Search found 197 matches

by Stratadrake
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 ...
by Stratadrake
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...
by Stratadrake
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!

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
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.
by Stratadrake
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...
by Stratadrake
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...
by Stratadrake
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...
by Stratadrake
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...
by Stratadrake
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...
by Stratadrake
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. ...
by Stratadrake
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.
by Stratadrake
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.
by Stratadrake
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.
by Stratadrake
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 ...
by Stratadrake
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...
by Stratadrake
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...