Search found 3774 matches
- 10 Jul 2007, 20:15
- Forum: Engine
- Topic: bonusShield is dead! Long live flankingBonus!
- Replies: 124
- Views: 19361
negative damage to units, enables edgeeffectiveness greater than 1 LOL, finally negative damage (i.e., healing)... only, what, about 10 months later? Cool! Just make sure it can't take Units over their max hitpoints. I did. There are also checks for no experience when the unit is at full health. Wh...
- 08 Jul 2007, 12:49
- Forum: Engine
- Topic: bonusShield is dead! Long live flankingBonus!
- Replies: 124
- Views: 19361
Everything I know is wrong! :evil: :? :cry: :oops: :| Apparently it's not relative to the unit at all. If you attack the shield side of the unit when it's facing right, it does normal damage, and if the unit turns around, and you attack the same side, now it does double damage. Anyway, it will be r...
- 07 Jul 2007, 19:19
- Forum: Engine
- Topic: bonusShield is dead! Long live flankingBonus!
- Replies: 124
- Views: 19361
Does the angle 'swung' around depend on the damage dealt? judging from a quick scan of the code snippet it does... No, it doesn't. It's based on how long the units have been unattacked. Edit: Oops, I saw it wrong. Attacking your own units will end up slowing it down by breaking up the updates, and ...
- 07 Jul 2007, 00:55
- Forum: Engine
- Topic: bonusShield is dead! Long live flankingBonus!
- Replies: 124
- Views: 19361
- 06 Jul 2007, 18:00
- Forum: Engine
- Topic: bonusShield is dead! Long live flankingBonus!
- Replies: 124
- Views: 19361
- 06 Jul 2007, 17:09
- Forum: Engine
- Topic: bonusShield is dead! Long live flankingBonus!
- Replies: 124
- Views: 19361
bonusShield is dead! Long live flankingBonus!
Editing for anyone coming along: some of what I said early in the thread is wrong. I assumed it followed the unit, rather than the pile of wtf that is its default mode. The original post: There is a function at the beginning of calculating damage that gives a bonus to flanking. If you attack from th...
- 14 May 2007, 02:39
- Forum: Engine
- Topic: Stuff to finish before release
- Replies: 90
- Views: 8342
I've updated my patch in the mantis to use isDead . Also, looks like there is a crashing unit parameter that is TRUE when an aircraft is in crashing state, so my patch now also works for units in that state. I would think crashing would be best as a badtarget-y thing, rather than notarget, as they ...
- 13 Apr 2007, 00:02
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 295144
Woot! Anyway, already told you some of this, but I've found two bugs: 1. Hubs try to build out of their range. 2. Whatever I specify for building spacing, NTAI adds one to the number in game. When I want to set it at 0, I can't, and if I set it at -1, there are no blocking units at all for affected ...
- 09 Apr 2007, 04:55
- Forum: Off Topic Discussion
- Topic: Concerning global warming...
- Replies: 164
- Views: 9412
- 06 Apr 2007, 04:07
- Forum: General Discussion
- Topic: The main server is down.
- Replies: 0
- Views: 767
The main server is down.
Go to options and change the server address to server3.unknown-files.net
Then play some games!
(You'll have to create a new account there.)
Then play some games!
(You'll have to create a new account there.)
- 04 Apr 2007, 04:52
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 295144
Forgot about the toolkit. I've found two bugs with it. One major, one minor. 1. On the units tab, when I deselect properties, they aren't removed and are back if I move to a different unit and then to the first again. 2. When a different config is opened, whatever tasklist was loaded on the prior co...
- 03 Apr 2007, 18:42
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 295144
As of XE9.66C: Unfixed: 1. Hubs always try to build on their exact coordinates, and don't find an empty space. 2. Commanders often randomly head for the top-left corner, but it's rarer for the ones in slot #1 to do so. 3. I got a crash that I believe was caused by NTAI trying to set the fire and mov...
- 02 Apr 2007, 19:49
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 295144
A little more info: Whether the task list is made of random movement, building, whatever, it stops after doing one thing. When the one unit the factory built was a con, the con moved out, and then did nothing on the task list, so maybe it just doesn't get the idle message. Pressing stop a few times ...
- 11 Jan 2007, 09:54
- Forum: Off Topic Discussion
- Topic: Lolsplosions
- Replies: 14
- Views: 1138