Search found 197 matches
- 02 Dec 2012, 06:39
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29507
Re: stuff to unhardcode
3) 300% damage to landed vtols if (isVtolDroid(psDroid) && psDroid->sMove.Status == MOVEINACTIVE) { damage *= 3; } Wow, that one's definitely a piece of crap. VTOLs have the unique distinction of being able to switch from "ground" to "air" targetting range - that should ...
- 02 Dec 2012, 06:30
- Forum: Development
- Topic: Updating Old Apps? WZCK, Pie Slicer, et al.
- Replies: 122
- Views: 51041
Re: Updating Old Apps? WZCK, Pie Slicer, et al.
Well, November has the odd distinction of being simultaneously a very productive month and a very UN-productive month, depending on whether or not you happen to be a "plot bunny". Pie Slicer: Currently, if I just disable VS2010's MDA I can get it compiling and executing correctly, though I...
- 02 Dec 2012, 06:27
- Forum: News and announcements
- Topic: 3.1 rc 3 is now out!
- Replies: 60
- Views: 77643
Re: 3.1 rc 3 is now out!
From my personal experience the selector seems to have trouble with steep terrain, and the "hitbox" for the Tank Transport is waaaaaay too tall. As of 3.1 beta 11.Lord Apocalypse wrote:Between 1.1x and 3.x there is a huge differences. It is so much easier to select a unit in 1.1x and probably 2.x
- 28 Oct 2012, 21:40
- Forum: Coding
- Topic: Targeting logic
- Replies: 21
- Views: 12139
Re: Targeting logic
Interesting. This is definitely a bug caused by the "prophetic" target accuracy quirk. As far as I'm concerned, conceptually speaking: * If there is only one possible target in the area and it is "probably doomed", the unit should wait for the projectile to actually impact before...
- 27 Oct 2012, 19:41
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29507
Re: stuff to unhardcode
These we probably wouldn't want to change anyway, but are hardwired just the same: - "Water" terrain is impassable except via hover. - "Cliff" terrain is impassable by ground. There is already a per terrain speed modifier table, I believe the best is to make the game reconize th...
- 27 Oct 2012, 01:49
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29507
Re: stuff to unhardcode
I haven't checked all of these against 3.x, but going from memory: - VTOL speed modifier (light = 100%, medium = 75%, heavy = 25%). - VTOL flame effect is specified on a per-body basis (Body.txt), should be per-matchup (BodyPropulsionIMD.txt) . - EMP duration (10 seconds). - Thermal weapons always o...
- 20 Oct 2012, 20:06
- Forum: Ideas and suggestions
- Topic: Numbers for the Research stuff
- Replies: 6
- Views: 2395
Re: Numbers for the Research stuff
(The symbols tells me alot about the stuff, for exempel that the gun relode faster, or it explods bigger or that the structure get stronger, but where do I find HOW much faster, bigger and stronger ?) Generally speaking each upgrade yields about a +30% boost (relative to the original value). If a w...
- 15 Oct 2012, 20:07
- Forum: Balance
- Topic: Ridiculously Fast Construction
- Replies: 34
- Views: 18133
Re: Ridiculously Fast Construction
edit: Playing RC3: just noticed that though there is room, the fifth truck of a five-truck team does not spread around the structure under construction. Instead, it will keep trying to nose other trucks out of the way. So, strictly, there is no need for any restriction on truck capability. End of d...
- 10 Oct 2012, 20:34
- Forum: Ideas and suggestions
- Topic: Homing-Indirect improvements
- Replies: 26
- Views: 9003
Re: Homing-Indirect improvements
I'm not sure having existing AA defences target indirect projectiles is a good idea - that would make using indirect weapons a PITA. I agree totally. Artillery and VTOL are completely separate combat theaters - VTOLs can penetrate dense artillery fields and artillery can penetrate dense AA fields. ...
- 09 Oct 2012, 16:59
- Forum: Ideas and suggestions
- Topic: Homing-Indirect improvements
- Replies: 26
- Views: 9003
Re: Homing-Indirect improvements
Because the current game engine doesn't support it. Projectiles are not acquirable targets.
- 09 Oct 2012, 06:09
- Forum: Balance
- Topic: Ridiculously Fast Construction
- Replies: 34
- Views: 18133
Re: Ridiculously Fast Construction
That is, of course, the standard difference between spreading out tasks among individual units or focusing them together (which doesn't apply to just trucks - it applies to selecting targets in combat too): The end result is the same, but whatever happens in the meantime is different.
- 08 Oct 2012, 17:55
- Forum: Ideas and suggestions
- Topic: propulsion modifyers
- Replies: 9
- Views: 4105
Re: propulsion modifyers
You can customize propulsion sounds completely (see PropulsionSounds.txt), you just can't make animations for them.
Also, if I recall correctly each propulsion type has a slightly different manner of movement - e.g. track and hover can spin in place where wheels (usually) can't.
Also, if I recall correctly each propulsion type has a slightly different manner of movement - e.g. track and hover can spin in place where wheels (usually) can't.
- 08 Oct 2012, 17:50
- Forum: Balance
- Topic: Ridiculously Fast Construction
- Replies: 34
- Views: 18133
Re: Ridiculously Fast Construction
Ever hear of "too many cooks" ? There is no actual truck limit in the current gameplay, and this is only talking about a max-trucks-per-build-target limit, not a "TOTAL trucks" limit. What is wrong with building using all 15 trucks, if that is what someone wants to do? Good luck ...
- 08 Oct 2012, 03:19
- Forum: Ideas and suggestions
- Topic: propulsion modifyers
- Replies: 9
- Views: 4105
Re: propulsion modifyers
It's actually kinda limiting that the VTOL propulsion effect is specified on a per-chassis basis; it should be specified on a body-propulsion matchup basis (i.e. in BodyPropulsionIMD.txt). Current status effectively means you can only have one aerial propulsion type as they all share the same effect...
- 07 Oct 2012, 18:20
- Forum: Ideas and suggestions
- Topic: propulsion modifyers
- Replies: 9
- Views: 4105
Re: propulsion modifyers
Ultimate Scavenger Mod which adds things like helicopters with their own animations and sound effects. You can't customize animations. Well, you can create PIE files with animated texture effects, but the actual implementation of when WZ renders what animation is hardwired and non-moddable. :( Ulti...