Search found 24 matches
- 29 Aug 2010, 08:39
- Forum: Other Talk
- Topic: "Beta 7" vs "Beta VII"
- Replies: 42
- Views: 12984
Re: "Beta 7" vs "Beta VII"
I actually like "Beta Seven". Or maybe β-VII... Do we know if everyone understands roman numerals?
- 03 Jul 2010, 19:15
- Forum: Technical Help / Troubleshooting
- Topic: Problems with multiplayer lobby
- Replies: 8
- Views: 6074
Re: Problems with multiplayer lobby
I have similar problems with my MacBook Pro (Leopard). I have never successfully gotten a game up into the lobby. Almost all of the time I get this message: "error while communicating with the lobby server: operation timed out". Once I got this message "failed to retrieve a game id: o...
- 29 May 2010, 20:00
- Forum: Development
- Topic: Commander things
- Replies: 56
- Views: 20957
Re: Commander things
I noticed something new. I am in 2.2.4 and working in the campaign, so I am not sure if this applies more generally. Units seem to be hell-bent to go to a repair station, even if they are fully repaired by something else on the way.
- 25 Apr 2010, 17:09
- Forum: Other Talk
- Topic: Commander unit and Anti-air units
- Replies: 8
- Views: 4073
Re: Commander unit and Anti-air units
I've noticed this as well (and brought it up in a discussion). I can't think of a reason for it. I used to think that units would not fire at things their commander can't fire at, but AT cyborgs and AT units do shoot at VTOLs even when linked to a commander.
- 22 Feb 2010, 04:50
- Forum: Development
- Topic: Unifying commander levels
- Replies: 30
- Views: 8176
Re: Unifying commander levels
Hey, this is a quick proposal: Currently, units assigned to a commander have effective experience levels of: MAX(level, commanderLevel+1) in skirmish, and MAX(level, commanderLevel) in campaign I'd like to change these both to: MAX(level+1, commanderLevel) This ensures that there's always a reason ...
- 22 Feb 2010, 04:45
- Forum: Development
- Topic: Commander overhaul, mark one.
- Replies: 20
- Views: 6975
Re: Commander overhaul, mark one.
1) Absolutely (does it even need discussion?)
2) Sure. If we don't like it, we can change it later.
I am very glad this is getting taken up, and I look forward to seeing future developments.
2) Sure. If we don't like it, we can change it later.
I am very glad this is getting taken up, and I look forward to seeing future developments.
- 13 Feb 2010, 21:31
- Forum: Other Talk
- Topic: How should I deal with bad suggestions?
- Replies: 34
- Views: 10977
Re: How should I deal with bad suggestions?
Intuition really should not be the basis for decisions. Games are mechanical and don't use intuition. You should use your knowledge of how the game works to present a reasoned argument against a proposition. I know you are saying that you reply as fully as possible, but I can't count the number of ...
- 06 Feb 2010, 21:58
- Forum: Other Talk
- Topic: How should I deal with bad suggestions?
- Replies: 34
- Views: 10977
Re: How should I deal with bad suggestions?
At least with me, it's not with suggestions being rejected in itself or being rejected straightforward. The point is rather i would like to know why they are rejected. It would make me (other folks as well, i believe) fell better if you could just give some explanation as to why you deem a suggesti...
- 31 Jan 2010, 12:31
- Forum: Other Talk
- Topic: Body Usefulness
- Replies: 12
- Views: 4271
Body Usefulness
Howdy. I'm not sure if this has been brought up before, but the leopard body is both more expensive and has less armor, less hit points and is slower than the scorpion body. Likewise, the tiger body is more expensive and performs worse in every category except speed than the mantis. This makes it th...
- 31 Jan 2010, 12:06
- Forum: Other Talk
- Topic: How should I deal with bad suggestions?
- Replies: 34
- Views: 10977
Re: How should I deal with bad suggestions?
At least with me, it's not with suggestions being rejected in itself or being rejected straightforward. The point is rather i would like to know why they are rejected. It would make me (other folks as well, i believe) fell better if you could just give some explanation as to why you deem a suggesti...
- 24 Jan 2010, 10:50
- Forum: Development
- Topic: Commander things
- Replies: 56
- Views: 20957
Re: Commander things
Commander durability is quite high... I'm planning on changing the formation to protect the commander, anyway. Not that it matters in multiplayer, people will just aim straight for the commander. This seems to be a balance problem. Perhaps we can get around it by lowering the accuracy of units when...
- 15 Jan 2010, 22:41
- Forum: Development
- Topic: Commander things
- Replies: 56
- Views: 20957
Re: Commander things
why should there be a limit to commanders?Zarel wrote:Are you sure that's a bug? I think there's a hard limit of 8 commanders.
I also remembered something else. AA units that are attached to a commander will not fire at VTOLs (as far as I can tell, someone correct me?).
- 12 Jan 2010, 09:15
- Forum: Development
- Topic: Commander things
- Replies: 56
- Views: 20957
Re: Commander things
Ooo Ooo, I have one! It looks like there is a bug relating to how many commanders you can have at once. I know this because I once ordered around 8 of them, and while they all got created, I wasn't able to make any more until they died. (Has it been fixed since 2.2.3?) Before anyone asks what I was ...
- 12 Jan 2010, 09:06
- Forum: Development
- Topic: Get rid of artillery shooting straight up?
- Replies: 27
- Views: 8149
Re: Get rid of artillery shooting straight up?
I am fine with making the minimum range actually mean something. But there is a point in that it is so painful to watch helpless tanks get gunned down. Why, I remember the time in the campaign when due to an error (naturally no fault of my own), a close-weapon tank was feasting on some of my artille...
- 05 Jan 2010, 10:57
- Forum: 2.2.x
- Topic: ground penetrating projectiles
- Replies: 17
- Views: 38788
Re: ground penetrating projectiles
Well, that's not too annoying. The more annoying part is when tanks shoot at things they can't hit. As I've mentioned before, for balance reasons, I prefer for the projectile to go through the ground than for it to continue to shoot at a target it has zero chances of hitting. If the graphics look t...