Search found 1688 matches

by Iluvalar
18 Jan 2016, 23:20
Forum: Balance
Topic: Changing how armour upgrades work
Replies: 28
Views: 28071

Re: Changing how armour upgrades work

Oh.. you didn't meant cyborg but ALL droids. Ok I get it. So I think your wrong. the armour is calculated once because you need to load the propulsion, body and weapon object to make the equation. So it's save that way in the droid object. But when bodyArmour() is called, to get the right armor for ...
by Iluvalar
18 Jan 2016, 18:31
Forum: Balance
Topic: Changing how armour upgrades work
Replies: 28
Views: 28071

Re: Changing how armour upgrades work

Could you point me the zone in the code where this error happen ?
in 2.3
in stat.c bodyArmour() is using the upgrade and is designed to account for all bodytype
in combat.c objDamage() use a preloaded armor doe.

So I figure from what you say that this loader skip bodyArmour when loading cyborgs ?
by Iluvalar
14 Jan 2016, 21:59
Forum: Ideas and suggestions
Topic: Defer Command
Replies: 2
Views: 4403

Re: Defer Command

It's already possible to give units to your teamates and receive power from them for the research.
by Iluvalar
14 Jan 2016, 00:16
Forum: Balance
Topic: Changing how armour upgrades work
Replies: 28
Views: 28071

Re: Changing how armour upgrades work

I would say - apply this patch to up coming 3.1.3. Agreed. So master relise will be far away from current balance adjustment. It will be fully chaotic. Master is unbalanceable as is. Not just 'far away'. We cannot viably balance via damage because of the armor system. The only design lever were the...
by Iluvalar
14 Jan 2016, 00:09
Forum: Ideas and suggestions
Topic: New maps
Replies: 16
Views: 16362

Re: New maps

completely unrelated It's automatic on my ubuntu when when I type "^2". I bet he have the same setting, he have the exponent 2 right on his keyboard. But awesome if it impress you.
by Iluvalar
13 Jan 2016, 21:26
Forum: Ideas and suggestions
Topic: New maps
Replies: 16
Views: 16362

Re: New maps

I thought about it but it with a script, but it's more complex then it look. There is that 21 frontier tiles times oil distribution rule, that the map must follow. Nearly all maps distributed in the game follows it, nearly all map NoQ make secretly follow it instinctively... You need several configu...
by Iluvalar
21 Aug 2015, 18:46
Forum: Other Talk
Topic: Your GitHub is awesome
Replies: 4
Views: 5510

Your GitHub is awesome

"Your history on GitHub is awesome, so we introducing to you new service with tons of free IT books in PDF."

Proof that my accuracy fix was brillant and you missed out something great guys...
by Iluvalar
17 Aug 2015, 03:47
Forum: Game related Discussions
Topic: To new people who want boats and helicopters etc.
Replies: 5
Views: 7824

Re: To new people who want boats and helicopters etc.

I disagree with you bendib.. so much... First boats, wouldn't change the world. The only viable map for boats would be fishnet. Nobody really play it right now and I believe it was designed with that in mind. Boats wouldn't change your ntw experience nor any maps with no body of water designed with ...
by Iluvalar
19 May 2015, 20:41
Forum: Technical Help / Troubleshooting
Topic: 3.1.2 Oil Extraction Rate
Replies: 1
Views: 1878

Re: 3.1.2 Oil Extraction Rate

Well you can't exactly mod that. But I guess you can scale the power generator capacities ? It's in base/function.txt DO NOT edit that directly. Create a file mymod/function.txt . Zip the whole folder. Rename mymod.zip into mymod.wz and then drop it in the autoload folder. This way you'll still be a...
by Iluvalar
08 May 2015, 00:44
Forum: Ideas and suggestions
Topic: RTS/ FPS visual
Replies: 8
Views: 10379

Re: RTS/ FPS visual

There used to be a drive mode in the game. It seem completly broken now. I still hold it would be pretty fun in multiplayer...
by Iluvalar
01 May 2015, 07:44
Forum: Other Talk
Topic: X-Box One Contoller UPLINK
Replies: 5
Views: 4939

Re: X-Box One Contoller UPLINK

The driver mode doe... Could be fun to be 30 players joining together to serve a null bot against another one with more ressource.
by Iluvalar
28 Apr 2015, 23:19
Forum: News and announcements
Topic: Community testers wanted!
Replies: 36
Views: 62834

Re: Community testers wanted!

Ok. So I'm on a windows 7 right here and made through a game in 4c-rush. Nothing gamebreaking nor revolutionnary was spotted. It works I guess ? Now, I noticed that this is a version without accuracy. I'm really curious to know who gonna balance this now. And how he plan to fix the armor problems wh...
by Iluvalar
09 Feb 2015, 22:27
Forum: Development
Topic: Dependencies for master
Replies: 19
Views: 14363

Re: misc stuff moved from testing thread

GLEW 1.6 was released in 2011. Current version is 1.12. But in an effort to make you happy, I pushed a workaround that sets these defines to false if you happen to have an ancient version of GLEW on your system. Ty. But still have the same error with. #define GLEW_VERSION_4_3 false #define GLEW_KHR...
by Iluvalar
08 Feb 2015, 20:56
Forum: Development
Topic: Dependencies for master
Replies: 19
Views: 14363

Re: misc stuff moved from testing thread

Ubuntu 12.04 was shipped way before C++11 was ratified, so C++0x would be correct. The obvious question here is, why are people using such outdated versions of Ubuntu ? 14.04 LTS has been out for awhile now. I guess some people just like staying in 1999. :stare: It's called a family, I won't buy a ...
by Iluvalar
06 Feb 2015, 00:52
Forum: Development
Topic: Dependencies for master
Replies: 19
Views: 14363

Re: misc stuff moved from testing thread

Per wrote: Oh, and that '1999 game' cheap shot is getting real old now.
huhuhu... I see what you did there...
cc1plus: error: unrecognized command line option ‘-std=gnu++11’