Search found 1679 matches

by Iluvalar
28 Oct 2014, 19:07
Forum: Scripting
Topic: The official --=jscam=-- thread
Replies: 201
Views: 125493

Re: The official --=jscam=-- thread

I had to fix that when I was adding the passability on new propulsion support to the 2.3 source code. I found that the map was loading the pathfinding for no good reason. Only because it run another function which load it for other purpose... I had to place a switch on that function to NOT load the ...
by Iluvalar
20 Oct 2014, 22:54
Forum: Ideas and suggestions
Topic: Commanders and enhanced groups. Real stuff.
Replies: 6
Views: 4395

Re: Commanders and enhanced groups. Real stuff.

Commanders are not good in MP in cause of many reasons. - too few units in group (6-10 units is too few even for low-oil) - bad pathfinding Btw, i'm not sure, but do we need commanders in MP? Just to get free 4% buff for your units? So may be role of commandec can be reevaluated for MP? You're wron...
by Iluvalar
16 Oct 2014, 23:55
Forum: Addon discussions
Topic: Warzone 2100: Contingency (Beta now released)
Replies: 597
Views: 287396

Re: Warzone 2100: Contingency (Beta now released)

*looks around* I guess I'm the "De-facto" maintainer of Contingency now. :twisted: If that's the case ... Then I feel compelled to warn you as well. Some design choice made this mod IMPOSSIBLE to balance properly. One specific research path will beat any other research path. 90% of what you will ad...
by Iluvalar
11 Oct 2014, 04:00
Forum: Technical Help / Troubleshooting
Topic: RE: Pathing for units is flawed
Replies: 1
Views: 1982

Re: Pathing for units is flawed

(2.x releases did not exhibit the behavior?) . Much less often. You could have a jam happens in 2.3 when the chokepoint is 2 tiles or less and you set your units to retreat at medium damage. The constant flow eventualy cause a jam but nothing serious a few clever orders couldnt solve. But in 3.1 it...
by Iluvalar
03 Oct 2014, 05:50
Forum: Ideas and suggestions
Topic: Forklifts
Replies: 16
Views: 10060

Re: Forklifts

then balance later. NO ! such changes imply changes in game play AND game balance. You need to think thoroughly about those changes before making them. And envision the consequence on them. First, it's roughly useless to build or move a structure elsewhere. About every map start with trucks around ...
by Iluvalar
02 Oct 2014, 23:16
Forum: Mapping / Modding tools & discussions
Topic: How To Change Unit Limit
Replies: 19
Views: 10259

Re: How To Change Unit Limit

honestly, I struggle to move efficiently more then 2 group of units. 4 groups if I stretch really hard and accept to be sub-efficient. We could achieve the same game play with as few as 15 units with a minimal change to balance. Everything more doesn't affect the game-play.
by Iluvalar
01 Oct 2014, 22:59
Forum: Mapping / Modding tools & discussions
Topic: How To Change Unit Limit
Replies: 19
Views: 10259

Re: How To Change Unit Limit

rgrep 150 ./src wrote: [...]
./droid.h:#define MAX_MP_DROIDS 150
[...]
have a nice time compiling :)
by Iluvalar
01 Oct 2014, 19:15
Forum: Coding
Topic: More research items per page
Replies: 22
Views: 18820

Re: More research items per page

I think this is an awesome change. Does anyone even use 640x480 and 800x600 anyway? I do, get more fps that way on older computer. And really the game textures are not so great you see a big difference. I also enjoy those big buttons, i actually see more clearly the weapon on my design and structur...
by Iluvalar
01 Oct 2014, 04:05
Forum: Ideas and suggestions
Topic: Forklifts
Replies: 16
Views: 10060

Re: Forklifts

You don't have to risk losing any building units if you build the structure next to your base and then you use a forklift. An advantage would be that towers, bunkers, emplacements, batteries, etcetera can move because of one forklift. Also, there may be more forklifts than the amount of transporter...
by Iluvalar
30 Sep 2014, 05:15
Forum: Ideas and suggestions
Topic: Forklifts
Replies: 16
Views: 10060

Re: Forklifts

How is that different from building a transporter, filling builders in it and building that building on top of the cliff ?
by Iluvalar
27 Sep 2014, 00:03
Forum: Development
Topic: RE: game mods loader
Replies: 9
Views: 4555

Re: RE: game mods loader

come on vexed ! You are just proving my point here by not even responding... Patience, grasshopper. Some people have jobs. He will be back. Personally, I have stayed out of the Balance Wars. IMHO, it is a fever swamp of people throwing around numbers with little justification and basically advocati...
by Iluvalar
20 Sep 2014, 17:49
Forum: Addon discussions
Topic: [3.1+] NullBot: an adaptive skirmish AI
Replies: 851
Views: 327798

Re: [3.1+] NullBot: an adaptive skirmish AI

NoQ The idea of the rush strat is to outnumber your opponent. If you reach the enemy base who have only 2 factory but had time while the travel to build a second batch of units. By all mean you dont engage in a 3v4. You siege him in his base until A) he is forced to chase you into the next 3 units f...
by Iluvalar
18 Sep 2014, 17:16
Forum: Skirmish / Multiplay
Topic: Anyone playing low oil, start with no base MP?
Replies: 11
Views: 9081

Re: Anyone playing low oil, start with no base MP?

it stand for factory, factory and then factory. The first building you build in your base. But now I'm wondering with all that NoQ said. If he nerfed mg enough. The next OP thing might as well be a cannon rush. at which point i'm not sure what is the optimal opening...
by Iluvalar
18 Sep 2014, 04:08
Forum: Addon discussions
Topic: [3.1+] NullBot: an adaptive skirmish AI
Replies: 851
Views: 327798

Re: [3.1+] NullBot: an adaptive skirmish AI

I caught an error on his part. I had 3 tanks, he had 3 tanks in the center and he pursued me. He should have known that my next 3 tanks would join my army before his next 3 tanks if he chase me toward my base. Let's : d : distance between 2 base x : His unit count on front line y : The number of uni...
by Iluvalar
17 Sep 2014, 18:55
Forum: Addon discussions
Topic: [3.1+] NullBot: an adaptive skirmish AI
Replies: 851
Views: 327798

Re: [3.1+] NullBot: an adaptive skirmish AI

So i tried it... pretty good. But then it built a second research lab and I instantly won of course... I'd really love to see a new personnaliy who before it reach 80% of the map oil production: A) Don't research anything but mg upgrade B) Don't build anything but FFFRCc and the power gen needed. Or...