NinjaPirate

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  1. Quote:
    Originally Posted by Halon View Post
    NO NO NO NO NO!!! >:-( Create an optional variant that is fixed, perhaps. I love my burned up one. You need to see how it is placed in my base to understand, but "fixing" it will totally wreck the placement.
    In this particular case, it's a functional item, so it really does need to be fixed.

    I would like to see decorative versions of all the wall monitor type objects, though. Including the 'broken' ones.


    -np
  2. Quote:
    Originally Posted by Perfect_Pain View Post
    Yanno, we just disagree. Yes the island happened to them. And? Some of them GOT OFF the island. So what then? Their lives were pointless?
    No, but the rest of their lives weren't as important.

    Either to them, or to the story.



    -np
  3. Quote:
    Originally Posted by PhantomRanger View Post
    I am not a programmer either, but my father-inlaw is. I spoke to him about this and he said it should be as simple to copy any item file that is in game and paste it into the base building editor file for what ever it is. Now I am sure functual items are harder but decoration items should be.
    Well, it's a bit more complicated than cut n' paste.

    Base items, for one thing, need to be bounded to the invisible placement "grid". Items elsewhere do not.

    So you'd have to make a few adjustments to each model before plopping them into the base editor. Which over the course of many items can add up in work.


    Quote:
    Originally Posted by CaptA View Post
    I'm fine with adding a skin to the bottom of the floor tiles, but I still wouldn't use them for floors. I just can't get past the "the floor is only as thick as tile" thing. I'd prefer floor plates that are at least a quarter as thick as a desk.
    So use two floors, one a touch higher than the other.

    Also, desks are three 'units' high. Smaller than 1/3rd would require more significant alterations to stuff.



    -np
  4. Quote:
    Originally Posted by Forbin_Project View Post
    1. Add a bottom skin to the white floor tile so we can use it as a raised floor instead of hundreds of desks.
    This would have the side effect of greatly reducing the number of items the database needs to keep track of, reducing system stress and speeding up things.


    -np
  5. Quote:
    Originally Posted by ObiWan View Post
    OK, i stayed away from this thread untill i finally saw the episode (thank god for Tivo!)
    It's up on Hulu too.



    -np
  6. After having "Monkey Steals the Peach" explained to me, I cannot think of anything else when "low hanging fruit" comes up.

    :P



    -np
  7. Yeah, I wish there was an "in-between" unit.

    You either are squeezing for every last drop of control, or you go to the next size unit and have WAY more control than you actually need.




    -np
  8. I generally avoid databases of both types. They are the absolute most inefficient control generating auxiliaries.

    Monitor Banks / Mega Monitors are pretty damn good.

    Another option is if you have a Hidden base plot size that is the same cost for the Secure variety, and you have the right kind of control room set-up, you can just use two mainframes.


    -np
  9. Just because they're thinking about it does not mean they've committed to it. Or even moved beyond casual internal conversation about it.

    If that's the case, it'd be stupid to announce anything. EVERY time a game developer has done that, commented that they were considering some feature or another, folks inevitably read that as some sort of promise and become rabid angry if it isn't later implemented. It causes headaches. Better to say nothing until you either know you're at least going to definitely try to do it, or know for sure you're not going to do it.

    Rabid fans tend to be their own worst enemies.

    In the meantime, even if they are just thinking about creating a new base engine, they are certainly going to be reluctant to expend resources on improving the old one.



    -np
  10. Voidaccount is the same guy who asked the same exact question about how to get a supercomputer, in more than half a dozen posts across multiple threads.

    He appears to not actually read the threads he posts in except for the first post. He even appears to apparently not read the replies to his own posts that were trying to help him.

    V seems to have extremely poor reading comprehension or something. I dunno.



    -np
  11. The problem is, the Devs might not be happy with it.

    And if they're thinking they might overhaul the whole system at some point, that means they're probably reluctant to expend resources to make minor improvements to the existing one.



    -np
  12. Batteries never have energy going through them unless the base generators get destroyed.




    -np
  13. Set SG colors to black/black, place Wall Banners. (Use the same banner throughout)

    Afterwards, put your SG colors back to normal, and as long as you don't move the banners or place another banner of the same exact type, the colors on the banners should stay black/black. Which if you build a frame around it looks like a hole.



    -np
  14. NinjaPirate

    Sunken City Base

    Love it!

    One idea: Wall banners, as mentioned in other threads, look like water if both supergroup colors are set to light blue. You could use them to hide the "exterior" wall textures. Just make sure to face them backwards so the SG symbol is facing the wall, and of course hide the top and bottom edges.



    -np
  15. So...

    How about personal lairs. AND a SG base item that allows you to access personal lairs?

    Like a doorway that can be placed in an SG base that, when clicked, allows transport to personal lairs. You'd see the character open the door and run in like all the other doors in the game, and they'd do a map change to their lair.

    So you could either just have a separate lair from any SG, or play it like your lair is a part of the SG base.

    Heck, a general "transport" door alternate look for teleporters and the base entrance would be snazzy.


    -np
  16. While I do agree that bases need some loving, a belligerent and confrontational attitude isn't going to help one damn bit.




    -np
  17. The Slow Fields have the Ultra Mode reflection upgrades.

    However, there is a pixelated ugly texture present now in the fields in addition.

    It's... not pretty.


    -np
  18. You need to have permissions to edit your Supergroup colors. Change both colors to a light blue, the same exact color.

    Then place Supergroup Banners. Ideally, use the Wall Banners, and using some lofted cubicles actually place the banners BACKWARDS so the logo is facing away.

    When both colors are a light blue, the 'paper' texture of the banner should resemble water. You use the back of the banner so you don't get the solid non-textured supergroup symbol showing up.

    Afterwards, switch your supergroup colors back. The banners should stay blue unless you a) place another banner of the exact same type or b) move the last banner placed.



    -np
  19. They look like the small grey wall cabinets, no?



    -np
  20. Quote:
    Originally Posted by Cainus View Post
    Along with an easier way to stack
    Here's what I want:

    Remove 'stickiness' completely. Just gone.

    Instead, have the elevation controlled by the up and down arrows. Horizontal position would still be controlled by the mouse, and rotation still by either right click or the "R" key.

    So, instead of having to stack stuff up to raise objects, all objects could be raised and lowered by selecting them and hitting the up or down arrow keys. New items would be inserted at whatever elevation was last set.



    -np
  21. Dude, who pissed in your cereal?

    And i13 had some major effects on base building.




    -np
  22. Basic "wall" and "floor" objects, please.

    Also, windows and doors. If they can open or close when people click them like doors in instanced missions, even better.



    -np
  23. Quote:
    Originally Posted by Dead_West View Post
    Hell you could use the lights that are on if you wanna make it look all techy and stuff.

    Now my brain is racking on how to make the front of a train
    I used to have a subway entrance for an old base. Long gone, alas.

    I didn't bother making the ends of the train - I had it so you zoned in a (rather overlarge) train car, with the ends of the car embedded in the walls with a fake 'hole' around so it looked like it was sticking into a tunnel. You then exited the car via one of two open doors onto a simulated platform, or continued down the car into a few other rooms (the car interior was the width of a Doorway room piece and ran down one whole side of my base). Used Large Fluorescent Lights as tracks, and stacked round wall lights for wheels.

    Wish I'd thought to get screenshots.


    -np