Re: OasisRage 1.0 (Ro11++)
Re: OasisRage 1.0 (Ro11++)
Thanks!
can you help me tho like how do you add new units and such?
and how to change current news and remove the sourcepage
Re: OasisRage 1.0 (Ro11++)
Then now 2 more things.
1 how do i change name, cuz i would like to have my own name there instead of rageonline v.11 ( ofcourse i will leave credits etc. intact )
2.
perhaps you can add a sort of news system so admin can put in text in admin panel and then that becomes news on homepage ( i have a small easy to use system for you if you need it, just say ;) )
Thats all ^^.
Grz.
Re: OasisRage 1.0 (Ro11++)
I mostly focusing on on some of the actual game-play bugs that are left right now, so news and chat updates are a low priority... but if you have some news code etc that you want to share, I can see if I can get it integrated into my current release :D:
Re: OasisRage 1.0 (Ro11++)
oh my.... now that was interesting
- Nice organized system
- Good use of colors / information
- Overall design = 10/10
~~ Not sure what you did with officer, hmm its suppose to stay on/off instead of having levels, since a lot of people were getting too powerful and hacking the game too much :D
But nice work, and yeah you dont need to give credits at all mate :D
Re: OasisRage 1.0 (Ro11++)
thanks :P:
Quote:
Originally Posted by
hero322
~~ Not sure what you did with officer, hmm its suppose to stay on/off instead of having levels, since a lot of people were getting too powerful and hacking the game too much :D
The officer system is easy enough to change back to (0,1)
I just switch it so I could play around with reqs and new officers and bonuses :P:
And now... time to play with some custom ships :) I hope I don't screw it up too badly :thumbup:
Re: OasisRage 1.0 (Ro11++)
the shield is fixable in the sql just make it either 0 or 1 and its fixed with the amount
Re: OasisRage 1.0 (Ro11++)
yeah... just can't get it to let me buy a large shield dome if a small shield dome exists :(
Re: OasisRage 1.0 (Ro11++)
Nevermind... I fixed it :P: :thumbup:
*******
***I've successfully added a new resource :D: 'Tachyon Particles'
***...almost...
***
***everything works perfectly right up until I try to buy something that requires the tachyons... it builds just fine, ***but it doesn't take the tachyons from me :(
***
***does anyone know which file is the one that actually takes resources away???
***
Re: OasisRage 1.0 (Ro11++)
At first a Big Thanx for the files !!
But i have only one question,
how can i change the rates like Buildings speed and so on ... ?
Re: OasisRage 1.0 (Ro11++)
go to the administrator Menu
Click on Gamesettings.
And there you can change the Build Speed and Fleet speed and production speed
Re: OasisRage 1.0 (Ro11++)
OasisRage 1.2 Download
Very preliminary release. There are still a few bugs to work out and the combat engine needs some work :P:
New Content:
New Resource: Tachyon Particles
Tachyon Accelerator (tachyon mine)
Tachyon Containment Center (tachyon storage)
Orbital Shipyard
Quantum Physics Technology
Quantum Drive Technology
Tachyon Extraction Technology
Tachyon Conversion Technology
Tachyon Compression Technology
Genetics Technology (doesn't actually do anything yet)
Elite Fighter
Freighter (7.5 Mil cargo capacity)
World-Eater (over powered battleship)
Orbital Defense Platform
Additional Admin options including Noob Protection settings
**edit:** Admin Menu add-ons
**Minor menu redesign
**Add/Remove Officers function
**just replace each file (left_menu.tpl goes in the admin templates directory :P:)
Modified combat engine
Loads of other fixes...
and as always... up and running at AstroEmpires - OasisRage 1.2
Re: OasisRage 1.0 (Ro11++)
Great release...just one question though, how do the officers feature work? I know what each officer does, but how does the feature as a whole work? How do you earn dark matter? I can only see two officers listed...how do you unlock the other ones?
Sorry, i've never used ro11 before so i don't know they work!