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by YokoZar
09 Oct 2009, 21:29
Forum: Balanced Annihilation
Topic: On/Off mex
Replies: 46
Views: 6346

Re: On/Off mex

Clueless people are clueless. Mex needing e means you have to actually watch out for e stalling as then you lose on metal income from mexes. It's very logical, and adds depth to the game. You don't have power = shit doesn't work. This isn't depth, it's frustration. Yes, there's some skill in knowin...
by YokoZar
09 Oct 2009, 21:04
Forum: Balanced Annihilation
Topic: On/Off mex
Replies: 46
Views: 6346

Re: On/Off mex

What would the gain be of removing it? If you dont bother in the first place to be able to turn it on or off, and 1 or two people might use it now and then, then leave it. Sure, you will save some bytes of compiled COB, but that's all. So I really can't see any reason for taking it out :P Little th...
by YokoZar
09 Oct 2009, 18:50
Forum: Balanced Annihilation
Topic: On/Off mex
Replies: 46
Views: 6346

Re: On/Off mex

While we're on the subject: metal extractors should turn off when a moho mine is built next to them. This is something that's way too micro-management intensive for most players to do manually when they hit T2 since the game is way busier with more interesting decisions. But someone could easily wri...
by YokoZar
09 Oct 2009, 18:46
Forum: Balanced Annihilation
Topic: On/Off mex
Replies: 46
Views: 6346

Re: On/Off mex

Clueless people are clueless. Mex needing e means you have to actually watch out for e stalling as then you lose on metal income from mexes. It's very logical, and adds depth to the game. You don't have power = shit doesn't work. This isn't depth, it's frustration. Yes, there's some skill in knowin...
by YokoZar
09 Oct 2009, 10:10
Forum: Balanced Annihilation
Topic: On/Off mex
Replies: 46
Views: 6346

Re: On/Off mex

e-stalling should turn off all construction before it starts shutting down mexes though.

Maybe mexes should just have their energy cost removed entirely, I'm not quite sure it adds anything to the game.
by YokoZar
08 Oct 2009, 18:57
Forum: Linux
Topic: Debian SID (semi) officials packages for Spring
Replies: 36
Views: 6282

Re: Debian SID (semi) officials packages for Spring

mammadori I'm completely ok with your Spring package taking over eventually provided there's no regression for users of current Ubuntu spring packages. The way this happens is the normal way - Ubuntu starts development of 10.10 sometime in November and begins merging Debian packages, and yours then ...
by YokoZar
08 Oct 2009, 17:30
Forum: Balanced Annihilation
Topic: What the hell happened to Take Reminder?
Replies: 4
Views: 1059

Re: What the hell happened to Take Reminder?

Pxtl wrote:Thinking it over, I'm also not seen the start-boxes. Did something change in the graphics code in 8.04?
Are you on 8.04.2 or just 8.04?
by YokoZar
08 Oct 2009, 12:18
Forum: Balanced Annihilation
Topic: Balanced Annihilation V7.01
Replies: 89
Views: 15465

Re: Balanced Annihilation V7.01

btw. thing that annoys me most is that u talk about units more or less popular and do not talk about units that barely anyone is using... like fidos or banshees Agreed. Fido, banshee, gimp, skuttle, could use some examination. Actually the banshee is similar to the seaplane and t2 gunships -- very ...
by YokoZar
08 Oct 2009, 12:08
Forum: Balanced Annihilation
Topic: Annoying 'click here to take unit(s)' button
Replies: 6
Views: 1049

Re: Annoying 'click here to take unit(s)' button

Wombat wrote:hmmm btw, i got some gay bug - i see this big yellow button even if someones stuff is already taken.... wtfux :<
Yeah this is a genuine bug and it's a bit annoying
by YokoZar
07 Oct 2009, 20:34
Forum: General Discussion
Topic: Quantitative Spring Economics
Replies: 53
Views: 5033

Re: Quantitative Spring Economics

You say that but Lanchester's laws have been applied to as unrelated a subject as buisness management. While I agree that full scale, combined force battles would be poorly modeled by these equations, small skirmishes with a handful of slow unmaneuverable units on each side and with all weapons in ...
by YokoZar
07 Oct 2009, 08:04
Forum: Balanced Annihilation
Topic: antinukes should automatically load 100 in stockpile
Replies: 30
Views: 4660

Re: antinukes should automatically load 100 in stockpile

REVENGE wrote:
JohannesH wrote:3 is quite enough 95% of the time though.
Bullshit. Even non-speedmetal games will typically see more than 3 nukes launched per launcher built.
Yes but generally not on the same spot (since the player will start firing nukes elsewhere)
by YokoZar
06 Oct 2009, 07:00
Forum: General Discussion
Topic: Quantitative Spring Economics
Replies: 53
Views: 5033

Re: Quantitative Spring Economics

There's exactly one situation that can be modeled precisely and repeatably that is realistic - a player teching with a fixed amount of resources. If anyone actually has too much time on their hands, they should take try and figure out the optimal teching strategy for say with 3 mexxes and 1k/1k and...
by YokoZar
06 Oct 2009, 06:40
Forum: General Discussion
Topic: Quantitative Spring Economics
Replies: 53
Views: 5033

Re: Quantitative Spring Economics

Okay, sorry for the previous caustic reply. You're obviously not a complete idiot. Try solving this simpler problem first: 1) You have 1 builder and 1 resource, money 2) Builder produces 100 money per minute 3) Builder can build other builders at cost of 100 money in one minute. 4) You can have as ...
by YokoZar
05 Oct 2009, 00:43
Forum: Balanced Annihilation
Topic: antinukes should automatically load 100 in stockpile
Replies: 30
Views: 4660

Re: antinukes should automatically load 100 in stockpile

There's no point building a nuke launcher/anti-nuke/juno/carrier unless you're going to queue them, so yes they should start with a queue by default.
by YokoZar
04 Oct 2009, 02:09
Forum: Engine
Topic: AIs that require config files are serious usability problems
Replies: 50
Views: 4719

Re: AIs that require config files are serious usability problems

There's no point removing DLL/.so based AIs if they're useful to some users. There's a point, if it's detrimental to most users and useful to very few. KAIK as I understand it is a popular AI since it's reasonably good and BA-compatible, but it's also DLL/.so based. But we're talking past eachother...
by YokoZar
04 Oct 2009, 00:05
Forum: Engine
Topic: AIs that require config files are serious usability problems
Replies: 50
Views: 4719

Re: AIs that require config files are serious usability problems

But we need version numbers to make them worthwhile, or we could end up with an AI saying we support BA when BA changes critical thigns in a new version and everyones puzzled. I'm not sure if that's workable given that users tend to update mods more frequently than AIs -- if it's the mod author sup...
by YokoZar
03 Oct 2009, 23:52
Forum: Engine
Topic: AIs that require config files are serious usability problems
Replies: 50
Views: 4719

Re: AIs that require config files are serious usability problems

The last thing I want to deal with in NTai development is politics and waiting on content developers to release new versions of their content, because they won't re-release their games because I added support. Right, that's why you should be able to white-list their mod in the AI itself rather than...
by YokoZar
03 Oct 2009, 23:26
Forum: Engine
Topic: AIs that require config files are serious usability problems
Replies: 50
Views: 4719

Re: AIs that require config files are serious usability problems

There's no point removing DLL/.so based AIs if they're useful to some users. At worst just keep them from the user - that can easily be done by hiding them unless they're whitelisted for a particular mod. Such a whitelist could be a simple text file in either the mod or the AI itself. That way if I ...
by YokoZar
03 Oct 2009, 19:26
Forum: Engine
Topic: AIs that require config files are serious usability problems
Replies: 50
Views: 4719

Re: AIs that require config files are serious usability problems

Then there's 64bit ai.dll versus 32bit ai.dll versus linuxai.so versus 64bit linuxai.so versus ubuntu linuxai.so versus fedora linuxai.so versus PPC macai.dylib versus 32bit x86 macai.dylib versus x64 macai.dylib, etc etc etc This makes shipping AI files inside mods unworkable, however shipping con...
by YokoZar
03 Oct 2009, 15:24
Forum: Balanced Annihilation
Topic: Balanced Annihilation V7.01
Replies: 89
Views: 15465

Re: Balanced Annihilation V7.01

New t1 bombers are also better for attacking t1 units (due to area of effect more likely to hit them when they're moving).

They're also really really good at killing windmills and metal makers.

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