Search found 131 matches
- 24 Mar 2013, 14:17
- Forum: Balance
- Topic: Chance to hit (accuracy) - does not sense in 3.1 (?)
- Replies: 186
- Views: 88874
Re: Chance to hit (accuracy) - does not sense in 3.1 (?)
then you got the new targeting system here http://developer.wz2100.net/ticket/3748 to see how it works and which we are waiting for someone to make us builds to test :annoyed: You really need to learn how to build it yourself. That makes it so much easier to try out stuff yourself. It's really not ...
- 24 Mar 2013, 14:12
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63924
Re: Accuracy straw poll
While I do agree that high-speed low-range shots could be simplified - also with respect to damage prediction (I have been considering to add this to #3748 ) - I don't think this is an answer to "all your problems". The reason is that with these shots, you will barely notice the difference...
- 24 Mar 2013, 13:52
- Forum: Coding
- Topic: python help!
- Replies: 9
- Views: 6809
Re: python help!
WindowsError: [Error 3] The system cannot find the path specified: 'tilesets/ari zona.ttp' no matter what tileset you pick it has same errors Have you checked in which folder the tilesets live? I.e. does the file exist? If it doesn't exist, diorama certainly won't find it. I considered to have a lo...
- 23 Mar 2013, 18:20
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63924
Re: Accuracy straw poll
There will ALWAYS be in the game a player that is 25% stronger than the other because his units are on the good tile (say 5 tile distance vs 6 tile distance). No, I don't think this applies here. The tile distances I've given are for illustration; these are *NOT* thresholds. Distances in WZ are act...
- 23 Mar 2013, 18:09
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63924
Re: Accuracy straw poll
Thinking about it some more, you could easily modify this patch to take the maximum weapon range into account instead of the magic constant 5. However, i don't think we should treat the accuracy to be always specified at maximum range, and then scale down linearly. Then close shots would always be s...
- 23 Mar 2013, 17:41
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63924
Re: Accuracy straw poll
This version of the patch is calibrated slighly differently. Shots are less accurate - only up to accuracy/2 it will be a perfect shot. (So at accuracy 200%, every shot is perfect!) However, the precision starts degrading after that, so that at the given accuracy, at a distance of 5 (sorry, I did no...
- 23 Mar 2013, 14:59
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63924
Re: Accuracy straw poll
Attached is a patch that will change the accuracy substantially. Note: this will really need rebalancing. Previously, a missed should would always miss by "2 * (100 - resultHitChance) + minOffset" units. Assuming an artillery with 50% accuracy, this would be 105 game units, almost one tile...
- 23 Mar 2013, 10:57
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63924
Re: Accuracy straw poll
Can't we use a accuracy definition that takes range into account? I.e. accuracy "1 at 10" means that the shot will have an aiming (!) standard deviation of 1 tile at a distance of 10. After the shot has been fired, it is up to the physics to deliver. i.e. Gaussian error on aiming, physics ...
- 23 Mar 2013, 10:22
- Forum: Addon discussions
- Topic: Free perlin noise ! :D
- Replies: 18
- Views: 7754
Re: Free perlin noise ! :D
I have actually used perlin noise in the later versions of my map generator. The problem is that it doesn't take balance into account and cannot easily be modified to do so. Making it largely interesting for computer graphics, but not so much for actual RTS map generation, IMHO. I ended up using it ...
- 03 Mar 2013, 14:45
- Forum: Skirmish / Multiplay
- Topic: Combined arms effect
- Replies: 20
- Views: 12702
Re: Combined arms effect
Speaking of "damage takers" and "damage dealers" , a strategy which seems to be in place in MMORPGs already. Has anybody experimented with deliberately designing tanks for maximum defensive capability? Sensors seem to offer the best HP/cost, interestingly enough. It would actuall...
- 03 Mar 2013, 14:02
- Forum: Skirmish / Multiplay
- Topic: Combined arms effect
- Replies: 20
- Views: 12702
Re: Combined arms effect
First of all, i totally agree that a mixed army is usually stronger . The reason is simply that every weapon supposedly has a weak point. A MG tank will take out cyborgs fast, but will die when facing lancer tanks. But gunner cyborgs at the same price can take out that lancer tanks by outnumbering. ...
- 24 Feb 2013, 13:16
- Forum: Skirmish / Multiplay
- Topic: Lag
- Replies: 40
- Views: 20236
Re: Lag
You should learn how to build master and test there. That is the current state, and showing where the game is heading.
But all in all: if you are playing NTW style, you will always have more lag than low-oil gamers. More units = more data to transfer, more computations = more lag.
But all in all: if you are playing NTW style, you will always have more lag than low-oil gamers. More units = more data to transfer, more computations = more lag.
- 15 Feb 2013, 11:04
- Forum: Game related Discussions
- Topic: Which non-indirect turret has the longest range?
- Replies: 4
- Views: 3553
Re: Which non-indirect turret has the longest range?
The laser satellite. It's considered a turret, and it's not considered indirect.
Too bad you can't mount it on your tanks.
http://guide.wz2100.net/w/
Too bad you can't mount it on your tanks.
http://guide.wz2100.net/w/
- 12 Feb 2013, 12:00
- Forum: Game related Discussions
- Topic: How do you destroy a fortress?
- Replies: 9
- Views: 8814
Re: How do you destroy a fortress?
Use the proper weapons for the targets you are facing: Bunker Buster rockets are available rather soon. They are a good choice against fortresses, hardpoints and bunkers in particular in early game. They are IMHO often underused. Recall that bunker busters do 300% damage against hard structures and...
- 12 Feb 2013, 01:15
- Forum: Addon discussions
- Topic: deleted maps
- Replies: 22
- Views: 12796
Re: maps by Ray
Removed.