Search found 131 matches

by raycast
12 Feb 2013, 00:57
Forum: Balance
Topic: Balance 3.1. Is possibly to fix before 3.2?
Replies: 159
Views: 45276

Re: Balance 3.1. Is possibly to fix before 3.2?

@raycast: i have to try to understand your patch. on which warzone version i should use your patch? It's for git-master. Balancing of weapons depends on a lot of stuff. Accuracy, but also targeting. It's not hard to explain: if you have slow projectiles, and every unit prefers to target the weakest...
by raycast
09 Feb 2013, 22:11
Forum: Balance
Topic: Balance 3.1. Is possibly to fix before 3.2?
Replies: 159
Views: 45276

Re: Balance 3.1. Is possibly to fix before 3.2?

There are a number of things that affect balance overall, such as targeting (which has changed). Maybe you can also try you changes with the patch from: http://developer.wz2100.net/ticket/3748 which should make all low ROF weapons a bit smarter than before, but also causes high ROF weapons to be a b...
by raycast
09 Feb 2013, 17:07
Forum: Addon discussions
Topic: deleted maps
Replies: 22
Views: 8387

Re: maps by Ray

Removed.
by raycast
09 Feb 2013, 16:56
Forum: Game related Discussions
Topic: what is the power?
Replies: 18
Views: 5793

Re: what is the power?

Power? It's not power. It's the force, luke!
by raycast
06 Feb 2013, 14:08
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

http://developer.wz2100.net/ticket/3748 Has a new patch that actually tracks incoming projectiles with expected damage and time. This allows computing a "expected time to death", and thus a much more complex logic. The patch works for me, although there might actually be an error in the formulas use...
by raycast
29 Jan 2013, 18:34
Forum: Game related Discussions
Topic: VTOL defending against VTOL effective?
Replies: 11
Views: 6381

Re: VTOL defending against VTOL effective?

If you need to churn out some AA quick, test lancer cyborgs. In early game, i've found them to be quite good at supporting AA. But balance may have changed since. Anyway, give them a try. For human opponents, it will certainly look as if you have some AA somewhere if they see the rockets go up. Plus...
by raycast
24 Jan 2013, 16:43
Forum: Game related Discussions
Topic: Difference between tower and hardpoint
Replies: 15
Views: 8275

Re: Difference between tower and hardpoint

The difference is that they also have different armor and strength. Scourge Tower: Fully upgraded: Armor 51, 2780 HP Strength: Medium Scourge Hardpoint: Fully ugpraded: Armor 76, 3700 HP Strength: Hard If you look at the weapons table, you can see that for example scourge missiles, which are Anti-Ta...
by raycast
23 Jan 2013, 16:33
Forum: Game related Discussions
Topic: Defences and Attacking
Replies: 7
Views: 2936

Re: Defences and Attacking

Train yourself! Don't play the same style every time. Choose some easy AIs, and give yourself the restriction to destroy the enemy using machine guns only. You are allowed to upgrade machine guns all the way, but you must not use rockets. Obviously, you will want to attack before the enemy has a lo...
by raycast
19 Jan 2013, 19:18
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

The problem is this: the targeting logic does not have access to the incoming projectiles (and checking all of them for every target every tick is way too expensive!) All it has is a predition of damage to the unit that is updated when a projectile was fired. So unless we find a highly efficient way...
by raycast
18 Jan 2013, 20:34
Forum: Game related Discussions
Topic: Best unit for cost/production/firepower?
Replies: 9
Views: 9811

Re: Best unit for cost/production/firepower?

There is no general rule. It depends on the combination, so you'll have to try out some. Don't always go for the heaviest. Sometimes, speed is key. For VTOLs for example Retaliation + a reasonably light long range weapon (say, a bunker buster or vtol scourge), is great. Or in the end game, when your...
by raycast
18 Jan 2013, 19:58
Forum: Mapping / Modding tools & discussions
Topic: Map generation
Replies: 32
Views: 14257

Re: Map generation

Removed.
by raycast
18 Jan 2013, 19:55
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

milo: well, much of it is in 3.1 - because the doomedness prediction was already committed, so I did this small patch ignoring doomedness for high ROF weapons. I'm not sure whether a flag in the weapons.txt will do the trick. If you have been following the ticket http://developer.wz2100.net/ticket/3...
by raycast
18 Jan 2013, 19:44
Forum: Coding
Topic: Generating seabed heightmap
Replies: 16
Views: 10982

Re: Generating seabed heightmap

My point is: if we would offer a conversion tool, that converts old format maps to new format maps, we could a) at some point drop the code for reading the old map format from WZ. b) do much more complex processing, as it doesn't need to be fast. If it takes 5 Minutes to convert a map from old to ne...
by raycast
12 Jan 2013, 21:03
Forum: Coding
Topic: Generating seabed heightmap
Replies: 16
Views: 10982

Re: Generating seabed heightmap

I don't think fractal is worth the effort. Unless you are talking about the super primitive stuff such as the diamond square method. An approach that should work sufficiently fast to do it at load time is this: 1. for every water tile, compute the distance to the nearest shore (you can do this in a ...
by raycast
27 Dec 2012, 17:56
Forum: Mapping / Modding tools & discussions
Topic: Map generation
Replies: 32
Views: 14257

Re: Map generation

Removed.