Search found 1328 matches
Re: _()
aubergine, we need a way to mark strings to gettext can extract them, kind of QT_TR_NOOP() for JS API to only mark strings but not replace them yet would be useful in some cases.
- 17 Jan 2013, 14:04
- Forum: Ideas and suggestions
- Topic: Idea about research in Multiplayer
- Replies: 17
- Views: 5860
Re: Idea about research in Multiplayer
Interesting idea, but I would put additional limit in form of maximum percentage progress, like you may skip at most 30% of research time of each item (distributing accumulated time to each next item). Ideally it would give only speedup for such researched item, so progress bar won't start at 30% le...
- 17 Jan 2013, 13:57
- Forum: Ideas and suggestions
- Topic: Trains
- Replies: 41
- Views: 13932
Re: Trains
Rman Virgil, yeah, those seems to be perfect for Scavengers, at least if not used too often.
- 16 Jan 2013, 21:08
- Forum: Development
- Topic: things wrong in 3.1.0
- Replies: 5
- Views: 3843
Re: things wrong in 3.1.0
Originway, you can discuss how to show tech tree (in context of research queue) here:
viewtopic.php?f=30&t=8892
Other things should end up in Trac, some of them might already have tickets, like issue with textures.
viewtopic.php?f=30&t=8892
Other things should end up in Trac, some of them might already have tickets, like issue with textures.
- 16 Jan 2013, 20:29
- Forum: Ideas and suggestions
- Topic: Energy shields
- Replies: 44
- Views: 18600
Re: Energy shields
Iluvalar, that depends on implementation. If it would be done in a way where shield is effective against some weapons and not just cool effect replacement for auto repair then you could use other weapons to shoot at targets inside.
- 16 Jan 2013, 13:32
- Forum: Game related Discussions
- Topic: truck or combat engineer
- Replies: 26
- Views: 15314
Re: truck or combat engineer
aubergine, or going directly to use some external physics library (which could have some other uses too).
- 16 Jan 2013, 12:32
- Forum: Ideas and suggestions
- Topic: Energy shields
- Replies: 44
- Views: 18600
Re: Energy shields
Ah, this ECM. Yeah, personally I would like to see shields as something that is better against long range attacks with degrading usefulness as enemy approaches closer to base, that could also apply to ECM.
- 16 Jan 2013, 12:30
- Forum: Ideas and suggestions
- Topic: Build map editor in to WZ
- Replies: 28
- Views: 23208
Re: Build map editor in to WZ
aubergine, that's not really map editing.
But would be nice to have, it was often requested to give trucks ability to modify terrain.
But would be nice to have, it was often requested to give trucks ability to modify terrain.
- 16 Jan 2013, 11:05
- Forum: Scripting
- Topic: Static functions?
- Replies: 32
- Views: 18906
Re: Static functions?
Duha, bad for developers, good for compilers (unless they are big due to something being done wrong).
EOT
EOT
- 16 Jan 2013, 10:57
- Forum: Ideas and suggestions
- Topic: Energy shields
- Replies: 44
- Views: 18600
Re: Energy shields
What means "ECM" In this context? :-) About Achilles' Heal , a whole shield should be greatly damaged or temporary shoot down in case of EMP attacks. Power draw is more like drawback and depending on (active) power generators and oil derricks (or more like, ability to disable it by simply ...
- 16 Jan 2013, 10:50
- Forum: Game related Discussions
- Topic: truck or combat engineer
- Replies: 26
- Views: 15314
Re: truck or combat engineer
aubergine, maybe cyborgs parachuting from VTOLs?
Someone proposed in the past to change VOTLs (or maybe all units? don't remember) so those would be piloted by cyborgs and such pilot could escape when VTOL is shot down.
Someone proposed in the past to change VOTLs (or maybe all units? don't remember) so those would be piloted by cyborgs and such pilot could escape when VTOL is shot down.
- 16 Jan 2013, 10:26
- Forum: Game related Discussions
- Topic: truck or combat engineer
- Replies: 26
- Views: 15314
Re: truck or combat engineer
Jorzi, yes, but hover would give cyborgs bigger advantage, since they used to die so easily that I've avoided use of them.
Also, I guess that we don't have such unit yet, in core game?
Also, I guess that we don't have such unit yet, in core game?
- 16 Jan 2013, 10:24
- Forum: Scripting
- Topic: Static functions?
- Replies: 32
- Views: 18906
Re: Static functions?
aubergine, this is example, it doesn't (yet) apply to WZ addons.
- 16 Jan 2013, 10:22
- Forum: Ideas and suggestions
- Topic: Energy shields
- Replies: 44
- Views: 18600
Re: Energy shields
My concern is that probably nobody would use that on low oil maps, too big "hardware requirements".
Unless it would stop everything (for some time), have big radius and greatly damage enemy units that pass it.
Adding power draw aspect will make it harder to balance.
Unless it would stop everything (for some time), have big radius and greatly damage enemy units that pass it.
Adding power draw aspect will make it harder to balance.
- 16 Jan 2013, 10:13
- Forum: Game related Discussions
- Topic: truck or combat engineer
- Replies: 26
- Views: 15314
Re: truck or combat engineer
Me want hover based transporter for cyborgs.aubergine wrote:* hover trucks get to build site much faster (and can go over water)
And yeah, surely trucks are easier to manage, when I've first time tried cyborg engineers then I had issues with distinguishing them from other cyborgs.