Search found 197 matches

by Stratadrake
11 Sep 2012, 17:51
Forum: Balance
Topic: Chance to hit (accuracy) - does not sense in 3.1 (?)
Replies: 186
Views: 49689

Re: Chance to hit (accuracy) - does not sense in 3.1 (?)

Weapon ROF now maxes out at 600 (10 attacks per second), used to be 240 (4 attacks per second). This alone doubles the effectiveness of your Assault MG and Whirlwind AA (their stats are actually unchanged). are you sure game cannot process 2 hits in 1 update-iteration? Yes. Otherwise you'd see odd ...
by Stratadrake
08 Sep 2012, 19:51
Forum: Balance
Topic: How do CB and RD work?
Replies: 3
Views: 3077

How do CB and RD work?

Counter-battery and Radar Detector: How do they work? I mean specifically, the gritty actual details. CB is a pretty straightforward matter: Indirect projectile lands within X tiles of sensor and sensor identifies/targets the shooter. But what about the Radar Detector, which is supposed to identify/...
by Stratadrake
07 Sep 2012, 19:26
Forum: Balance
Topic: Chance to hit (accuracy) - does not sense in 3.1 (?)
Replies: 186
Views: 49689

Re: Chance to hit (accuracy) - does not sense in 3.1 (?)

So none of that stats are changed? I could have sworn that when they did the 2.x update, stats were changed, namely, the Lancer missile (I haven't really ever gotten past campaign 2, so my memory is a bit flimsy about the changes with the ripple rockets). I can confirm there are no pertinent change...
by Stratadrake
05 Sep 2012, 19:25
Forum: Ideas and suggestions
Topic: commander turret and factorys
Replies: 1
Views: 629

Re: commander turret and factorys

This is a bug with factory numbering, not commanders. #3384 and #3244, and still occuring in 3.1 beta 11, despite fixes being applied since beta 10.
by Stratadrake
03 Sep 2012, 19:18
Forum: Development
Topic: Hello old friend (aka: First impressions in years)
Replies: 62
Views: 21120

Re: Hello old friend (aka: First impressions in years)

Well, by now I've made it to the final level. So far, you get 30 minutes to patch up your new base and send a transport off to find Nexus's final base -- doesn't seem to be an actual timer after that, though, which is good. (It could have been nicer if Nexus's main base turned out to be an expansion...
by Stratadrake
03 Sep 2012, 19:08
Forum: Ideas and suggestions
Topic: Saving game between missions
Replies: 6
Views: 1458

Re: Saving game between missions

Well, some of the asserts that pop up while playing a game definitely indicate bugs under the surface ... but it has me thinking that in just about any RTS with discrete levels/missions (e.g. non persistent player bases/forces) -- not that I play many RTS's, mind you -- don't you generally have a be...
by Stratadrake
01 Sep 2012, 22:57
Forum: Ideas and suggestions
Topic: Saving game between missions
Replies: 6
Views: 1458

Saving game between missions

By which I mean the campaign's "Objective Accomplished" screen should have an option to save your game right then and there, before it actually progresses to the next mission. Currently you can only ever save your game "mid mission" - i.e. by hitting Escape and selecting "Save Game" from the Pause m...
by Stratadrake
27 Aug 2012, 19:37
Forum: Ideas and suggestions
Topic: auto assign numbers to units
Replies: 11
Views: 1736

Re: auto assign numbers to units

Giani wrote:
Emdek wrote:...especially how they should behave when going through narrow corridors...
The units would make a special formation. :hmm:
The problem is that as easy as it is to visualize conceptually, when you actually try to define it programmatically it gets . . . really, really complicated.
by Stratadrake
26 Aug 2012, 20:09
Forum: Coding
Topic: How to read crash dumps, and what causes them
Replies: 5
Views: 12288

Re: How to read crash dumps, and what causes them

Also if it crashes in a module other than "warzone2100.exe" it's almost never warzones fault. Not as simple as that. If an external library throws an exception as a direct result of Warzone 2100 passing invalid data, that is almost certainly Warzone's fault -- the problem lies in determining whethe...
by Stratadrake
25 Aug 2012, 21:15
Forum: Ideas and suggestions
Topic: auto assign numbers to units
Replies: 11
Views: 1736

Re: auto assign numbers to units

Hmm ... this could be a useful thing to do per factory. Say, on the Factory settings panel (right-click a factory) there are numbers 1 through 0 allowing you to automatically assign factory production to a numbered group. If you've just sent a numbered group in for recycling, you could assign that g...
by Stratadrake
22 Aug 2012, 07:08
Forum: Game related Discussions
Topic: Do You Use Commanders in the game? Yes, No, Why?
Replies: 34
Views: 10815

Re: Do You Use Commanders in the game? Yes, No, Why?

You can assign commanders to number groups the same as any other unit. Unfortunately, this does not apply to their attached units - attach a unit to commander and it is automatically removed from any numbered groups (unlike with sensors and artillery, where the group number is preserved).
by Stratadrake
21 Aug 2012, 17:58
Forum: Balance
Topic: Omniscient Artillery Fire Support
Replies: 7
Views: 4445

Re: Omniscient Artillery Fire Support

Huh, you're right. They are virtually invisible....
by Stratadrake
21 Aug 2012, 17:56
Forum: Ideas and suggestions
Topic: make VTOLs run out of fuel
Replies: 10
Views: 1797

Re: make VTOLs run out of fuel

Eh, no. We can safely assume that's part of what the rearming pads do.
by Stratadrake
20 Aug 2012, 18:51
Forum: Balance
Topic: Omniscient Artillery Fire Support
Replies: 7
Views: 4445

Re: Omniscient Artillery Fire Support

Doesn't a single bunker buster VTOL knocking out the only sensor tower around handle the issue well enough? I'm sure it worked in 2.3 ( proof ), don't remember in 3.1. Yes and no. On the one hand, sensor towers have a 16sq. range so by taking it out (remember there are two of them - one normal, one...
by Stratadrake
20 Aug 2012, 18:43
Forum: Balance
Topic: Omniscient Artillery Fire Support
Replies: 7
Views: 4445

Re: Omniscient Artillery Fire Support

Always been like that. Then you've never played the original retail. artillery-comparison-1.10-vs-3.1.jpg This is why Beta 7 is so difficult - once the Collective sends a few scouts (ground or air does not matter) to your LZ, you're on their sensor coverage and their Ripple Rockets nail you, even t...