Search found 131 matches

by raycast
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 ...
by raycast
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...
by raycast
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...
by raycast
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...
by raycast
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...
by raycast
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...
by raycast
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...
by raycast
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 ...
by raycast
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 ...
by raycast
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...
by raycast
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. ...
by raycast
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.
by raycast
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. :lecture:
Too bad you can't mount it on your tanks.

http://guide.wz2100.net/w/
by raycast
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...
by raycast
12 Feb 2013, 01:15
Forum: Addon discussions
Topic: deleted maps
Replies: 22
Views: 12796

Re: maps by Ray

Removed.