Search found 127 matches

by Gireen
Wed May 13, 2020 6:10 pm UTC
Forum: Community
Topic: Unvanquished in Numbers
Replies: 5
Views: 5708

Re: Unvanquished in Numbers

Oh that's a good idea. I wonder how much that will influence the times of activity. About the automated part i have to think of a good way, the general heatmap doesn't change that drastically. But per month there is probably more differences that could be somehow highlighted to get more attention fo...
by Gireen
Thu Apr 09, 2020 4:16 pm UTC
Forum: Ideas & Suggestions
Topic: The third race talk
Replies: 2
Views: 2846

Re: The third race talk

There used tho be such a virus mechanic in an tremulous mod. Adv Dretches could spread the virus to humans who then take constant damage for 30s to a minute or so like normal poison. Humans could infect each other trough close poximity and the only way for healing was to wear a biokit or battlesuit....
by Gireen
Thu Apr 09, 2020 4:06 pm UTC
Forum: Community
Topic: Unvanquished in Numbers
Replies: 5
Views: 5708

Re: Unvanquished in Numbers

cu-kai wrote:Maybe a page like http://tremulous.net/graphs/ would be a good thing to have, to record long-term statistics?

Yes. The reliable collection of this informations is probably a important part. I dont know if the masterserver saves logs that could be used for this.
by Gireen
Thu Apr 09, 2020 3:54 pm UTC
Forum: Troubleshooting
Topic: Keybindings
Replies: 3
Views: 4034

Re: Keybindings

That's a bug in the current version.
The E key cant be used for humans :bugeyes:

If you type

Code: Select all

unbind E
into the console it becomes usable again and can be binded as normal
by Gireen
Sun Feb 23, 2020 9:30 pm UTC
Forum: Community
Topic: Unvanquished in Numbers
Replies: 5
Views: 5708

Unvanquished in Numbers

Inspired by a Xonotic blog post i created some charts about the activity of all servers in the past few month. Not a complete year yet but i think there are some interesting informations to be found. Starting with the combined time of everyone playing the game per day. https://i.imgur.com/IIoJQWw.pn...
by Gireen
Mon Nov 18, 2019 4:36 pm UTC
Forum: Community Development
Topic: [mod]Experimental Gameplay
Replies: 17
Views: 10295

Re: [mod]Experimental Gameplay

You can surprise bots if they don't see you. As alien i can follow human bots around without them noticing until they take damage. :advgranger: But after the fist encounter they seem to always know your location. Maybe the beacons could be a way to interact with bot teammates. Bots don't return to b...
by Gireen
Sun Nov 17, 2019 9:13 pm UTC
Forum: Community Development
Topic: [mod]Experimental Gameplay
Replies: 17
Views: 10295

Re: [mod]Experimental Gameplay

when adding a bot you can set the skill that determines the aiming, witch at is worst lets bots shoot at the ceiling :bugeyes:
Efficiency nails it quiet good. Always the shortest path etc.
So we need the bots do some silly stuff :grin:
by Gireen
Sun Nov 17, 2019 2:16 pm UTC
Forum: Community Development
Topic: [mod]Experimental Gameplay
Replies: 17
Views: 10295

Re: [mod]Experimental Gameplay

Now it works as intended. https://github.com/Gireen/Unvanquished/tree/devolve The next problem are the bots. It would be nice if they could build there base and repair it. I read that Bot could do this earlier but i cant find any code related to that. The general bot behavior could also be a bit imp...
by Gireen
Tue Nov 12, 2019 6:42 pm UTC
Forum: Community Development
Topic: [mod]Experimental Gameplay
Replies: 17
Views: 10295

Re: [mod]Experimental Gameplay

penalization of not recovering previously spent evos There is no limitation in devolving yet. :confused: Seems like devolving to granger or dretch returns 0 mps but all other classes return the spend points. side note, when bots can devolve it turns them into screaming balls of pain while they swit...
by Gireen
Sun Nov 10, 2019 11:00 pm UTC
Forum: Community Development
Topic: [mod]Experimental Gameplay
Replies: 17
Views: 10295

Re: [mod]Experimental Gameplay

Including alien health in the calculation can solve this two problems morph points spend * percentage of health * return rate the return rate is then just another wheel for balancing adjustments that has a stronger effect on bigger classes. A cocoon ... that sound like the hovel could make a return ...

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