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Search found 146 matches

by freem
Mon Aug 09, 2021 8:03 am UTC
Forum: Ideas & Suggestions
Topic: Fixing the tyrant
Replies: 20
Views: 10364

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: 14
Views: 7469

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: 1619

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: 14
Views: 7469

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: 1619

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: 1619

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: 226

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...
by freem
Thu Jul 22, 2021 1:03 am UTC
Forum: Ideas & Suggestions
Topic: add a mechanism to prevent people change team to destroy base
Replies: 4
Views: 374

Re: add a mechanism to prevent people change team to destroy base

Griefing is hard to solve with gamplay elements. A player could also just deconstruct all buildings. Yes, of course, but it's less damages still: one can't unbuild last node nor main building (but could move them in obviously bad place). And unconstruct does not makes the team loose BPs. Well, than...
by freem
Thu Jul 22, 2021 12:58 am UTC
Forum: Community
Topic: Reviving scheduled games, let's play with real players
Replies: 12
Views: 13472

Re: Reviving scheduled games, let's play with real players

Yes, but the poll should be reset IMO
by freem
Thu Jul 22, 2021 12:47 am UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 28
Views: 1619

Re: bot improvements mod

New release: 0.52.1+7. Brings: ⋅  Have bots evolve even at low health: limitation is based on healScore < 0.5, which depends on the skill. ⋅  Have bots do fast retreat at high skill only. (no fast retreat below skill 5) There's also quite the code and git history cleanup in it, b...

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