Search found 104 matches

by killing time
Sun Jun 20, 2021 7:21 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 5
Views: 255

Re: bot improvements mod

Just tried it a bit. In the currently deployed version there is a bug causing missiles not to be spawned, meaning you can't throw grenades, and pulse rifles, flamers and rocketpods don't shoot. This was caused by a recently committed bug on master which was already fixed. You can fix the bug by eith...
by killing time
Sun May 16, 2021 8:09 am UTC
Forum: Community Development
Topic: How Difficult Would This Zombie Game Be To Re-Make On This Engine?
Replies: 17
Views: 1019

Re: How Difficult Would This Zombie Game Be To Re-Make On This Engine?

A mod is a wholesale replacement of the gamelogic modules which implement all of the gameplay, UI, in-game admin commands, staging graphical effects, etc. This means there is no barrier to doing any of the things. The team management would actually be one of the simplest things to implement. There i...
by killing time
Mon Mar 22, 2021 6:02 am UTC
Forum: Ideas & Suggestions
Topic: Alien siege weapons
Replies: 8
Views: 1904

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: 600

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: 1437

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: 776

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: 1437

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: 776

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: 853

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

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