Search found 77 matches

by nick87720z
18 Oct 2019, 13:57
Forum: Balance
Topic: Flamer aim?
Replies: 9
Views: 1163

Re: Flamer aim?

Well, now i see how flamer cyborg shoots flames almost 180 degree. It's very strange to see a cyborg run forward and shoot backwards.
Berserk Cyborg XD
by nick87720z
18 Oct 2019, 12:16
Forum: Development
Topic: Trying to make some upgrades apply better
Replies: 0
Views: 844

Trying to make some upgrades apply better

There are two places, mentioned in another thread, where some upgrades are not applied as expected: https://forums.wz2100.net/viewtopic.php?f=48&p=145671#p145671 Armor upgrades is not applied to transport. Only these days I got from betaguide, that HP 500 is maximum, and even Dragon body HP os lower...
by nick87720z
18 Oct 2019, 09:53
Forum: Skirmish / Multiplay
Topic: Upgrades don't apply in some places (Q is it design)
Replies: 7
Views: 798

Re: Upgrades don't apply in some place (Q is it design)

Tried to add two more blocks (for "Droids" and "Cyborgs") into "results" section for all repair upgrades in research.json. Although it did not work, there is another strange thing I noticed. If I noticed it right, that repairPoints means points per second, then I got familiar values: ~~ 29.987079, 9...
by nick87720z
18 Oct 2019, 06:36
Forum: Skirmish / Multiplay
Topic: Upgrades don't apply in some places (Q is it design)
Replies: 7
Views: 798

Re: Upgrades don't apply in some place (Q is it design)

Thanks :) Update: If it is not possible to specify multiple classes for some upgrade - is it ok adding duplicate group in research.json, differing only by target class? Would not it be more correct (and possible) to make Transport class itself derived from Droid, so that it gets all other upgrades b...
by nick87720z
17 Oct 2019, 09:38
Forum: Skirmish / Multiplay
Topic: Upgrades don't apply in some places (Q is it design)
Replies: 7
Views: 798

Upgrades don't apply in some places (Q is it design)

I recently looked to betaguide after first tries of skirmish with T4 startup. Some things look strange to me. I stuck at two things - armor upgrades for transport and repair upgrades (despite order, this is more primary for me). For begning, I assumed by essence that all repair techs get all repair ...
by nick87720z
15 Oct 2019, 07:34
Forum: Balance
Topic: Flamer aim?
Replies: 9
Views: 1163

Re: Flamer aim?

Is it impossible to make dispersion based on exact distance instead of range classification short/medium/long? When I played flamer tanks in skirmish, units did not intentionally turn aim, but sometimes fire goes up to 90 deg to side. Not just ugly, but... impossible (can't remember exact situation,...
by nick87720z
12 Oct 2019, 09:44
Forum: Ideas and suggestions
Topic: Better task management during gameplay
Replies: 0
Views: 844

Better task management during gameplay

During gameplay it is worth mentioning necessary to periodically switch between different PIE menu sections (labs, factories, even trucks) just to check status and keep them loaded. Case with trucks is really hard when there are 15 of them (yet "next truck" somewhy doesn't select them in build menu ...
by nick87720z
24 Dec 2018, 17:11
Forum: Balance
Topic: A possible new accuracy system
Replies: 6
Views: 2771

Re: A possible new accuracy system

Fixing some rude miswritings and mistakes in my first post: totalDispertion = pilotDispersion/expAccBonus + weaponDispersion; absDispertion = totalDispertion * distance; chanceToHit = targetsize / absDispertion; (in my first reply I confused chance to hit with chance to miss, and sysAccBonus - can't...
by nick87720z
11 Nov 2018, 08:24
Forum: Balance
Topic: A possible new accuracy system
Replies: 6
Views: 2771

Re: A possible new accuracy system

Hm, than i probably misunderstood meaning of above discussed accuracy property, whose change was proposed by topic starter. I supposed, that it affects actual accuracy of launched shots, not some simulated targeting system, if any (just got idea - what if it showes chance to hit in tooltip, like in ...
by nick87720z
05 Nov 2018, 19:57
Forum: Balance
Topic: A possible new accuracy system
Replies: 6
Views: 2771

Re: A possible new accuracy system

I would note, it looks rather unrealistic if accuracy decreases linearly. With above system (-2.5% per tile) it means that target would be just unhittable - it just can't be so. In real life accuracy depends rather on what part of FOV target covers, and it should decrease to logarithmic scale. On ot...
by nick87720z
27 Jun 2018, 16:08
Forum: Artwork
Topic: Sound revolution
Replies: 2
Views: 2020

Re: Art Revolution Sound

Some cleanup of existing tread sound (attached). How about this for heavy/medium tread sound? https://freesound.org/people/YleArkisto/sounds/386590/ Also some inspiration for light tread (searched for tankette word): https://www.youtube.com/watch?v=9ZvVEJ-IOuc unfortunally nothing with this word at ...
by nick87720z
27 Jun 2018, 12:31
Forum: Artwork
Topic: Sound revolution
Replies: 2
Views: 2020

Re: Art Revolution Sound

For the case, i have some question about other sounds. Propulsion while there is sound for tracks (which was called weird in some previous discussions, and is next target for replacement), it seems that it was supposed to be combined with engine sound (in case if turbocharged track tank you would ha...
by nick87720z
27 Jun 2018, 12:26
Forum: Artwork
Topic: "Art Revolution Beta 3" release Official Update Thread
Replies: 26
Views: 11943

Re: "Art Revolution Beta 3" release Official Update Thread

Since this thread is last, related to all artrev mod (not models of one specific author), i have note about it here. After first trying to make sound complemention to this mod, i noticed, that artrev factory, besides lack of animated vent (already known), also doesn't produce steam bursts, for which...
by nick87720z
27 Jun 2018, 12:20
Forum: Artwork
Topic: Sound revolution
Replies: 2
Views: 2020

Sound revolution

Looking enough to latest artrev mod, i'm now trying to go from sound side. There already was attempt by BlackProject: https://www.youtube.com/watch?v=SeQTJsawJvM (both sfx and gfx) Hope, it will be nice complement for current gfx artrev mod. For begining i have factory steam sound, compiled from wha...
by nick87720z
23 Feb 2018, 17:52
Forum: Coding
Topic: Support direct pdf generation with asciidoc
Replies: 4
Views: 1446

Re: Support direct pdf generation with asciidoc

Yeah, and MuPDF too. :) (i never focused attention on it as windows document viewer, just had it in gentoo by dependencies) Yet did not look specially for what is available for osx - sure, mac users never have such issue. I just responded to statement about Adobe Reader dependency... don't know, cou...