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by Forboding Angel
15 Jun 2018, 04:37
Forum: Evolution RTS
Topic: Energy economy and making it more meaningful
Replies: 5
Views: 302

Re: Energy economy and making it more meaningful

To this end, I have created a new branch and am doing all this tentative stuff there, so you can pull it and have a look
https://github.com/EvolutionRTS/Evoluti ... e/energiez
by Forboding Angel
15 Jun 2018, 03:08
Forum: Evolution RTS
Topic: Energy economy and making it more meaningful
Replies: 5
Views: 302

Re: Energy economy and making it more meaningful

Well ok, so as per our convo in discord, we got our wires crossed, so let me make it clear. I'm fine with removing geos and pretending that geo spots don't exist. We could just reuse the building as a medium generator or something. The reason I like this graduating energy cost thing, is because it k...
by Forboding Angel
15 Jun 2018, 00:06
Forum: Help & Bugs
Topic: Big isssue
Replies: 2
Views: 153

Re: Big isssue

Silentwings wrote: this information depends on which lobby client you are using.
Addendum: But in many cases is denoted by a pair of crossed swords next to the host's name
by Forboding Angel
14 Jun 2018, 21:21
Forum: Evolution RTS
Topic: Energy economy and making it more meaningful
Replies: 5
Views: 302

Re: Energy economy and making it more meaningful

Are geos still upgradable? Should geos be a huge part in the energy income? If by huge you mean "significant", then yes, I believe they should. If they just remain as niche buildings, I really don't see the point. Geos aren't upgradeable now. I am floating the idea of making them upgradeable. Sprin...
by Forboding Angel
14 Jun 2018, 11:30
Forum: Evolution RTS
Topic: Energy economy and making it more meaningful
Replies: 5
Views: 302

Energy economy and making it more meaningful

As everyone knows, evo's energy economy is kind of specialized. Used for utility purposes, cloaking units, powering shields, units firing etc. Lately I've become unhappy with this for a few reasons. 1. Getting energy in the early game to power weapons and evolves is really really difficult. I think ...
by Forboding Angel
12 Jun 2018, 03:02
Forum: Community Blog
Topic: [engine] 6000 bug reports
Replies: 8
Views: 1340

Re: [engine] 6000 bug reports

Their patch notes are infuriatingly hard to follow, but they will have a list of the features, bugfixes, and improvements: https://mantisbt.org/blog/
by Forboding Angel
12 Jun 2018, 02:54
Forum: Ingame Community
Topic: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or buildbot
Replies: 18
Views: 740

Re: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or build

I'm not suggesting for you to be confined to spring infra, I'm suggesting that whatever you distribute outside of spring infra is also made available on spring infra. But the end result is the same. This is so that other game release teams/persons that do not wish to hide other games do not have to...
by Forboding Angel
11 Jun 2018, 23:29
Forum: Ingame Community
Topic: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or buildbot
Replies: 18
Views: 740

Re: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or build

The point is that your suggestion would only make things more complicated without helping anything. Additionally, I have steam and Itch as distribution systems. Within those distribution systems I can include anything I want, including an engine or game version or even maps that isn't available else...
by Forboding Angel
11 Jun 2018, 22:48
Forum: Ingame Community
Topic: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or buildbot
Replies: 18
Views: 740

Re: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or build

Functionally, you could just open your spring folder, delete the rapid folder, leave and rejoin the battle and problem most likely solved. With new people from steam "DELETE YOUR RAPID FOLDER" became a pretty common refrain. So much so that I was embarrassed that such a glaring flaw existed, which p...
by Forboding Angel
11 Jun 2018, 22:32
Forum: Ingame Community
Topic: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or buildbot
Replies: 18
Views: 740

Re: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or build

And I forgot to address the elephant in the room anyway... In many cases the lobby will report that the game or map can't be found, when in fact it can be found if you run pr-downloader from command line. (Big fat caveat here... addressed below) This is why I resorted to have a launcher script run f...
by Forboding Angel
11 Jun 2018, 22:24
Forum: Ingame Community
Topic: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or buildbot
Replies: 18
Views: 740

Re: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or build

I agree with the spirit of this, but in practice, it would cause a lot of issues. Doing gamedev in spring, sometimes you need to use a client in the actual lobby, on the actual server to adequately test (using more than one bot at a time, for example). Ofc, these rooms could be locked, but I just do...
by Forboding Angel
11 Jun 2018, 03:59
Forum: Community Blog
Topic: [engine] 6000 bug reports
Replies: 8
Views: 1340

Re: [engine] 6000 bug reports

In this case, those looks make it less annoying to use more functional and add features.

Example:
https://www.mantisbt.org/bugs/my_view_page.php
by Forboding Angel
03 Jun 2018, 09:20
Forum: Feature Requests
Topic: Bots and teamIDs
Replies: 12
Views: 686

Re: Bots and teamIDs

Technical Debt was the term I was referring to but could not remember.
by Forboding Angel
29 May 2018, 19:05
Forum: Help & Bugs
Topic: https://springfiles.com/ is compromised?
Replies: 9
Views: 578

Re: https://springfiles.com/ is compromised?

Make sure you are running the latest version. Don't skimp on updates.
by Forboding Angel
28 May 2018, 12:14
Forum: Feature Requests
Topic: Bots and teamIDs
Replies: 12
Views: 686

Re: Bots and teamIDs

The relationship is: player -- a unique connection to the host (Spring.GetPlayerList) team -- a group who share control of the same units (Spring.GetTeamList) allyTeam -- a group of teams who share the same winning condition (Spring.GetAllyTeamList) Since two AIs do not share control of the same un...
by Forboding Angel
28 May 2018, 11:12
Forum: Feature Requests
Topic: Bots and teamIDs
Replies: 12
Views: 686

Re: Bots and teamIDs

Silentwings wrote:because (as said in my previous post) AIs do not have playerIDs.
You never said that (explicitly). Ok, well then the question becomes, is there any real reason that AIs can't be given playerIDs by the engine?
by Forboding Angel
28 May 2018, 10:57
Forum: Feature Requests
Topic: Bots and teamIDs
Replies: 12
Views: 686

Re: Bots and teamIDs

Now that the OP has been corrected, we can address this: Assuming you're just using the first value, it wouldn't even break any widget/gadgets. Adding AIs into the player list table would require changes to the gadget linked above, or this one , or this one , etc. I mean getplayerinfo, not getplayer...
by Forboding Angel
28 May 2018, 10:49
Forum: Feature Requests
Topic: Bots and teamIDs
Replies: 12
Views: 686

Re: Bots and teamIDs

Assuming you're just using the first value, it wouldn't even break any widget/gadgets. Adding AIs into the player list table would require changes to the gadget linked above, or this one , or this one , etc. This part is irrelevant because of below. Tbh it's frustrating that getplayerlist doesn't s...
by Forboding Angel
28 May 2018, 00:19
Forum: Feature Requests
Topic: Bots and teamIDs
Replies: 12
Views: 686

Re: Bots and teamIDs

No it wouldn't. It would add another field which you could then use to filter humans and non-humans. Assuming you're just using the first value, it wouldn't even break any widget/gadgets. Data Degradation", similar to bitrot, is when you simply keep bandaging code to just make it work. Later on down...
by Forboding Angel
27 May 2018, 23:53
Forum: Game Development
Topic: Is it possible to have linear edgeeffectiveness?
Replies: 9
Views: 532

Re: Is it possible to have linear edgeeffectiveness?

Yes, it sucks because it makes your carefully tuned aoe radius completely arbitrary, damagewise. For me this makes my usage of edgeeffectiveness completely binary. Random damage numbers may be all fine and good in a *A game, but in evo I have very painstaking damage/hp balance/amounts. It's already ...

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