Search found 1662 matches

by Iluvalar
27 Dec 2019, 07:04
Forum: Coding
Topic: rules.js
Replies: 5
Views: 415

Re: rules.js

Interest rate is always the first thing I mod in the rule.
An universal income as well.

It help reducing the click fest feel to the game. If you don't design and produce at the second you end a research, you will make a little bit more power in interest.
by Iluvalar
14 Dec 2019, 01:59
Forum: Balance
Topic: Who uses cannon-flak?
Replies: 4
Views: 1059

Re: Who uses cannon-flak?

no hvc is better, if you are really stuck in the cannon branch, you convert everything to hvc. Vtols should be available from start and be weak. instead we have a late tech propulsion that need to be oppressive because of that.
by Iluvalar
19 Nov 2019, 00:31
Forum: Balance
Topic: How do you beat rocket+mgs?
Replies: 3
Views: 822

Re: How do you beat rocket+mgs?

Hi, i'm not familiar with the current balance state in detail, but rockets research is a big investment. You should be able to expand and take more oil derricks then them. You can use structures which both mg and rockets are bad against. With the extra derricks you should be able to outnumber them a...
by Iluvalar
19 Nov 2019, 00:20
Forum: Balance
Topic: Flamer aim?
Replies: 9
Views: 1160

Re: Flamer aim?

If he's playing with the new aim system that was fixed recently, we should just oblige and fix the accuracy to match better his expectation. Flamers used to miss inside the hitbox anyway, with the splash dmg, it was most likely hitting at 100%. Now, I also believe playing with fire should be a bit h...
by Iluvalar
12 Jun 2019, 07:21
Forum: Game related Discussions
Topic: Tiberium Mod / Growing crystals
Replies: 6
Views: 2327

Re: Tiberium Mod / Growing crystals

Back in 2.3 , my NRS mod had : Base generation : Solar plants, housings, nuclear plants, civilians (units) interest rate, banks (borrow energy) Second degree investment : parks (slowly warm up and produce more then anything else near end game) propaganda towers : reduce power production of everyone ...
by Iluvalar
09 Jun 2019, 00:13
Forum: Game related Discussions
Topic: Tiberium Mod / Growing crystals
Replies: 6
Views: 2327

Re: Tiberium Mod / Growing crystals

Yes, it'S entirely possible with the current script system.
by Iluvalar
08 Jun 2019, 23:37
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 5301

Re: Range orders and accuracy

I agree with that, I do understand that we want to keep the campaign as true to the original as possible. But we also try hard to keep the multiplayer tech tree as it is. It would be the job of a modder to make a new techtree... So i dont really see the point of keeping 2 very similar set of stats f...
by Iluvalar
08 Jun 2019, 19:52
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 5301

Re: Range orders and accuracy

Hi alfred, sorry the push is in the github since 6 days, but it take time to get answers. thx to be patient with it
by Iluvalar
30 May 2019, 19:28
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 5301

Re: Range orders and accuracy

I explained in the ticket why you cannot. In absence of accuracy, the only rational balance lever is ROF. And even that is strongly used as a flavor stat (MG vs cannon vs rocket ROF). So as the first move to temporarily balance this game, i suggest... to move the machine gun as the last weapon in th...
by Iluvalar
26 May 2019, 06:38
Forum: Mapping / Modding tools & discussions
Topic: Edit the Tech Tree
Replies: 12
Views: 2735

Re: Edit the Tech Tree

You can add naval units to the game, and build them in factories adjacent to water. But 1- The AI for them is garbage, the AI is not programmed to understand that there is 2 continent. To be exact, if a boat unit see a ground unit, it will start to move along the coast to go around the river to reac...
by Iluvalar
24 May 2019, 04:15
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 3467

Re: Unit designer limit

I wonder if large bodies should be more expensive or small bodies stronger, so people don't just pick the largest possible bodies most of the time. Yes obviously. We'd need a mixed nash equilibrium (also known as rock paper scissor) around body weight : heavy > medium > light > heavy This is achiev...
by Iluvalar
22 May 2019, 01:41
Forum: Balance
Topic: Sunburst AA site balance
Replies: 8
Views: 2585

Re: Sunburst AA site balance

NoQ wrote:
02 Mar 2019, 22:28
The same applies to flak cannon that benefits from cannon upgrades.
I doubt that. AA weapons have their own research line. Unless you meant it's less expensive to research when you already have cannons.
by Iluvalar
22 May 2019, 01:33
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 3467

Re: Unit designer limit

On a balance point of view, every weapons are heavy. The only exception is the smg and tmg, but those 2 are obsolete before you get any body.

Preventing them from mounting on an heavy body would be a huge nerf on any of those weapons. It imply a lot of changes in the game for this to be feasible.
by Iluvalar
13 May 2019, 01:43
Forum: Balance
Topic: Research timeout
Replies: 7
Views: 2616

Re: Research timeout

I agree with this suggestion. Little tweak on it : Each research automatically conduct 20% of their research time no matter if clicked or not or how many research lab you got as soon as they are available. This way the pace of the game stay the same, but clicking any time during that first 20% would...
by Iluvalar
05 May 2019, 21:12
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 5301

Re: Range orders and accuracy

Github Done