updateness! ^-^

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Further discussion about development has been moved to

http://vegastrike.sourceforge.net/forums/viewforum.php?f=12

due to excessive moderation here. Anonymous posting is allowed but
discouraged. Also, hellcatv will be checking that forum more often, which
should allow us to do some stuff which is only possible by modifying the
exe.











No change in the data file... get the update instead :)

http://www.spiritplumber.com/priv_remake/wcu-code.rar
Asteroids can be minable correctly -- blow up a 'roid, blow up the asteroid chunks, and tractor in the ore.
Fleet battle AI works better (For kicks, try the "battle royale" mission)
Jump points animate correctly
Phase shields work correctly
Torpedos work correctly
System files outside of Gemini fixed (thank thehawk for this, i'm a lazy ass... ^^; )
AI ships launch torpedos and capship missiles when they should
Strakha cloaks when it should (I think I got it at any rate...)

http://www.spiritplumber.com/priv_remake/wcu-data-update.rar
New animation for mass drivers, antimatter guns and the phase transit cannon.
 

Drascox

Spaceman
Thanx Spirit!

btw, how does the phase shield and phase damage work?
i don't seems to find the Tiger Claw...
where should i head to for the "battle royale" mission?
 
The Tiger's Claw is a Bengal class carrier so it's called bengal in the units.csv and so on.

Battle Royale: try battle_royale.bat in your WCU directory :)

Phase shields and torpedos: I tried to mix WC2 and WC3 in a decent way, so here's the thing --

Phase shields are mounted on capships bigger than a Paradigm, both human and Kilrathi. They are as strong as the next lowest level of shields, but they recharge much much faster. In order to defeat them you may:

(1) Have an unholy amount of fighters hammer the phase shield equipped ship -- right now only ships equipped with stormfire, neutron, ion and plasma guns will even try to do this, but that will be changed in the next release. The rationale is that phase shields may be "all that" but a sufficient amount of brute force overloads them.

(2) Use WC2 style torpedos, which aren't buyable yet because I don't know what plot should unlock them.

(3) Use an antimatter gun, rocket salvo, or phase transit cannon -- you have to be on a capship to even get a shot at firing these.

(4) Use leech missiles or leech guns to turn off the capship's generators, then hammer with all you've got before they turn back on.
 
No new ships yet (extended PR set, for now). I want to make at least one border worlds fighter available on the open market though (ideally the Banshee, that thing was cool to fly!)
 

mat_yarrow

Spaceman
An updated WCU alpha 0.2.1 was uploaded on Oct. 14, 2005 :
spiritplumber said:
http://www.deeplayer.com/spiritplumber/wcu-devel.0.2.1.fixed.zip (no patch)

* smaller file
* shorter load times
* all the textures are right side up & compatible with the shippack
* proton rockets & bombs display properly
* HUD displays for everything
* hopefully fixed capture mission bug
* hopefully fixed negative upgrade issue
* autotracking buyable again
* fixed lightning-quick sabres

i think that's it.... i'm going back to sleep.

The file can be downloaded from http://www.deeplayer.com/spiritplumber/wcu-devel.0.2.1.fixed.zip
Please visit the WCU development forum at http://vegastrike.sourceforge.net/forums/viewforum.php?f=12 for more information.
 

mat_yarrow

Spaceman
WCU alpha 0.2.1 now available

WCU alpha 0.2.1 is available at http://www.deeplayer.com/spiritplumber/wcu-devel.0.2.1.fixed.zip:
spiritplumber said:
http://www.deeplayer.com/spiritplumber/wcu-devel.0.2.1.fixed.zip (no patch)

* smaller file
* shorter load times
* all the textures are right side up & compatible with the shippack
* proton rockets & bombs display properly
* HUD displays for everything
* hopefully fixed capture mission bug
* hopefully fixed negative upgrade issue
* autotracking buyable again
* fixed lightning-quick sabres

i think that's it.... i'm going back to sleep.
 

Bandit LOAF

Long Live the Confederation!
Well, it's been two days. I guess this answers the question about what happens when a crummy, non-functional mod posts yet another self aggrandizing publish in the woods when no one's around.
 

mat_yarrow

Spaceman
spiritplumber said:
http://www.deeplayer.com/spiritplumber/wcu-devel.0.2.2.zip full download

http://www.spiritplumber.com/priv_remake/wcu-alpha0.2.2-patch22.zip patchy download (skipping patches 19, 20 and 21 so we have the same numbers all around)


what's new since last time:

* Hopefully bad crashiness removed
* Shaped shields for ALL ships (rather than spherical) -- small ships have a spheroid around them that more or less follows their shape, larger ships have something closer to the actual look of the ship
* cookies
* a little bit of phyton cleaning up
* since distances are bigger, radars have longer range
* guns have longer range too
* "indestructible" ships (jalthi, hriss, goran etc.) no longer indestructible -- there was an extra zero in the armor
* when using the buy/sell interface, ships belonging to the same flightgroup don't pay money for it -- this allows you to transfer cargo and upgrades between a capship and a fighter docked to it

WCU 0.2.2 Update - patch requires earlier WCU 0.2.1 full download
http://www.spiritplumber.com/priv_remake/wcu-alpha0.2.2-patch22.zip

WCU 0.2.2 Full download for those who do not have WCU 0.2.1
http://www.deeplayer.com/spiritplumber/wcu-devel.0.2.2.zip

WCU main developer/support forum
http://vegastrike.sourceforge.net/forums/viewforum.php?f=12
 

mat_yarrow

Spaceman
spiritplumber said:
http://www.deeplayer.com/spiritplumber/wcu-devel.0.2.3.zip
mostly art and bug fixes, also the starting ship and the upgrades are finally being polished a little, the max upgrades number shouldn't jump all over the place anyore.

new aiming assist for bolts, so the game is playable without having to use missiles all the time now... basically in vsconfig you can specify a minimum autotracking cone for guns that normally don't have it. This "cheat" was in WC3 and WC4 too -- it does make buying guns a lot more worthwhile.

there is NO patch for this one because patching has been giving problems... probably me being sloppy... anyway here it is. file size is 226mb so it should be reasonable, note that it keeps going down :p

finished all the HUDs and all should display properly i hope.

you can no longer leech bases -- well you still can but it will take crazy firepower, like 40 gladiuses. which i think makes more sense.

some AI improvement, ai ships will try to keep formation but break off if they need to.

you can see the flightgroup number of ships you are targeting, this is good for bounty missions so you know who you're shooting at.

antimatter cannons and the PTC have a better graphic & actually use up energy now, so make sure you buy a good reactor for your caernaven :)

some text cleanups.

there SHOULD be no more blowing up while docked.

if you eject and a trac beam from a FRIENDLY base picks you up, you end up docked at the base with your eject pod, not dead.

you can dock at all bases now (temporary -- this WILL go away as you'll need to be in at least not horrible terms with them). this is done so people can start making kat base backgrounds :)

trac beam has a mount graphic -- it looks more like a claw, but hey, it actually fits the purpose.

WC:Universe alpha 0.2.3 Full download (there is no upgrade path to 0.2.3 from earlier versions)
http://www.deeplayer.com/spiritplumber/wcu-devel.0.2.3.zip

WC:U main developer/support forum
http://vegastrike.sourceforge.net/forums/viewforum.php?f=12
 
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