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		<title><![CDATA[Latest posts for the topic "Approaching a build"]]></title>
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				<title>Approaching a build</title>
				<description><![CDATA[ I think barring a major issue that sometime today we're approaching a test build.]]></description>
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				<pubDate><![CDATA[Sun, 15 Oct 2006 11:22:17]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Squee! What's the process from here?]]></description>
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				<pubDate><![CDATA[Sun, 15 Oct 2006 11:56:47]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Ok, based upon the number of things I'm tweaking, obliterating, and otherwise reapiring, we probably wont have a build today.]]></description>
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				<pubDate><![CDATA[Sun, 15 Oct 2006 16:05:42]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>and otherwise reapiring&nbsp;
		</blockquote>
If you get around to it, fix your spell checker. :P

I'm glad someone decided to just do it.  What you've laid out (even though it might not 100% work yet) is a lot more elegant than what I would do.  I'll see where things are when I get home from work; I'll get it to compile and then start working on converting DruArtLoad over.  If that compiles, I'll start poking around at one of the other three (I think there are four death related abilities - I'm sure I'll figure it out eventually).

I tell you, 201's not only going to look a lot different to the players:

<li> Keybindings
<li> New artifacts
<li> Fixed Loaded Weapons SG and AR
<li> No more Denial based SG/AR collections - 1 per customer!
<li> No Pinata

on the backend, it's going to be a lot different, too!  But I think the delay will be more than worth it.]]></description>
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				<pubDate><![CDATA[Mon, 16 Oct 2006 08:30:17]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ + Medic Awareness. I just committed it. :)]]></description>
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				<pubDate><![CDATA[Mon, 16 Oct 2006 17:47:53]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ I think it's ready. :-? 

In case you missed it or forgot about it, you might want to review <a href="http://disastrousconsequences.com/dcforum/posts/list/30/2396.page#20911" target="_new" rel="nofollow">Szlat's post about the keybindings changes for the .int file</a> 

Oh and also do whatever you are planning to do about the artifact limit now that Pinata will be fixed. :)]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 13:45:38]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Well done BotFodder. You have done a good job resolving the loose ends. :)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2580.page#22183</guid>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 14:20:48]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ It's going to be difficult to produce a list of the changes - I certainly can't remember them all.]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 15:18:42]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Let me run a diff on 200 and CVS. One sec.

Edit: Heheheh. Never mind.

Deleted:
AdjustCost.uc

Files that are unchanged:
DruidAmmoRegen.uc
FreezeConditionMessage.uc
GhostUltimaCharger.uc
LoadedInv.uc
MutRPGHUD.uc
NullEntropyConditionMessage.uc
ScoreFix.uc


There are 86 files that have been changed, and 87 new. Everything else. So, we're going to have to just compile a list the old fashioned way.

(Should this really be v201? ;) )]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 15:26:55]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Ummm....I know it's really late here, but are a lot of the Engineer abilities buggy as all get out, or is it just me? :(

Example: shield regen. It says it regens shield at 1 unit/second. It appears to do so, kinda. But it has 15 levels?]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 16:11:05]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ A lot of the Engineer's stuff needs to be balanced. Probably a bit like the medic, I don't know what settings will work best until people start playing with it.

(And to be honest, I am no where near as good as Druid at getting the balance right. I would change all sorts of things, but it wouldn't be the better for it!)

So, anyway, a lot of the stuff is configurable, to help in the getting balanced. As such, it is very difficult to write a description that is accurate, when the configuration can be changed in the ini file. For example, shield regen has two config settings
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>      ShieldRegenRate=1.0
     RegenPerLevel=0.2
</pre>
		</div>Work out the AbilityLevel*RegenPerLevel, and choose the max of that and ShieldRegenRate, and thats how much it regens in a second. Druid's initial comments were about regening 1 every 3 secs, but that is way too slow. I would prefer it much higher.

So what do you put in the description?

But yes, 15 levels - to regen back to between 10 and 150 shield.]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 16:25:22]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Ummm....I know it's really late here, but are a lot of the Engineer abilities buggy as all get out, or is it just me? :(&nbsp;
		</blockquote>
They probably are. I knocked them up, but they will need input from the rest of you as to exactly how they should perform. I don't consider that they are in a perfect state - just a starting point to get what we want.
Lets try them out, and tweak them until we are happy.]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 16:32:22]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Ummm....I know it's really late here, but are a lot of the Engineer abilities buggy as all get out, or is it just me? :(&nbsp;
		</blockquote>
They probably are. I knocked them up, but they will need input from the rest of you as to exactly how they should perform. I don't consider that they are in a perfect state - just a starting point to get what we want.
Lets try them out, and tweak them until we are happy.&nbsp;
		</blockquote>

K! :)]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 16:34:44]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Here's the list of things I know I had a hand in, either by finding bugs, patching bugs, or discussing the situation with Dru:

Poison fixed (** not ^).
Reflection fixed (** not ^).
Loaded Weapons: SG/AR fixes.
Denial: SG/AR fixes; conversion to RPGDeathAbility.
Ghost: conversion to RPGDeathAbility.
Ultima: conversion to RPGDeathAbility.
Loaded Artifacts: Pinata fixed; conversion to RPGDeathAbility.

And minor fixes (mainly compile bugs) to:
MutDruidRPG
DruidAdrenalineRegen
RPGClass
ClassAdrenalineMaster
DruidRPGGameRules
ClassWeaponsMaster

Basically, I'm "Does it Compile?" Guy, Death Guy, sometimes Spawn Guy.

Szlat is: Mr. Engineer, Keybind Guy, (new) Artifacts Guy.  I really couldn't list out what you did, which is sad, because these sentences don't really do justice to what all you did entailed.  Of the 87 new classes, I'm betting at least 70 of them are yours, if not closer to 80.

Moof fixed/rewrote Vampire, created Medic Awareness ... anything else?  You did get to the game a little late this time around ... and you got hung up on Ghost's annyances, which isn't the easiest code to grok in the mods ...

Dru got the whole "newbie boost" and Rules/DeathAbility things started.  Not to mention got CVS running, yanked adjustable costs, upgraded ... well, everything.

I know I missed stuff but I think I got  a lot covered.]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 18:11:51]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Vamp now is smoother (to players) and doesn't spawn a bajazillion markers (to us), and Szlat got it to work while in vehicles.

I put in Medic Awareness as well.

Then we have proposed changes to Ghost, but that's for another build. I'll also be assisting Szlat, if he needs it, with Engineering.]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 18:21:27]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ RPGWeapons now also check if the damage type is appropriate to their weapon before applying bonuses etc.]]></description>
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				<pubDate><![CDATA[Thu, 19 Oct 2006 00:44:41]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>RPGWeapons now also check if the damage type is appropriate to their weapon before applying bonuses etc.&nbsp;
		</blockquote>

Awesome! Thanks for the fix szlat!]]></description>
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				<pubDate><![CDATA[Thu, 19 Oct 2006 22:40:33]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Sorry, no build yet. I spend about 8 hours today trying to convince qwest that they have to send someone out to fix my dsl line. Good times!]]></description>
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				<pubDate><![CDATA[Sun, 22 Oct 2006 19:49:58]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ Szlat, I'm looking at the Engineer stuff again, since I started Engimoof tonight. First, before I launch into this, let me offer myself as your Engineer class helper. I know Bot and Dru are busy as heck with other stuff in the DruidsRPG source right now, and I can't help with the really crazy stuff you do. But if you need abilities worked out, or bugs fixed, or if you need me to take a look at anything, lemme know!

Also: this may be just me. Listen server vs. dedicated server and all that. I don't know.

I have the current DruidsRPGcvs compiled and running as a listen server. I'm Level 201 in a one man invasion match on Deck 17, and have given myself the following abilities:

Engineer
Loaded engineer 5
Turret Points 5
Vehicle Points 5
Armor Vampirism 2
Shield Regeneration 2


Here is what I currently observe.

-The players ALWAYS spawns with the Engineer Link Gun of Infinity. Should they have to pick up a link first, then make it with an artifact, ala the Medic Weapon artifact?
-Players can still pick up a link gun as they normally would and have two link guns. They even have separate ammo supplies.
-I have access to the Sentinel and Manta. I cannot summon either. The points display says that I have enough - 0:0:0/0:5:5 - and I have 100 adren. When I press U, nothing happens. Other artifacts work normally.
-Shield Regeneration did not start working until my shield was knocked all the way down my first life with it.]]></description>
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				<pubDate><![CDATA[Sun, 22 Oct 2006 21:04:25]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Szlat, I'm looking at the Engineer stuff again, since I started Engimoof tonight. First, before I launch into this, let me offer myself as your Engineer class helper. I know Bot and Dru are busy as heck with other stuff in the DruidsRPG source right now, and I can't help with the really crazy stuff you do. But if you need abilities worked out, or bugs fixed, or if you need me to take a look at anything, lemme know!&nbsp;
		</blockquote>Cheers Moof. Any help always very welcome.

With a lot of these things, I have had some comms with Druid, and I have posted a number of things on the forums, but there isn't always a lot of feedback. So, a lot of the stuff I have just implemented.  As such, I don't consider it a final polished implementation - just a starting point from which we can evaluate what works and what doesn't work, and change things accordingly. So, any feedback or changes you want to make, go ahead. To be honest, once Druid really gets time to look at it, I am sure there are changes he will want to have made. He always has slightly different balancing ideas to me - and he is usually right. :)

<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>-The players ALWAYS spawns with the Engineer Link Gun of Infinity. Should they have to pick up a link first, then make it with an artifact, ala the Medic Weapon artifact?&nbsp;
		</blockquote>
I did it that way - rightly or wrongly. 
<li> The prime difference between the two is that the Engineer's weapon has to be a link. So the medic chooses which weapon to make his superhealer, so needs to have some way of saying 'this one' - hence the artifact. With the Engineers, it has to be a link - there is no choice.
<li> What about maps where there isn't a link? (e.g. Gael). 
<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Players can still pick up a link gun as they normally would and have two link guns. They even have separate ammo supplies.&nbsp;
		</blockquote>
I had noticed you could still pick up a link. I hadn't noticed they had separate ammo supplies. The Engineer's weapon is not strictly a link, but an "EngineerLinkGun", which is very similar to a link, but has shorter alt-fire range but is more powerful. So the engine treats the standard RPGLinkGun as a separate weapon type. I don't think that particularly hurts - but this is one of these items where I need feedback from others - is it wrong or just different?
<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>I have access to the Sentinel and Manta. I cannot summon either. The points display says that I have enough - 0:0:0/0:5:5 - and I have 100 adren. When I press U, nothing happens. Other artifacts work normally.&nbsp;
		</blockquote>
Strange, it should work. In order to spawn something, you have to fire the translocator, then active the artifact. The turret/vehicle will then spawn where the translocator beacon is (even in mid-air at the moment). Word of warning - don't spawn the Manta up hill from yourself, it will squash you as it glides downhill. If the translocator isn't your current weapon, or the beacon isn't deployed, it wont work. Perhaps it ought to give a reason why not tho?
<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Shield Regeneration did not start working until my shield was knocked all the way down my first life with it.&nbsp;
		</blockquote>
Again, the implementation is up for discussion. I felt this ability ought to have multiple levels. The level affects the shield amount it will regen back up to. So level 1 will regen up to 10 armor, level 15 will regen back up to 150 armor. The ability also grants you that much armor initially. So, at level 2, you should have spawned with 20 armor, and the regen function will regen back up to 20 whenever it is below that.

Sorry, I haven't provided much of a description for each class/ability to describe how it is implemented, and how it is supposed to work. That would have cleared up some of these points. :(]]></description>
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				<pubDate><![CDATA[Mon, 23 Oct 2006 01:17:31]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ I had no idea I had to toss out the trans to summon something. It works now :D

We may need some modification for non-xTeamGame matches (ie, Deathmatch), but that'll come later :)]]></description>
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				<pubDate><![CDATA[Mon, 23 Oct 2006 04:39:08]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ In hindsight it's a good thing Dru's been too busy to do a build ... ;)

I've got a better handle on Replication and will probably be tweaking the replication for MonsterPointsInv/EngineerInv (and cleaning up the corresponding interaction classes - there would be a bunch of "if" statements we wouldn't need).  Normally I'd like to get some feedback from someone who has a bit more experience with it, but so far I think that's Dru, and when it comes to a race between my impatience and his availability, usually my impatience is going to win.

Holy crud - Firefox 2.0 RC 3 has a spell checker in text boxes!

Anyways, I'm probably going to tweak quite a few objects this afternoon when I get home ...]]></description>
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				<pubDate><![CDATA[Tue, 24 Oct 2006 05:12:34]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>In hindsight it's a good thing Dru's been too busy to do a build ... ;)&nbsp;
		</blockquote>

Well it hasn't entirely been my idea to troubleshoot my dsl for hours on end. My problem is now being promoted up the chain.]]></description>
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				<pubDate><![CDATA[Tue, 24 Oct 2006 23:37:31]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Approaching a build</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>Well it hasn't entirely been my idea to troubleshoot my dsl for hours on end. My problem is now being promoted up the chain.&nbsp;
		</blockquote>
Oh, come on ... isn't that your idea of fun!? ;) :P

How's this going?  Have they at least admitted that there's a problem?]]></description>
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				<pubDate><![CDATA[Fri, 27 Oct 2006 05:37:57]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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