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Xansta

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Xansta
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  • I like the idea of extreme range missiles requiring some coordination between several stations like Relay to have a probe around the target, science to give a direction and distance and weapons to program the missile for the direction and distance p…
  • True, when all players are in the same room, you would not want the engine sound to come from all the computers. However, when your crew is spread out across the internet, having an option to enable sound on the client might be nice, especially if y…
  • Sounds good. Focus is on research and coordination, less on ship combat. It would perhaps appeal to a different kind of bridge simulator enthusiast. I could see this as an adjunct ship or as adjunct bridge stations for existing ships in the context …
  • The way you've got EE designed, Daid, you could have both. Create some new consoles like Helm+ where power and coolant sliders are added for warp, jump, impulse and maneuver; Weapons+ where power and coolant sliders are added for missiles, beams and…
  • Clarification: the ships that drop the flag are the first pair spawned. It also happens to currently be the first pair in the array of starting positions. I modified the instructions to state that. If you fiddle with the starting positions and the f…
  • Bartering came with a copy/paste. I also had the idea that the bartering could lead to ship improvements (like is done in other scripts), so a team could spend their time chasing the flag or improving their ship. Improvements include faster ship spe…
  • To extract the environment to a separate script is fine. I assume structural changes would be relatively minor. I've had issues with separate scripts in the past (as I mentioned), so I avoid that. If you've got different environment scripts, you may…
  • "Drop flag" appears on the weapons screen and on the tactical screen. I didn't include it on single pilot screen due to the inherent cooperative nature of EE. I know that some screens cannot have buttons added to them. I don't know if the single pil…
  • The referee station constantly renames itself to include the time remaining in the current phase (set up or hunt). If you're not seeing this on relay, helm, weapons, science, this is a problem. If your teams need/want to track this, they should have…
  • Added text to the description stating that the ships closest to the referee station will set the team's flag. This means that if you change the player ship starting locations, you should keep the first ones in the array closest to the mid-point wher…
  • As you noticed, I put the starting positions in an array at the top of init for easy modification. Ship rotation (which way the ship faces when spawned) is still random. Keep in mind, this is also where the ship goes when tagged while in enemy terri…
  • Symmetric random is on my list of improvements, but I have not gotten there yet. As you mentioned, you can plug in the terrain you desire.
  • For squadron purposes, I can name the ships. However, I'd need to know a standard grouping. Without guidance, I'd assume this: Ships/ Names Team Human Kraylor ------ ----- ------- 01 Alpha Red 02 Alpha Red Bravo Blue 03 Alpha Red …
  • Changing the call sign of the player ships does not adversely affect the script
  • No, I think you've got the most practical way outside of changing the source code of the app to allow for a script-enabled function to control overall coolant level. I will definitely enjoy the mod
  • If I'm reading the coolant function correctly, you're assuming that a jump ship has no warp drive, so putting coolant in the warp drive continuously in the update function removes it from use by the other systems. Similarly a warp ship has no jump d…
  • Merry Christmas! BlueShadow is right, adjusting beam frequency is not available on the tactical screen. However, your tactical officer can Esc back to the ship/role selection screen, and take helm and weapons and adjust the beam frequency on weapo…
  • Anyone try to write any mission scripts for Quintet? Anyone know of any examples? I tried it out last night and it seems fairly stable. It has built in ships for 1, 2, 3, 4 and 5 player crews. The more members of the crew, the larger the ship and th…
  • I am following the guide you reference in point 1. When I'm done, there's the directory structure where I did the build, but there's also stuff in /usr/local/share/emptyepsilon. From your description, it sounds like I don't need to worry about this …
  • Did this ever get implemented? I'm looking for a cheap and dumb addition of lights to my Empty Epsilon living room bridge. I'll set up and take down the lights between games. I'd love to read about someone's full experience/implementation. The for…
  • It's too bad the images are gone from this post. Admittedly, it's 5 years old
  • Has anyone created a Debian package for the latest Empty Epsilon (2018.11.16 as of this post)? I am able to build the code under Lubuntu on the various ancient laptops I have available, but I'd like to be able to use the package installer in the fut…
  • 20 ships? You've got 100 participants?
  • If a human picks up the Kraylor flag, it disappears. There's no other human notification. On easy difficulty, the Kraylor relay officers are told which enemy ship picks up the flag. On normal difficulty, the Kraylor relay officer is told that the Kr…
  • If you have enough people, run two ships
  • I like having a variety of mission types. I tried to mix combat missions with other missions in various forms in the Defender Hunter scenario which is now part of EE version 2018.11.16, but generally you have to play an un-timed variation (and survi…
  • There is a dedicated database console which is currently a subset of science. So, after a target has been initially scanned a different crew member could look up the characteristics of the scanned target in the database and disseminate that informat…
  • Engineering (the power management portion) maps numbers to systems sequentially from top to bottom. You need to account for the possibility of warp and jump drives around system 6. Once a system is selected, up and down arrows raise and lower power …
    in Hotkeys Comment by Xansta November 2018
  • A GM button could be written in the script to perform a particular task (like restoration)
  • Later Sunday possibility for me: 2200 or 2230 UTC (4:00pm or 4:30pm Central)