Search found 1688 matches
- 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 ...
- 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 ?
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 ?
- 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.
- 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...
- 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.
- 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...
- 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...
Proof that my accuracy fix was brillant and you missed out something great guys...
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 06 Feb 2015, 00:52
- Forum: Development
- Topic: Dependencies for master
- Replies: 19
- Views: 14363
Re: misc stuff moved from testing thread
huhuhu... I see what you did there...Per wrote: Oh, and that '1999 game' cheap shot is getting real old now.
cc1plus: error: unrecognized command line option ‘-std=gnu++11’