Ionizing Explosions Bug?

The issue with ionizing weapons was done that way by design, but I have now changed it due to popular demand. I have also fixed the issue with the weapon submunition flag and the govt color field mentioned elsewhere in this thread.

Regarding bug reports, Ambrosia handles technical support for the EV games, and the official and proper way to submit them is, and always has been, to send Ambrosia email at help@ambrosiasw.com. However, it seems that bug reports sent there seem to somehow not get passed along by Ambrosia. If pipeline has volunteered to coordinate scenario development bug reports (with emphasis on "if") then I will do my best to deal with anything he sends my way. Obviously, we will not be able to reply to or address every issue, and I rarely have time to sort through these webboard posts, so this is probably not the most reliable place to submit things.

happy new year,
mcb

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This is great. 🙂

I love it, and We love it when you Matt decides to spend time fixing the engine. Thumbs up, Matt, you are teh mann.

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I suppose if someone were to send an email to me, I could forward it to the beta list as well.

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Quote

Originally posted by mburch:
**The issue with ionizing weapons was done that way by design, but I have now changed it due to popular demand. I have also fixed the issue with the weapon submunition flag and the govt color field mentioned elsewhere in this thread.
<snip>
happy new year,
mcb

**

W00t.
Matt, you rule.
Happy New Year! Thanks for the for the change and fixes!!
-Az

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Yeah, I reckon sending them to someone on the beta list is always a good method.

And to clarify, mrxak is on the beta list, but I am not.

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Matt, thank you, thank you and Thank You! Once for changing the nature of ionization, twice for the submunitions bug and thrice for clarifying the right way to report bugs.

Happy New Year to you and all on the Dev Corner!
Should all aquaintance be forgot, and ne-ver brought to mind...

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And a 4th thank you for dealing with the govt color weirdness! I particularly liked Matt's use of past tense ("have... fixed..."). 🙂

Thanks also for Katana for suggesting the inverse-color idea, though I guess that's now just a temporary solution to use until the release of 1.0.8.

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Quote

Originally posted by Dr. Trowel:
Thanks also for Katana for suggesting the inverse-color idea, though I guess that's now just a temporary solution to use until the release of 1.0.8.

No worries.

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Quote

Originally posted by Katana:
**
No worries.

**

Oops. I just tried what I thought you were suggesting, and it didn't work as expected. Using GraphicConverter, I made a swatch of 6666FF (the pers color of the 4th ship in the row I posted earlier) and inverted it, which gave a color of 999900. I used that as a govt color and took a snap of a non-pers ship. Here it is:

Posted Image

Not really much of a match for the 6666FF pers ship! Thanks for the lead anyway, Katana.

If I find time I'll fiddle with the "Nova Paint" utility that I found on the add-ons page. It outputs the non-hex color codes used for color-changing outfits, I believe.

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(This message has been edited by Dr. Trowel (edited 12-30-2003).)

Quote

Originally posted by Eugene Chin:
**I've been playing around with ionizing weapons that have a large blast radius, (Think: EMP Torpedoes) and I've come across something.

The only ship to get ionized is the ship that is actually hit.

It could be sitting in a tightly packed fleet, or in the middle of a swarm of fighters. Nobody else gets any ionization whatsoever.

It seems as if ionization doesn't get carried on the blast radius the way that energy and mass damage does.

Anybody else notice this?

**

the solution to this would be a plug that causes the weapon to fire 30+ invisible submunitions on impact, each would cause ionization, be sure the submunitions move fast, and have a proper proximity fuse.

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Quote

Originally posted by Cunjo:
the solution to this would be a plug that causes the weapon to fire 30+ invisible submunitions on impact, each would cause ionization, be sure the submunitions move fast, and have a proper proximity fuse.

Ehhh.... I'm not sure that that would work. If the first target hit is a rather large vessel, then a significant fraction of those submunitions would be absorbed by that vessel. Any smaller vessel hiding behind it would be eclipsed from the effect, theoretically.

Besides that, you also have the problem about the maximum weapons limit. If there are a lot of shots already flying around, then the Nova engine is liable to skip creating several of those submunitions.

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that is what experimenting is for...
but you are right about it not passing through other ships, i think that is just a sacrifice you will have to make.
(is there a way to get it to fire submunitions that will each home in on seperate targets?)

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Quote

Originally posted by James Chin:
**Besides that, you also have the problem about the maximum weapons limit. If there are a lot of shots already flying around, then the Nova engine is liable to skip creating several of those submunitions.

**

Hehehe, funny you should mention that, as it's really not much of a problem until you get up to several hundred shots in the system. There is a small limit to the number of shots on the screen, but don't think for a sec that that limit applies to total shots in the system. I made a plugin with two weapons: Weapon 1 submunitions into 36 copies of Weapon 2, which recursively splits (into two more shots) six times. That's about 2300 shots in the system. While it does severely lag the system on slower machines, not very many of them fail (from what I can tell). If enough demand is created, I will upload it. It is truly a fearsome and indiscriminate weapon.

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Quote

Originally posted by Katana:
**Hehehe, funny you should mention that, as it's really not much of a problem until you get up to several hundred shots in the system. There is a small limit to the number of shots on the screen, but don't think for a sec that that limit applies to total shots in the system. I made a plugin with two weapons: Weapon 1 submunitions into 36 copies of Weapon 2, which recursively splits (into two more shots) six times. That's about 2300 shots in the system. While it does severely lag the system on slower machines, not very many of them fail (from what I can tell). If enough demand is created, I will upload it. It is truly a fearsome and indiscriminate weapon.

**

ouch, email it to me if you can.

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Quote

Originally posted by Katana:
Hehehe, funny you should mention that, as it's really not much of a problem until you get up to several hundred shots in the system. There is a small limit to the number of shots on the screen, but don't think for a sec that that limit applies to total shots in the system. I made a plugin with two weapons: Weapon 1 submunitions into 36 copies of Weapon 2, which recursively splits (into two more shots) six times. That's about 2300 shots in the system. While it does severely lag the system on slower machines, not very many of them fail (from what I can tell). If enough demand is created, I will upload it. It is truly a fearsome and indiscriminate weapon.

Hah! You don't know a fearsome and indiscriminate weapon 'till you've given a forklift from EVC/O a reload of 0. Posted Image

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Quote

Originally posted by orcaloverbri9:
**Hah! You don't know a fearsome and indiscriminate weapon 'till you've given a forklift from EVC/O a reload of 0.Posted Image

**

my god! you are scary! (but try making a beam weaponthat passes through shilds, does 20000 damage to armor, has innacuracy of 10, a reload of 1, and a lifespan of 30.) see how quicky tht decimates a planitary defense fleet. (it is a miracle if anyone survives long enough to fire a single shot)

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Quote

Originally posted by Cunjo:
**my god! you are scary! (but try making a beam weaponthat passes through shilds, does 20000 damage to armor, has innacuracy of 10, a reload of 1, and a lifespan of 30.) see how quicky tht decimates a planitary defense fleet. (it is a miracle if anyone survives long enough to fire a single shot)

**

No. This is not a miracle.

Make a weapon (anything you want but not a beam) which explode instantly (lifespan 1), with a terribly huge blast radius (the greatest value is over 32000, but 32000 is enough for the whole system), pass through shield, doesn't hurt the player, and do 20000 damage to armor (plus a reload of 1. Set all other fields to whatever you prefer).
Surviving something like that is a miracle.

Only Frandall and Matt can survive that.

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okay... you have me beat. (time to make a new plug Posted Image )

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(This message has been edited by Cunjo (edited 01-03-2004).)

Let me put my finishing touches to it first, then I'll host it and post it.

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thanx, (could you post a link on the forum)

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