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Old 07-30-12, 10:22 AM   #667
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Quote:
Originally Posted by gap View Post
In a nut shell, after allowing wild fires to sweep on the whole ship, and shells to damage several compartments, you are now providing crews with fire extinguishers, patches, spanners and welding machines

That's insane TDW, and you know it!

PS: is there a way to connect unit's speed with flooding rates, i.e. the faster ship's speed, the more water it will take on?
You don't like my AI crew damage control idea? I think it's a great idea! How cool would it be to see a burning ship and some minutes later see one of the fires extinguished? Or better yet see the unit stop increasing in list because the AI crew patched or minimized the hole that was causing flooding? Would give new meaning to the word simulator...

That's an idea I'm toying with in the back of my mind. I just located the code that iterates over all the unit's zones (boxes) last weekend. I now have to sit down and decode the memory structure for these zones (where the critical floatation value resides, where the zone's current HPs resides, etc.) and I have to find the code that calculates and updates the flooding 'level' for that zone (box). Once I find all the key elements then it a simple (relatively) matter of writing new code to use those elements in a way to increase fllooding based on speed
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