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RogueMek - The Battletech inspired Roguelike
#21
No. Thank-YOU! And i will try to patiently wait for DFA and Charges... but I really wanna DFA a Locust!
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#22
(10-07-2013, 06:59 PM)Ironnerd link Wrote:No. Thank-YOU! And i will try to patiently wait for DFA and Charges... but I really wanna DFA a Locust!

well today's your lucky day. Feel free to test out what I have in development here:

http://minimek.sourceforge.net/developme...gueMek.htm

the "vvv" symbols under a mech means they are prone, "^^^" means jumping. To charge or DFA, just move in the direction of an enemy mech and it will happen.  Only known bug with it is if you charge/DFA an enemy and there's another enemy opposite them, they will end up in the same hex. That's about the only thing left for me to address before I push this live.
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#23
Ohh... that is SO much fun!!!!
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#24
I've finalized the DFA/Charging code and its now live! Have fun falling over!
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#25
I've played this game a few times and I love it!  I'm looking forward to some lance-on-lance engagements, and some more 'mech configs and tech levels.  Nice job Smile
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#26
Just uploaded the latest version, the map is now randomly generated each game!  Yet another big thanks to the MegaMek developers for their open source code!

Note: if you played the game before, your browser may have cached some files and the game board may appear broken. If this happens just force your browser to reload with Shift+F5.
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#27
I've pushed a long awaited update just now!

- Tracked down and fixed the negative elevation display bug. It had a 5% chance of creating negative elevations, so now they will be properly set to positive numbers when that does happen.

- Fixed heat sinks not in the legs not giving extra heat dissipation when in level 2 or deeper water depth

- I've put back in the old Arena map since the AI seems to handle it better than random elevation. You can still launch battles in a randomly generated map, but to do so you'll need to pick that option in the Custom Battle menu.

- Minor improvements to AI decision making skills.
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#28
hmm... BBS door game anyone?
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#29
Just released a minor update, when I tried playing as the Annihilator which has only 1 AP per round, I found it was unable to enter or exit even level 1 depths of water.  I discovered some logic that was increasing the AP cost too much when moving around water so I've fixed it and updated live.  Enjoy!

http://minimek.sourceforge.net/RogueMek
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#30
Now what could this possibly be Smile

[img-removed]
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#31
(09-12-2014, 10:02 PM)CapperDeluxe link Wrote: Now what could this possibly be Smile

A poorly received 1995 Kevin Costner movie? (Water world)
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#32
(09-13-2014, 09:40 AM)Arlith link Wrote: [quote author=CapperDeluxe link=topic=1309.msg11478#msg11478 date=1410573728]
Now what could this possibly be Smile

A poorly received 1995 Kevin Costner movie? (Water world)
[/quote]

LOL... Yeah I'm working out right now why it decided the best match was water instead of plains as the base.  But it did give me a great idea for a flooded city map!
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#33
Coming along, no more Waterworld. More like Field of Dreams now Smile

[Image: 15543421381_4c5ee9b8b4_o.png]rogumek-dev-20141015
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