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Search found 149 matches

by freem
Sat Sep 04, 2021 7:28 am UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 28
Views: 1655

Re: bot improvements mod

:announce: Long time I have not introduced any change, but this ends now: since early this morning, human bots are able to use ladders! Originally, I was trying to get bots to wallwalk "by accident". I thought this would be easy, even easier than ladders... I was wrong. I still hope to get...
by freem
Fri Aug 27, 2021 10:01 am UTC
Forum: Ideas & Suggestions
Topic: Gameplay Overhaul
Replies: 17
Views: 434

Re: Gameplay Overhaul

This is a first draft for a complete overhaul of the gameplay. The goals are: ⋅ easier to understand game mechanics ⋅ enabling different play styles (eg winning by only building or not building at all) ⋅ making the game more rewarding ⋅ getting easier to play...
by freem
Fri Aug 27, 2021 9:14 am UTC
Forum: Troubleshooting
Topic: Lets discuss Tyrant
Replies: 16
Views: 7501

Re: Lets discuss Tyrant

As for agility, giving them the ability to "climb" over walls of turrets or drills does not seems that a bad idea to me I would look more for turrets and drills to not survive that long to a tyrant, like: you're blocked? click hit with an average aim with rage, instant kill of the buildab...
by freem
Mon Aug 09, 2021 8:03 am UTC
Forum: Ideas & Suggestions
Topic: Fixing the tyrant
Replies: 20
Views: 10394

Re: Fixing the tyrant

Current settings are clawDmg 100 clawRange 100.0 clawWidth 14.0 clawHeight 20.0 We could increase the clawWidth and Height. And maybe reducing clawDmg. That way its easier to hit but doesnt becomes op for pros. So that it would be even harder to kill with it, while humans can still kill rants in 2 ...
by freem
Mon Aug 09, 2021 7:58 am UTC
Forum: Troubleshooting
Topic: Lets discuss Tyrant
Replies: 16
Views: 7501

Re: Lets discuss Tyrant

I doubt few hp will change much, you will still not be able to flee or to deal enough damages to explain for the cost of tyrants anyway. As a reminder, luci kills adv dragoon in one hit (and likely a tyrant requires 2, plus it's overall easier to score a hit with luci than with rant since it's range...
by freem
Sat Jul 31, 2021 4:57 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 28
Views: 1655

Re: bot improvements mod

Actually, no, this should not cause that. This reminds me I need to fix that problem... (completely forgot our talk on that topic)
by freem
Sat Jul 31, 2021 4:54 pm UTC
Forum: Troubleshooting
Topic: Lets discuss Tyrant
Replies: 16
Views: 7501

Re: Lets discuss Tyrant

The easiest is to increase it's mass (nearly double) and make jump as high as a granger. This makes the rant able to jump over turrets, and to destroy nodes in few jumps, without even trying to hit them. That's not a huge change, but I think it's a start (I tried that locally, and yes, it does chang...
by freem
Sun Jul 25, 2021 2:49 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 28
Views: 1655

Re: bot improvements mod

new version, 0.52.1+9, this is just a bugfix. Hopefully the skill randomisation works correctly, now.
by freem
Sat Jul 24, 2021 5:59 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 28
Views: 1655

Re: bot improvements mod

new version, 0.52.1+8, which brings various changes related to skill, but the most notable feature is that bots have various skills, and that their level in those is randomly distributed. There are 3 (temporary) "skills": aiming, aggressiveness and moving. The normal "level" is m...
by freem
Thu Jul 22, 2021 1:28 am UTC
Forum: Community Development
Topic: casual mod
Replies: 3
Views: 227

Re: casual mod

And if its just changing values then just trying it out is quicker then long discussions. :grin: I mostly ask for some quick thoughts on those points, really. And also because I have no idea how to make bases more balanced, so that it's not "the campy humans" vs "the rusher aliens&qu...

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