and put them into the code and
> Magik extended them to combat triggering.
>
> Satisfied?
>
> Gabor

if its attack on bases is defaulted, then this should sufficently
solve the problem. ill test it out next turn.
thanks guys
Proto
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protomatter

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Since: Apr 27, 2007
Posts: 104



(Msg. 12) Posted: Mon Apr 21, 2008 6:17 pm
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Apr 21, 2:23 pm, Sebastian <Sebast... RemoveThis @nospam.nospam> wrote:
> > If Sebastian has put in this code, yes. We had an agreement about this
> > that bases are attacked by default. Avoid base should exclude them and
> > "ground attack" should make them more primary target no.1 and let the
> > objects forget stand off settings.
>
> Of cause I put that code in. I also told Protocantread that the switch
> "Attack ground bases" should be renamed to "Bases First".
>
> But once again: Bases are attacked by default. Only Avoid bases keeps
> you from firing at bases. But beware if you avoid bases and the defender
> has Base Guards you get a penalty and the defender gets and advantage to
> the weapon accuracies.
>
> Proto I'm still waiting for you bug reports with the base not being
> targeted when you pull "Small first".
>
> Sebastian ;P

well that clears alot of things up, ill get with those sims. but i
cant reproduce the sim environment of the game environments(diplomat
has no kill target setting). so at this point im kinda stymied, but
that last post of yours might be the difference. previously we were
told that in order to get a base into the VCR was to specify it as the
kill target and set bases firstt. when doing this the ships were hit
in the back. by the base gaurds. kill target is not an option of
diplomat. thus the simulations were invalid. but now ive noticed ,
possibly due to bug fixes that kill target for bases is no longer
needed. and that bases first is no longer needed and now im getting
the desired results. so thanks for the aid in clarifying the bases
first switch (should be renamed i agree as i was a veteran who was
confused, imagine a novice trying to understand)).

Protocantsim
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Sebastian

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Since: Mar 21, 2007
Posts: 106



(Msg. 13) Posted: Mon Apr 21, 2008 8:23 pm
Post subject: Re: di[lomay needs more [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>
> If Sebastian has put in this code, yes. We had an agreement about this
> that bases are attacked by default. Avoid base should exclude them and
> "ground attack" should make them more primary target no.1 and let the
> objects forget stand off settings.

Of cause I put that code in. I also told Protocantread that the switch
"Attack ground bases" should be renamed to "Bases First".

But once again: Bases are attacked by default. Only Avoid bases keeps
you from firing at bases. But beware if you avoid bases and the defender
has Base Guards you get a penalty and the defender gets and advantage to
the weapon accuracies.

Proto I'm still waiting for you bug reports with the base not being
targeted when you pull "Small first".

Sebastian ;P
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