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by NeonStorm
01 Apr 2013, 17:57
Forum: Lua Scripts
Topic: Improve unit economy and unitDefs
Replies: 5
Views: 1068

Improve unit economy and unitDefs

Table of contents Problems with that Facts What/How we can improve Visibility of this improvement Some units have an internal economy like stockpile, shield charge or multiple weapons which all require energy. Problems with that We define the energy/metal requirements completely different if the we...
by NeonStorm
23 Mar 2013, 06:04
Forum: Game Releases
Topic: Eternal Struggle: Landing Operations 0.194
Replies: 75
Views: 38701

Re: Eternal Struggle: Landing Operations 0.194

Not ugly from how it looks, but in terms of game-mechanic :) As it is used against artillery, the shots it should block will come from above - like plasma rain, etc. How would you like a roof/canopy? Would you like to use a eliptical (or any) mesh for collision? Or would you like to change the shiel...
by NeonStorm
16 Mar 2013, 16:58
Forum: General Discussion
Topic: LOL@Devs rage-disabled command 70 for fighters and bombers.
Replies: 2
Views: 661

LOL@Devs rage-disabled command 70 for fighters and bombers.

http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/LuaRules/Gadgets/i_hate_cmd_set_wanted_max_speed.lua function gadget:GetInfo() return { name = "I Hate CMD.SET_WANTED_MAX_SPEED", desc = "It ruins everything.", author = "Google Frog", date = "1 Sep 2012&q...
by NeonStorm
25 Feb 2013, 04:08
Forum: Ingame Community
Topic: chrank and the constant failure of balance
Replies: 65
Views: 11708

Re: chrank and the constant failure of balance

This 3 choices are only Examples... And I don't know how I can get the resource management skill, because many widgets auto-share excess before a gadget does it (which will log it). The share-value only counts built units, not plain resources, etc. then project it onto a single value Not like the cu...
by NeonStorm
25 Feb 2013, 03:58
Forum: Game Development
Topic: Can someone explain what script signals are?
Replies: 26
Views: 2327

Re: Can someone explain what script signals are?

So you are saying my signal tag can be a function? That makes very little sense to me. Shouldn't that solve all the issues? function Foo() Signal(Foo) SetSignalMask(Foo) -- Do Stuff end NoParallelExecution(Foo) would be simplier to understand, because it only does what it says it does and exactly w...
by NeonStorm
25 Feb 2013, 03:36
Forum: Game Development
Topic: Ideas for creative/interesting modes of unit production?
Replies: 41
Views: 6871

Re: Ideas for creative/interesting modes of unit production?

+1 I like the organic stuff and got a nice Idea! Do you know the Aliens from "Earth 2160"? If you have enough time, you can make an even better mod: Build-Manager: An advanced tech tree style widget - it issues build/morph orders (even if you don't have the required units now). * Maybe yo...
by NeonStorm
25 Feb 2013, 01:46
Forum: Ingame Community
Topic: chrank and the constant failure of balance
Replies: 65
Views: 11708

Re: chrank and the constant failure of balance

ZK devs got annoyed because it is too complex (joke) :D First, you need 2 ELO ratings and a counter for your average team size: 1v1 ELO: gets adjusted by "VALUE* 2/ (teamSize +1) = VALUE* 0…1" MPvMP ELO: gets adjusted by "VALUE* teamSize/counter = VALUE* 0…1…[expected 2…5]" BASE_...
by NeonStorm
24 Feb 2013, 23:17
Forum: Game Releases
Topic: Eternal Struggle: Landing Operations 0.194
Replies: 75
Views: 38701

Re: Eternal Struggle: Landing Operations 0.194

Maybe you can use the model to replace weapons on other units. +1 All your models look pretty and fit into a theme - I like this style :) Why do you not have a smaller but static shield for defenses? -1 because the big one is ugly and either completely invincible or completely useless. You can attac...
by NeonStorm
24 Feb 2013, 22:51
Forum: Ingame Community
Topic: chrank and the constant failure of balance
Replies: 65
Views: 11708

Re: chrank and the constant failure of balance

Some players can't manage their metal bar - that is really true! A team with some players which are skilled in it and some which aren't performs better - that is true independently of the other stats ... You even have to consider the management from e excess and m excess differently... Even the ZK's...
by NeonStorm
18 Feb 2013, 22:36
Forum: General Discussion
Topic: Too much DSD, Throne, etc (Map: DeltaSiegeDry)
Replies: 11
Views: 1420

Too much DSD, Throne, etc (Map: DeltaSiegeDry)

I enter the lobby and see BA with DSD, BA with Throne, Zero-K with porc-line maps... Is there any chance to get a game running with a map like this?: 2-4 starting areas with mex-spots for 3-8 players Battlefield surrounded by unimportant terrain (no mexes, no easy defendable positions) Mex-spots dis...
by NeonStorm
18 Feb 2013, 22:20
Forum: Game Development
Topic: How to remove first-person control targeting restrictions?
Replies: 26
Views: 3527

Re: How to remove first-person control targeting restriction

It should be at least enabled for single-player or bot games.

I think of it as an advantage, because as a newbe I were trapped sometimes after [C] instead of [X].
^ Newbes have to like Spring ^
by NeonStorm
23 May 2012, 21:25
Forum: AI
Topic: How should the AI handle it's army?
Replies: 32
Views: 7171

Re: How should the AI handle it's army?

Zones of interest: Each mex is interesting The closer it is to other mexes or the more metal it has, the more it is interesting (dual-mexes, triplets) The AI should either try to kill the metal economy, the energy economy or the build power economy, dependend on the mod. Kill constructors in EVO-RTS...
by NeonStorm
23 May 2012, 19:12
Forum: AI
Topic: How to handle units getting stuck?
Replies: 4
Views: 2249

Re: How to handle units getting stuck?

Can you detect if the commander is using metal? If yes, he is building something. This solution is not perfect - you may have a worker (not neccessarily the com) which is stockpiling projectiles but not building. Can you not check if the commander proceeds in his last task? This would solve any stu...

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