Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
parse description bug
Dec 15, 2017, 10:08 pm
By Remcon
Couple bugs
Dec 12, 2017, 5:42 pm
By Remcon
Bug in disarm( )
Nov 12, 2017, 6:54 pm
By GatewaySysop
Bug in will_fall( )
Oct 23, 2017, 1:35 am
By GatewaySysop
Bug in do_zap( ), do_brandish( )
Oct 18, 2017, 1:52 pm
By GatewaySysop
LOP 1.45
Author: Remcon
Submitted by: Remcon
LOP Heroes Edition
Author: Vladaar
Submitted by: Vladaar
Heroes sound extras
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.3
Author: Vladaar
Submitted by: Vladaar
Memwatch
Author: Johan Lindh
Submitted by: Vladaar
Users Online
CommonCrawl, Bing, Yahoo!, Google, DotBot

Members: 0
Guests: 10
Stats
Files
Topics
Posts
Members
Newest Member
477
3,706
19,240
608
LAntorcha
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Codebases » SWFOTE FUSS » files repository request
Forum Rules | Mark all | Recent Posts

files repository request
< Newer Topic :: Older Topic >

Pages:<< prev 1, 2 next >>
Post is unread #21 Jan 19, 2009, 11:21 am
Go to the top of the page
Go to the bottom of the page

ayuri
Magician
GroupMembers
Posts239
JoinedJun 13, 2008

Just an idea for the black market ships.
Make a clan for black market - set the clan so it doesn't show up when someone types 'clans'. And then put ships that you only want to be had though the black market into it. The game will also pull ships from your other clans and drop them in the black market shipyard. Note, your going to have to do a little more work that what I said, but its something to go off of.

In my game we do something like that.
As to resetting the black market - I to have that problem. I was thinking about adding a function to reset it every x mins. Something along the lines of how areas are reset. One other way is you can always call genmarket by hand. I've done that and seen no ill effects.

Ayuri
       
Post is unread #22 Jan 19, 2009, 6:27 pm
Go to the top of the page
Go to the bottom of the page

tphegley
Magician
GroupMembers
Posts176
JoinedMay 21, 2006

Hey Keberus,

I think I might try your game out sometime. I've been wanting to play a Star Wars mud for a long time but just never found one that kept my interest. Any tips before starting out?
       
Post is unread #23 Jan 19, 2009, 11:41 pm   Last edited Jan 20, 2009, 12:02 am by Keberus
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

Not really tips, but a few things you might want to know. On most stock FotE types you can max out your character skill wise, and level wise in less than 6 hours. No mortal has yet to max thier character out in our game. We slowed the process way down, so don't feel like you need to "push it" and level up your character, levels aren't as important as skills in our game, and to get skills you purchase them with skill points, which can be earned through using skills. The only thing a higher level lets you, is to be able to learn more skills, so don't be disappointed if after even a week of playing you are level 8 or something.

Just some advice,
KeB
       
Post is unread #24 Jan 20, 2009, 6:20 pm
Go to the top of the page
Go to the bottom of the page

ayuri
Magician
GroupMembers
Posts239
JoinedJun 13, 2008


Keberus said:

Not really tips, but a few things you might want to know. On most stock FotE types you can max out your character skill wise, and level wise in less than 6 hours.


6 hours? You kidding you can max out in most cases in under 50 mins!!

Just ran a combat test - lvl 30 in about 45 mins. Granted not all skills are at 100%. Would have been faster but some time taken up buying a ship, and then travel to other planets.

Ayuri
       
Post is unread #25 Jan 20, 2009, 6:26 pm
Go to the top of the page
Go to the bottom of the page

tphegley
Magician
GroupMembers
Posts176
JoinedMay 21, 2006

I haven't really figured out the ship stuff yet. I floated around in Keberus' mud but didn't really know where to go or how to get there so I just floated back to where I came and that was kind of that..hehe.

SWR and SWFOTE have always been like a blackhole to me..hehe. I don't know if I've just never wanted to learn it or what, but just can't get into it even though I love Star Wars....heh.
       
Post is unread #26 Jan 20, 2009, 6:33 pm
Go to the top of the page
Go to the bottom of the page

ayuri
Magician
GroupMembers
Posts239
JoinedJun 13, 2008

tphegley said:

I haven't really figured out the ship stuff yet. I floated around in Keberus' mud but didn't really know where to go or how to get there so I just floated back to where I came and that was kind of that..hehe.

SWR and SWFOTE have always been like a blackhole to me..hehe. I don't know if I've just never wanted to learn it or what, but just can't get into it even though I love Star Wars....heh.


That is like myself, I just focus primarily on SWFotE. Played about on SWR, fired up SMAUG to see whats going on with the code there, but as to actual gameplay SWFotE.

To each their own.
Ayuri
       
Post is unread #27 Jan 20, 2009, 8:45 pm   Last edited Jan 20, 2009, 8:47 pm by Keberus
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

Basic ship commands:


Launch - launchs the ship
Shields - toggle shields
Speed <num> - Sets the speed of the ship to num, or the max/min value, ie speed 100000, will set the ship's speed to the max, speed -5000: sets speed to 0
Target <shipname> - target a specific ship to prepare to fire at
Autotrack - will allow you to follow a targetted ship unless they jump into hyperspace
Calculate <starsystem> <x> <y> <z> - Prepares your hyperdrive to jump to starsystem at cooridinates x y z
Hyperspace - intiates the hyperdrive
Course <x> <y> <z> - Sets the course of your ship to x y z, usually done once you are trying to move within a starsystem to get to a landing area
Status - Shows the status of the ship
Open/Openhatch <ship> - Opens the hatch on a ship, you must own the ship, be a pilot or be using a public ship
Close/Closehatch - Closes the hatch on the ship once you have boarded
Board/Enter <shipname> - Allows you to board a ship, only after the hatch has been opened
Link - Allows you to link your weapons systems together, examples "link primary", "link secondary", "link launchers", or "link all"
Fire - Fires lasers by default, or all linked weapon systems at whatever ship is targeted
Fire missile - Fire m, for short, will fire a missile at whatever ship is targeted
Fire rocket - Fire r, for short, will fire a rocket at whatever ship is targeted
Fire torpedo - Fire t, for short, will fire a torpoedo at whatever ship is targeted
Fire chaff - Fire c, for short, will launch a chaff missile which will thwart incoming missiles/torpodes
Fire ion - Fires an ion blast at whatever ship is targeted

A few notes:
Some of the larger ships have navigation rooms, which only naviation things can be done ie: course, calculate.
Some ships have turrets or gunner stations, in which only things such as target, and fire can be done.


I know I forgot some, but those are the basics of the ship system, I think.
       
Post is unread #28 Jan 20, 2009, 9:39 pm
Go to the top of the page
Go to the bottom of the page

Igabod
Fledgling
GroupMembers
Posts40
JoinedSep 25, 2008

Unfortunately learning how to play an swr/swfote can be quite daunting if you don't have someone there to walk you through the basics of flight and if you don't have someone to help you find where to practice your skills. But if you can find a tutor that's willing to help you, playing it can be very very fun on a well done mud.
       
Post is unread #29 Jan 20, 2009, 9:40 pm
Go to the top of the page
Go to the bottom of the page

ayuri
Magician
GroupMembers
Posts239
JoinedJun 13, 2008

Err, Basic ship command for your game or fote in general?
If so, to fire your weapons for beam types its 'fire primary' and 'fire secondary'

Ayuri
       
Post is unread #30 Jan 20, 2009, 10:31 pm
Go to the top of the page
Go to the bottom of the page

Igabod
Fledgling
GroupMembers
Posts40
JoinedSep 25, 2008

Added 3 more ships to the repository here. YT-1250 YT-1300 (revision of stock) and MC-30 Frigate
       
Post is unread #31 Jan 20, 2009, 11:09 pm
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

The files have been approved. I just installed them on my mud. I wanted to say thanks again for the ships, and you're doing a very nice job.
       
Post is unread #32 Jan 20, 2009, 11:12 pm
Go to the top of the page
Go to the bottom of the page

Igabod
Fledgling
GroupMembers
Posts40
JoinedSep 25, 2008

The ships will likely improve in quality as more get done too, this is after all my first foray into the prototype ship building business. I still need to find a better way to plot out the layout of the ship though. With the MC-30 I just made it up as I went. It turned out pretty nice but I don't think that'll be the case with ships sporting 30+ rooms. I could plot it out in notepad first but I've never been very fond of that method. Any suggestions?
       
Post is unread #33 Jan 20, 2009, 11:19 pm
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

What about doing the design in game, you can name the rooms, set the descriptions, and thier exits. Then worry about converting it to a proto file after you get it how you want.
       
Post is unread #34 Jan 20, 2009, 11:24 pm
Go to the top of the page
Go to the bottom of the page

Igabod
Fledgling
GroupMembers
Posts40
JoinedSep 25, 2008

Interesting idea, I'll give that a shot for my next big project and let ya know how it goes. If that doesn't work for me though, do you have any other suggestions? I'm sure there are a million different methods builders use, but since I'm primarily a coder and not a builder I'm lacking ideas.
       
Post is unread #35 Jan 20, 2009, 11:27 pm   Last edited Jan 20, 2009, 11:29 pm by Keberus
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

Heh, I'm kinda in the same club. Thats why I made it so you create them online. Just seemed like the way to go. But I figure designing the layout and stuff online, if only to convert it manually later, would be the next best thing. As far as other ideas, I'd probably go with graph paper. Thats really the only 2 ways I ever made them for the game before the OLC stuff.

Sorry

EDIT: You should login to my game, I'm online now, and I can talk to ya directly as opposed to forum messages. If you're not busy.
       
Pages:<< prev 1, 2 next >>