I would like you to put a TriggerSleepAction(0) every so often while auto-binding, because it seems to thread-crash with large ships(TriggerSleepAction(0) starts a new thread after a slight delay). (such as the barrage boat, (which the code you got for was slightly wrong), I made a few mistakes)
Code:
csYaFQbkATG!TG!RTG!TG!UUUIBUUUUTgyTgyRTgyTgycvaeOaj!
Oh, and as a note, The design is vulnerable if it loses it's engines. Heh, If it had centrifugal rotaries, it would work much better.
Hmm, Did you try, for when chaosing (technical term
), removing the spell-book, then adding it back? or maybe disabling and enabling it?
Edit:
Hey, I just thought of something. I have noticed that if you were to double hit an arrow key, sometimes, it will fire said attached devices, and sometimes will not. This is probably due to the periodic timer duration, and that the time when the key is down is in between two ticks. I was thinking, that you could, say, record WHEN the key was last pressed, and when it was last released, and then, during the tick, if either of those were between this tick, and the last one, then do something. For weapons, if it was activated at all between the tick, try to fire. for engines, if it was activated between the tick, then deactivated, or any other combo, Then figure out the duration it was active for the last tick, and apply that fraction of the effect it would have on the ship.
Also, the crashes, currently, seem to mostly occur after playing some, and you then hit return to construct.
I just tried another code for a ship, and it was completely invalid, in that it loaded nothing at all.
K_(+tTzaXYYXbPrdId<DD!gWHeYWq
It is however what i got from saving, so there seems to be a problem.
About planet mode + arcade, why is there no pull of gravity? I assume that is because it is impossible to do an orbit in that mode, though I think that if the effect was small enough, there wouldn't be a problem.
Also, I found, at some point, Don't remember where, a map that may help you somehow with orbit stabilization. I don't know if it will help tho.
-----------------------------------------
I thought of another game mode, perhaps. Carrier battle. It would be a 4-12 player battle, with the first of each team, or maybe two random players, being the carriers, which are normal size, and must have a carrier module, and the fighters, which are scaled down to ~20%. The first team to kill the other carrier wins. The fighters, are not only scaled down to ~20%, but also will take, from carriers 10X damage, and deal 1/10th to carriers. They do however have normal speed, as they would if they were not scaled. Also, they can land back in the carrier module to get power and fuel from the carrier, though they will get 10X the fuel/energy as the carrier gives to them, due to the scale(display is the same, energy and fuel too, but it would be like each point of fuel in a carrier is like 10 points of fuel in a fighter.). The carrier is half as fast as normal, acceleration wise.
I have gotten frustrated with the current camera, and was wondering if you could add camera options at some point, such as zooming, tilting, rotating, or otherwise.
Shield ideas:
-add options to name shields yourself
-the shield will not simply do a square around it, but would cover 9 squares regardless, using adjacency, so that you don't necessarily have to use a square ship to make use of shields
-make upgrades either have more defense power, or cover more squares, and use more energy.
-----------------------------------------