Search found 131 matches
- 12 Feb 2013, 00:57
- Forum: Balance
- Topic: Balance 3.1. Is possibly to fix before 3.2?
- Replies: 159
- Views: 75323
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...
- 09 Feb 2013, 22:11
- Forum: Balance
- Topic: Balance 3.1. Is possibly to fix before 3.2?
- Replies: 159
- Views: 75323
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...
- 09 Feb 2013, 17:07
- Forum: Addon discussions
- Topic: deleted maps
- Replies: 22
- Views: 12822
Re: maps by Ray
Removed.
- 09 Feb 2013, 16:56
- Forum: Game related Discussions
- Topic: what is the power?
- Replies: 18
- Views: 9367
Re: what is the power?
Power? It's not power. It's the force, luke!
- 06 Feb 2013, 14:08
- Forum: Coding
- Topic: Targeting logic
- Replies: 21
- Views: 12125
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 fo...
- 29 Jan 2013, 18:34
- Forum: Game related Discussions
- Topic: VTOL defending against VTOL effective?
- Replies: 11
- Views: 9059
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...
- 24 Jan 2013, 16:43
- Forum: Game related Discussions
- Topic: Difference between tower and hardpoint
- Replies: 15
- Views: 12402
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...
- 23 Jan 2013, 16:33
- Forum: Game related Discussions
- Topic: Defences and Attacking
- Replies: 7
- Views: 5067
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...
- 19 Jan 2013, 19:18
- Forum: Coding
- Topic: Targeting logic
- Replies: 21
- Views: 12125
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...
- 18 Jan 2013, 20:34
- Forum: Game related Discussions
- Topic: Best unit for cost/production/firepower?
- Replies: 9
- Views: 13962
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...
- 18 Jan 2013, 19:58
- Forum: Mapping / Modding tools & discussions
- Topic: Map generation
- Replies: 32
- Views: 19931
Re: Map generation
Removed.
- 18 Jan 2013, 19:55
- Forum: Coding
- Topic: Targeting logic
- Replies: 21
- Views: 12125
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...
- 18 Jan 2013, 19:44
- Forum: Coding
- Topic: Generating seabed heightmap
- Replies: 16
- Views: 14625
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...
- 12 Jan 2013, 21:03
- Forum: Coding
- Topic: Generating seabed heightmap
- Replies: 16
- Views: 14625
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 ...
- 27 Dec 2012, 17:56
- Forum: Mapping / Modding tools & discussions
- Topic: Map generation
- Replies: 32
- Views: 19931
Re: Map generation
Removed.