Search found 1679 matches

by Iluvalar
25 Jan 2016, 00:13
Forum: Balance
Topic: @per about accuracy
Replies: 18
Views: 11704

@per about accuracy

Since you seem to read me at the moment (alleluia) Can you copy that you read this : The damage on the weapon is substracted by the armor. It is a DESIGN choice to allow different weapon family to have various efficiency against various armor type. We cannot, change the damage arbitrarily for balanc...
by Iluvalar
24 Jan 2016, 17:56
Forum: Ideas and suggestions
Topic: Lucky shot feature
Replies: 9
Views: 5448

Re: Lucky shot feature

Well you turned the accuracy at 100%. It's pretty much like removing it. And you intentionally left the accuracy bug there, so even if someone else was trying to use it in a mod, it would be buggus. Are you saying doe, that experienced units will still dodge rockets ? And some of them will miss beca...
by Iluvalar
24 Jan 2016, 08:34
Forum: Ideas and suggestions
Topic: Research Drops
Replies: 3
Views: 3227

Re: Research Drops

This is a personal vision, but I never saw the "research" like actual research. I have an hard time with suspension of disbelief when I'm told "I'm the last survior in a post apocalyptic world" after 100 games in 8p FFA on 100 different maps lol. What I tend to see instead is that I'm part of one of...
by Iluvalar
23 Jan 2016, 17:20
Forum: Ideas and suggestions
Topic: Lucky shot feature
Replies: 9
Views: 5448

Re: Lucky shot feature

Wait, I know there is 3 things. 1 is movement speed, the second is about damage reduction and the third is about damage increase. One of those 2 last is about accuracy. Maybe accuracy raduction and rate of fire ? You make me doubt now.

The ratio is 7%, 6% and 6% per level respectively
by Iluvalar
23 Jan 2016, 06:22
Forum: Ideas and suggestions
Topic: Lucky shot feature
Replies: 9
Views: 5448

Re: Lucky shot feature

Actualy, no more...

The accuracy was left behind in master, so the units don't increase their damage with levels any more. As far as I know.
by Iluvalar
19 Jan 2016, 02:01
Forum: Balance
Topic: Changing how armour upgrades work
Replies: 28
Views: 20604

Re: Changing how armour upgrades work

Allright, you're right i was reading the spaggethi code upside down. I was confused because I remembered clearly seeing the damage upgrades in the damage calculation. On the logical side, there is no reason not to make all upgrades work the same way. On the design side, we already have new bodies, w...
by Iluvalar
18 Jan 2016, 23:20
Forum: Balance
Topic: Changing how armour upgrades work
Replies: 28
Views: 20604

Re: Changing how armour upgrades work

Oh.. you didn't meant cyborg but ALL droids. Ok I get it. So I think your wrong. the armour is calculated once because you need to load the propulsion, body and weapon object to make the equation. So it's save that way in the droid object. But when bodyArmour() is called, to get the right armor for ...
by Iluvalar
18 Jan 2016, 18:31
Forum: Balance
Topic: Changing how armour upgrades work
Replies: 28
Views: 20604

Re: Changing how armour upgrades work

Could you point me the zone in the code where this error happen ?
in 2.3
in stat.c bodyArmour() is using the upgrade and is designed to account for all bodytype
in combat.c objDamage() use a preloaded armor doe.

So I figure from what you say that this loader skip bodyArmour when loading cyborgs ?
by Iluvalar
14 Jan 2016, 21:59
Forum: Ideas and suggestions
Topic: Defer Command
Replies: 2
Views: 3606

Re: Defer Command

It's already possible to give units to your teamates and receive power from them for the research.
by Iluvalar
14 Jan 2016, 00:16
Forum: Balance
Topic: Changing how armour upgrades work
Replies: 28
Views: 20604

Re: Changing how armour upgrades work

I would say - apply this patch to up coming 3.1.3. Agreed. So master relise will be far away from current balance adjustment. It will be fully chaotic. Master is unbalanceable as is. Not just 'far away'. We cannot viably balance via damage because of the armor system. The only design lever were the...
by Iluvalar
14 Jan 2016, 00:09
Forum: Ideas and suggestions
Topic: New maps
Replies: 16
Views: 13210

Re: New maps

completely unrelated It's automatic on my ubuntu when when I type "^2". I bet he have the same setting, he have the exponent 2 right on his keyboard. But awesome if it impress you.
by Iluvalar
13 Jan 2016, 21:26
Forum: Ideas and suggestions
Topic: New maps
Replies: 16
Views: 13210

Re: New maps

I thought about it but it with a script, but it's more complex then it look. There is that 21 frontier tiles times oil distribution rule, that the map must follow. Nearly all maps distributed in the game follows it, nearly all map NoQ make secretly follow it instinctively... You need several configu...
by Iluvalar
21 Aug 2015, 18:46
Forum: Other Talk
Topic: Your GitHub is awesome
Replies: 4
Views: 4420

Your GitHub is awesome

"Your history on GitHub is awesome, so we introducing to you new service with tons of free IT books in PDF."

Proof that my accuracy fix was brillant and you missed out something great guys...
by Iluvalar
17 Aug 2015, 03:47
Forum: Game related Discussions
Topic: To new people who want boats and helicopters etc.
Replies: 5
Views: 6103

Re: To new people who want boats and helicopters etc.

I disagree with you bendib.. so much... First boats, wouldn't change the world. The only viable map for boats would be fishnet. Nobody really play it right now and I believe it was designed with that in mind. Boats wouldn't change your ntw experience nor any maps with no body of water designed with ...
by Iluvalar
19 May 2015, 20:41
Forum: Technical Help / Troubleshooting
Topic: 3.1.2 Oil Extraction Rate
Replies: 1
Views: 1392

Re: 3.1.2 Oil Extraction Rate

Well you can't exactly mod that. But I guess you can scale the power generator capacities ? It's in base/function.txt DO NOT edit that directly. Create a file mymod/function.txt . Zip the whole folder. Rename mymod.zip into mymod.wz and then drop it in the autoload folder. This way you'll still be a...