Search found 1658 matches

by Iluvalar
12 Jun 2019, 07:21
Forum: Game related Discussions
Topic: Tiberium Mod / Growing crystals
Replies: 6
Views: 447

Re: Tiberium Mod / Growing crystals

Back in 2.3 , my NRS mod had : Base generation : Solar plants, housings, nuclear plants, civilians (units) interest rate, banks (borrow energy) Second degree investment : parks (slowly warm up and produce more then anything else near end game) propaganda towers : reduce power production of everyone ...
by Iluvalar
09 Jun 2019, 00:13
Forum: Game related Discussions
Topic: Tiberium Mod / Growing crystals
Replies: 6
Views: 447

Re: Tiberium Mod / Growing crystals

Yes, it'S entirely possible with the current script system.
by Iluvalar
08 Jun 2019, 23:37
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 1647

Re: Range orders and accuracy

I agree with that, I do understand that we want to keep the campaign as true to the original as possible. But we also try hard to keep the multiplayer tech tree as it is. It would be the job of a modder to make a new techtree... So i dont really see the point of keeping 2 very similar set of stats f...
by Iluvalar
08 Jun 2019, 19:52
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 1647

Re: Range orders and accuracy

Hi alfred, sorry the push is in the github since 6 days, but it take time to get answers. thx to be patient with it
by Iluvalar
30 May 2019, 19:28
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 1647

Re: Range orders and accuracy

I explained in the ticket why you cannot. In absence of accuracy, the only rational balance lever is ROF. And even that is strongly used as a flavor stat (MG vs cannon vs rocket ROF). So as the first move to temporarily balance this game, i suggest... to move the machine gun as the last weapon in th...
by Iluvalar
26 May 2019, 06:38
Forum: Mapping / Modding tools & discussions
Topic: Edit the Tech Tree
Replies: 12
Views: 528

Re: Edit the Tech Tree

You can add naval units to the game, and build them in factories adjacent to water. But 1- The AI for them is garbage, the AI is not programmed to understand that there is 2 continent. To be exact, if a boat unit see a ground unit, it will start to move along the coast to go around the river to reac...
by Iluvalar
24 May 2019, 04:15
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 756

Re: Unit designer limit

I wonder if large bodies should be more expensive or small bodies stronger, so people don't just pick the largest possible bodies most of the time. Yes obviously. We'd need a mixed nash equilibrium (also known as rock paper scissor) around body weight : heavy > medium > light > heavy This is achiev...
by Iluvalar
22 May 2019, 01:41
Forum: Balance
Topic: Sunburst AA site balance
Replies: 8
Views: 884

Re: Sunburst AA site balance

NoQ wrote:
02 Mar 2019, 22:28
The same applies to flak cannon that benefits from cannon upgrades.
I doubt that. AA weapons have their own research line. Unless you meant it's less expensive to research when you already have cannons.
by Iluvalar
22 May 2019, 01:33
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 756

Re: Unit designer limit

On a balance point of view, every weapons are heavy. The only exception is the smg and tmg, but those 2 are obsolete before you get any body.

Preventing them from mounting on an heavy body would be a huge nerf on any of those weapons. It imply a lot of changes in the game for this to be feasible.
by Iluvalar
13 May 2019, 01:43
Forum: Balance
Topic: Research timeout
Replies: 7
Views: 829

Re: Research timeout

I agree with this suggestion. Little tweak on it : Each research automatically conduct 20% of their research time no matter if clicked or not or how many research lab you got as soon as they are available. This way the pace of the game stay the same, but clicking any time during that first 20% would...
by Iluvalar
05 May 2019, 21:12
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 1647

Re: Range orders and accuracy

Github Done
by Iluvalar
05 May 2019, 02:07
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 1647

Re: Range orders and accuracy

Hi, you do this for nothing, the accuracy is bugged since the 3.0 branch, the value in the weapon stat does not reflect the accuracy of a weapon.

Having the AI use the range as if it was meaningful will just further more obfuscate the bug.
by Iluvalar
03 May 2019, 05:14
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 86
Views: 14289

Re: Release 3.3.0 beta 1

Does modders have ability to set the accuracy nowaday ? Or is it still buggy out of pure lazyness ?
by Iluvalar
24 Dec 2018, 09:43
Forum: Coding
Topic: Flowfield prototype
Replies: 15
Views: 2897

Re: Flowfield prototype

If the droid owner does the path/flow computation and then sends it to the other peers over the network, and they can follow this path/flow deterministically from a common point in the future, then that will also work. This would also likely reduce the CPU load a lot, since not everyone then needs ...
by Iluvalar
23 Dec 2018, 12:33
Forum: Balance
Topic: A possible new accuracy system
Replies: 6
Views: 1386

Re: A possible new accuracy system

I think that introducing miss radius depending on distance is bad. Spikes in efficiency that can be exploited by putting your army into an invisible zone that mutates continuously as you change and upgrade your weapons does not quite constitute "Strategy by Design" to me. Mmhmm, there would be a sw...