Search found 196 matches
- 02 Jan 2010, 05:10
- Forum: Ideas and suggestions
- Topic: Updating Trucks and Combat Engineer Cyborgs
- Replies: 12
- Views: 5543
Re: Updating Trucks and Combat Engineer Cyborgs
I dunno what planet you live in, but here on earth, if you tried to demolish your neighbor's house, you'd get stopped and arrested before you got very far. In general, there are usually a lot more people stopping you if you demolish someone else's stuff than if you demolish your own. There's a reas...
- 01 Jan 2010, 10:12
- Forum: Ideas and suggestions
- Topic: Updating Trucks and Combat Engineer Cyborgs
- Replies: 12
- Views: 5543
Updating Trucks and Combat Engineer Cyborgs
Trucks and Combat Engineers Should Be Able to Demolish Ally and Enemy Structures Just think about this for a second, if a truck can demolish structures, does it really matter who built the structures in the first place? Look at the real world. At no time in the history of either warfare or engineer...
- 01 Jan 2010, 09:15
- Forum: Ideas and suggestions
- Topic: Externalizing the unit control limit
- Replies: 10
- Views: 5905
Re: Externalizing the unit control limit
1) unit limits are as follows trucks = 15 all other units ( vtols / ground / cyborg any combination) = 285 Wrong, it's more like: trucks = 15 total units = 300 You can have more than 285 other units, if you have less than 15 trucks. I'm sorry but I disagree. Every single-player and multiplayer skir...
- 19 Dec 2009, 17:47
- Forum: Development
- Topic: You have found some oil!
- Replies: 9
- Views: 3592
Re: You have found some oil!
My opinion is that it should be just like when an enemy builds a structure, produces a new unit, and so on. Since we aren't notified of those events, I don't believe we need to be notified of oil events. However, on the power topic, I miss the "power resource" audio in 2.3b4 when our own t...
- 19 Dec 2009, 04:43
- Forum: Development
- Topic: Research with allies
- Replies: 17
- Views: 8360
Re: Research with allies
@Zarel Thanks for the responses. It appears during both phases - i.e. it appears at the beginning of power allocation. I've been thinking about having two icons, one for allocation phase, one for research phase. So things are exactly as I feared in the multi-player game--we could be sitting there w...
- 17 Dec 2009, 22:20
- Forum: Development
- Topic: Research with allies
- Replies: 17
- Views: 8360
Re: Research with allies
So with the above questions in mind (and the previous observations), I propose the following: When an ally is in the Power Allocation Phase on a tech: Teammates see a green heart icon on the tech, which means the ally does not have enough power to research the tech yet. Only teammates with enough po...
- 17 Dec 2009, 21:23
- Forum: Development
- Topic: Research with allies
- Replies: 17
- Views: 8360
Re: Research with allies
So with the above information in my post above in mind, I always worry about the things below whenever I'm playing in multi-player (MP) games and I see the heart icon telling me that my ally is researching some technology that I really want to use. Q1: During which of an ally's research phases is th...
- 17 Dec 2009, 20:45
- Forum: Development
- Topic: Research with allies
- Replies: 17
- Views: 8360
Re: Research with allies
I would like to add to this discussion, but I'm not confident I have all the facts straight. Everything below is just from my own observation. So if others in-the-know could correct me where I've gone astray that would be helpful. There are two phases of technological research: Power Allocation Phas...
- 17 Dec 2009, 17:59
- Forum: 2.3.x
- Topic: Do you like the new Beta changes?
- Replies: 25
- Views: 18513
Re: Do you like the new Beta changes?
I like the green building holograms that really help visualize your base as you build it. However, I find on some maps, especially when viewing off-axis, that I miss the highlighted square tile. The square tile was actually very helpful when building small structures where you want to space things o...
- 17 Dec 2009, 07:06
- Forum: Addon discussions
- Topic: Limits mod (incl. Laser Satellite)
- Replies: 19
- Views: 11562
Re: Limits mod (incl. Laser Satellite)
Oh Please don't fix this bug. I like building 75 pads for my air force.
- 17 Dec 2009, 00:42
- Forum: Development
- Topic: Sensor specialization
- Replies: 3
- Views: 2756
Re: Sensor specialization
I think you make some good points. No, he makes some excellent points! ;) I'd also like to combine the two CB turrets into one... I believe this is exactly along the lines of what the Luke was suggesting. A <type of> sensor should target a <type of> unit or structure. The <type of> sensor, then dis...
- 15 Dec 2009, 23:03
- Forum: Addon discussions
- Topic: New Survival Map 8c-AIAssault
- Replies: 22
- Views: 14862
Re: New Survival Map 8c-AIAssault
I really enjoy your map; it's one of my favorites. I've only played it in T3. I first played it taking the lower-left outer base teamed with 3 standard AI teammates against the 4 standard AIs in the middle. It took me a few games to survive and win. In one game, the center team completely killed one...
- 14 Dec 2009, 23:33
- Forum: Addon discussions
- Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
- Replies: 245
- Views: 106196
New skirmish AI: DyDo-AI rel 0.9
I have not tried your AI yet, but after reading through this thread it sounds very promising. I have some ideas you might want to incorporate. I don't know is any of this can be scripted or not. Besides, I'm sure others will want to see some of this tweaked. It should at least make for lively discus...
- 06 Dec 2009, 13:10
- Forum: Other Talk
- Topic: Cyborg Transport Movement + Disembark Orders
- Replies: 4
- Views: 4054
Re: Cyborg Transport Movement + Disembark Orders
Okay, I wasn't sure it was a bug or not, varying opinions and all that. Do you want me to file a report?
- 05 Dec 2009, 19:35
- Forum: Other Talk
- Topic: Cyborg Transport Movement + Disembark Orders
- Replies: 4
- Views: 4054
Cyborg Transport Movement + Disembark Orders
Firstly, I do not know if what I'm about to describe is: correct behavior, desired behavior, a bug, or perhaps just a incomplete design idea. Therefore, I haven't filed a bug report yet, since I figure other people may have varying opinions on this topic. Cyborg Transport Movement + Disembark Orders...