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Search found 113 matches

by killing time
Sun Sep 19, 2021 3:15 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 28
Views: 1651

Re: bot improvements mod

I played a bit on the SK5 server. Problems that jumped out at me: ⋅  Bots often retreat when it's not a good idea. Like a dretch is coming at me, I hit it 3-4 times with a rifle, and then it turns around and runs back right before it could have got me. In general, when you're going 1-on-1 ...
by killing time
Sun Aug 29, 2021 9:17 am UTC
Forum: Ideas & Suggestions
Topic: Gameplay Overhaul
Replies: 16
Views: 430

Re: Gameplay Overhaul

afontain wrote:
Spiker does no teamdamage anymore

I believe it doesn't do team damage with current master: it will "hold" spikes that are pointing at allies.:

It doesn't fire ones that it predicts will hit allies. But it is a projectile weapon, so this prediction can't be perfect.
by killing time
Sun Aug 29, 2021 9:14 am UTC
Forum: Ideas & Suggestions
Topic: Gameplay Overhaul
Replies: 16
Views: 430

Re: Gameplay Overhaul

Gireen wrote: it should be later possible for a team to decide which items/buildings/abilities they want to unlock.
Decided by who?


If bases are going to be tightly packed fortresses, what's the point of making people build miners?
by killing time
Sun Jul 18, 2021 12:29 am UTC
Forum: Feedback
Topic: is momemtum by building balanced (or should it be)?
Replies: 7
Views: 601

Re: is momemtum by building balanced (or should it be)?

Check the function UnlockToLockThreshold for the stage threshold hysteresis.
by killing time
Mon Jul 12, 2021 1:10 am UTC
Forum: Feedback
Topic: is momemtum by building balanced (or should it be)?
Replies: 7
Views: 601

Re: is momemtum by building balanced (or should it be)?

I don't understand the meaning of those stats like "aliens: regen=9 health=237 BP=8 time=17s"

There is already hysteresis for stage thresholds. Some momentum is added when a team crosses above a threshold. (Probably some is some subtracted when going below also, but not 100% confident.)
by killing time
Thu Jul 01, 2021 9:55 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 28
Views: 1651

Re: bot improvements mod

Suggestion: Have a minimum health percentage to evolve. If you evolve with low health and get in a fight right away, then you will probably end up wasting your evos. If you don't get in a fight, then evolving at that time did not benefit you. Something I've talked about before, but was not mentioned...
by killing time
Fri Jun 25, 2021 9:35 pm UTC
Forum: Troubleshooting
Topic: 0.52.1
Replies: 10
Views: 818

Re: 0.52.1

lautre on IRC discovered that the crash occurs when selecting the "Lowest" graphics preset. It can be prevented by selecting "Low" or higher.
by killing time
Thu Jun 24, 2021 3:50 am UTC
Forum: Troubleshooting
Topic: 0.52.1
Replies: 10
Views: 818

Re: 0.52.1

Thanks. I can't be certain of exactly what the problem is, but I've proposed a code change to hopefully fix it: https://github.com/Unvanquished/Unvanquished/pull/1441
by killing time
Tue Jun 22, 2021 9:07 pm UTC
Forum: Troubleshooting
Topic: 0.52.1
Replies: 10
Views: 818

Re: 0.52.1

Open the homepath https://wiki.unvanquished.net/wiki/Template:Game_Locations , then the "crashdump" directory, and check if there are any recent files with a name like crash-nacl-SGame-1616370527959.dmp. If so then email one of those to slipher@protonmail.com. If there aren't any files in ...
by killing time
Sun Jun 20, 2021 7:21 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 28
Views: 1651

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...

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