Search found 102 matches

by killing time
Mon Mar 22, 2021 6:02 am UTC
Forum: Ideas & Suggestions
Topic: Alien siege weapons
Replies: 8
Views: 1500

Re: Alien siege weapons

For the record, drills/leeches already affect enemy team mining structures in the same way that they affect their own team's. The maximum penalty to a mining structure from proximity to one other mining structure is -50% (if they are in the same place). It can be harder to notice the effect of an en...
by killing time
Mon Mar 22, 2021 5:45 am UTC
Forum: Ideas & Suggestions
Topic: Rebalance tyrants
Replies: 4
Views: 370

Re: Rebalance tyrants

+1 to mass increase :tyrant:
by killing time
Sat Mar 20, 2021 5:07 pm UTC
Forum: Ideas & Suggestions
Topic: make low aliens dangerous in their base, even to battlesuits
Replies: 9
Views: 1094

Re: make low aliens dangerous in their base, even to battlesuits

Gireen wrote:How would a second hit affect the length of the poison time?
Would the doubled poison only overlap for a short time until the first infection is over?


Maybe there could be up to 5 poison timers? And if all of them are already in use, a new bite replaces the one which would run out the soonest.
by killing time
Wed Mar 03, 2021 8:52 am UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 527

Re: AI improvements

I'm sure that the great majority of cases of bots getting stuck are due to deficiencies in the navmesh. I let marauder bots play for a few minutes on parpax and observed them getting stuck in two places visible in this screenshot below: atop the spherical structure on the left, and on the group of t...
by killing time
Wed Mar 03, 2021 2:47 am UTC
Forum: Ideas & Suggestions
Topic: make low aliens dangerous in their base, even to battlesuits
Replies: 9
Views: 1094

Re: make low aliens dangerous in their base, even to battlesuits

We could also have the poison damage being related to the number of hits. 1hit, 1dmg; 2hits, 3dmg; 3hits, 5dmg. I like this. The model could be like, poison damages you independent of armor, but a bsuit gets only 20% poisoned in one bite while a naked human gets 100% poisoned in one bite. And the D...
by killing time
Tue Mar 02, 2021 2:01 pm UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 527

Re: AI improvements

jump when you are on a small navmesh (that's already the case, but is too slow to trigger): it means you are on a box or in a hole Bots try to jump away when they have stayed within a small radius of an origin point for a long period of time. But adding something to detect small navmeshes could ind...
by killing time
Sat Feb 06, 2021 6:21 am UTC
Forum: Ideas & Suggestions
Topic: Have Human v Human battles or Team-deathmatch
Replies: 4
Views: 637

Re: Have Human v Human battles or Team-deathmatch

You can play (buggy) human vs. human or alien vs. alien battles right now at unv://165.22.158.175:27960
by killing time
Thu Jan 07, 2021 11:21 pm UTC
Forum: General Discussion
Topic: Here are some things I hope we can acheive in 0.52.0
Replies: 4
Views: 820

Re: Here are some things I hope we can acheive in 0.52.0

The command for toggling first-person follow / chase follow / free-float is 0.51.1 is +button2. There is no bind menu entry for it. In 0.52 the command will be something else, I forget what, but there will be a bind menu entry for it. A server owner can require a password for all players by setting ...
by killing time
Sun Jan 03, 2021 7:04 pm UTC
Forum: General Discussion
Topic: Here are some things I hope we can acheive in 0.52.0
Replies: 4
Views: 820

Re: Here are some things I hope we can acheive in 0.52.0

1. You can join by IP using the in-game console: /connect 1.2.3.4 Also, if you install using the Windows or Linux updater, it creates a protocol association which allows you to open URLs of the form unv://1.2.3.4 in a browser, which can be seen in action at https://unvanquished.net/servers. 2. What ...

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