Search found 1019 matches
- 16 Jul 2013, 08:15
- Forum: AI
- Topic: Why does shard so enjoy building in little tiny grids?
- Replies: 6
- Views: 2185
Re: Why does shard so enjoy building in little tiny grids?
From my experience messing with Shard building placement (see Shard for NOTA), spacing seems to be in some fixed units, not in building footprints. Maybe it's just because most buildings in NOTA are of similar sizes. There is some strangeness going on with Shard and buildings, it seems sometimes Bui...
- 11 Jul 2013, 11:05
- Forum: Tournaments
- Topic: Spring: 1944 1vs1 Tournament!
- Replies: 5
- Views: 11598
Re: Spring: 1944 1vs1 Tournament!
Main remaining problem wrt 94.1 is flying inf: when unloading from a truck, inf can be sent flying all the way across the map. Can't find the cause of this.
- 24 Jun 2013, 20:13
- Forum: Game Development
- Topic: Assault with Stealth elements
- Replies: 16
- Views: 2053
Re: Assault with Stealth elements
wtafa, your first post doesn't make it clear if you're going to use Spring engine for your game or not.
People just assume that you're one of 'I have this great idea, now let's find who will do all the work' guys. And this causes the reaction you see.
People just assume that you're one of 'I have this great idea, now let's find who will do all the work' guys. And this causes the reaction you see.
- 21 Jun 2013, 20:02
- Forum: Balanced Annihilation Reloaded
- Topic: BA:R Arm models
- Replies: 133
- Views: 108337
Re: BA:R Arm models
KKnD 1 units looked like plastic toys. If that's serious style, then what the childish one would be?
- 20 Jun 2013, 19:27
- Forum: Help & Bugs
- Topic: Error: DrawWorld: OpenGL stack check error
- Replies: 12
- Views: 3013
Re: Error: DrawWorld: OpenGL stack check error
I think I found what exactly causes the error. It's the cloak visuals.
Steps to reproduce: build any cloakable unit, make it cloak, see the error spam.
Steps to reproduce: build any cloakable unit, make it cloak, see the error spam.
- 20 Jun 2013, 19:20
- Forum: NOTA
- Topic: Shard config for NOTA
- Replies: 41
- Views: 21648
Re: Shard config for NOTA 1.69
New build. - 1/3 of bombers will be carpet bombers if possible - yet smarter target selection for bombers (if friendly planes were shot down attacking the target, that sector's priority will be lower for some time) - ARM T2 bot choices redone - some bugfixes Known problems: the bot is indecisive in ...
- 20 Jun 2013, 07:12
- Forum: Help & Bugs
- Topic: Error: DrawWorld: OpenGL stack check error
- Replies: 12
- Views: 3013
Re: Error: DrawWorld: OpenGL stack check error
In my experience, this happens in NOTA when something explodes on the screen (not anything at all, but something that is used by NOE quite often, since I see a lot of those error spam), so may have to do with CEGs or lups.
- 20 Jun 2013, 07:05
- Forum: NOTA
- Topic: Shard config for NOTA
- Replies: 41
- Views: 21648
Re: Shard config for NOTA 1.69
Ships would be hard, since AI needs to detect if this water body is large enough for them or not. My bot can use hovers however, so attacks from water are already possible (hover lab can be built if map has water, but it's a low-priority lab for AI so not 100% of games will see it) I'll probably cha...
- 19 Jun 2013, 21:25
- Forum: NOTA
- Topic: Shard config for NOTA
- Replies: 41
- Views: 21648
Re: Shard config for NOTA 1.69
New build.
- better bomber target selection
- both ARM and CORE will build T2 bot and veh (before CORE built only T2 bots, ARM only T2 veh)
- T1 veh labs will build Indian/Bulldog if T2 veh prerequisite is met
- T1 air plants will switch to carpet bombers if prereqs are met
- better bomber target selection
- both ARM and CORE will build T2 bot and veh (before CORE built only T2 bots, ARM only T2 veh)
- T1 veh labs will build Indian/Bulldog if T2 veh prerequisite is met
- T1 air plants will switch to carpet bombers if prereqs are met
- 11 Jun 2013, 18:49
- Forum: NOTA
- Topic: Shard config for NOTA
- Replies: 41
- Views: 21648
Re: Shard config for NOTA 1.69
New build. Now can use bombers (but not fighters). Will build some more long-ranged units when it controls more than half of map (to lay siege to enemy base).
- 07 Jun 2013, 08:41
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 296345
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Thanks, AF! That did it. Now my bombers work. Working code is as follows: function BomberBehaviour:BombPosition(position) local CMD_ATTACK = 20 local floats = api.vectorFloat() -- populate with x, y, z of the position floats:push_back(position.x) floats:push_back(position.y) floats:push_back(positio...
- 06 Jun 2013, 17:20
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 296345
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Doesn't initialize without api as well:
Would it be possible to add an Attack(Position) to IUnit object instead? It only has Attack(IUnit).
Code: Select all
attempt to call global 'new_vectorFloat' (a nil value)
- 05 Jun 2013, 21:58
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 296345
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Should api.new_vectorFloat() work in Shard included with 94.1? It causes an error. What I'm trying to do is this: function BomberBehaviour:BombPosition(position) local CMD_ATTACK = 20 local floats = api.new_vectorFloat() -- populate with x, y, z of the position table.insert(floats, position.x) table...
- 05 Jun 2013, 09:31
- Forum: Off Topic Discussion
- Topic: Poll: Is a game with more units better?
- Replies: 139
- Views: 33674
Re: Poll: Is a game with more units better?
S44 has no 'group' (swarm, squad, etc.) units currently. Some units are built as squads, true, but they are controlled as individual units once complete.
- 05 Jun 2013, 09:04
- Forum: Game Development
- Topic: victory condition depend on targeted metal resource
- Replies: 7
- Views: 979
Re: victory condition depend on targeted metal resource
syncedctrl functions can (and will) change the game state, syncedread can't.
- 24 May 2013, 07:25
- Forum: Art & Modelling
- Topic: smoth's junk.
- Replies: 728
- Views: 233438
Re: smoth's junk.
Now at least it's obvious that's a drill, not a giant machinegun. I like new variant more.
As for color, this one is closer to yellow which is the color mining/construction equipment often uses, so that's also better IMO.
As for color, this one is closer to yellow which is the color mining/construction equipment often uses, so that's also better IMO.
- 23 May 2013, 10:58
- Forum: Art & Modelling
- Topic: smoth's junk.
- Replies: 728
- Views: 233438
Re: smoth's junk.
So it's the drill. Are they meant to look like these?
- 19 May 2013, 19:48
- Forum: XTA
- Topic: Lua base files / Error: Loading gadget: Lua unit script
- Replies: 3
- Views: 1377
Re: Lua base files / Error: Loading gadget: Lua unit script
That was in Nanoblobs (first Argh's project), not PURE.
- 05 May 2013, 23:43
- Forum: NOTA
- Topic: Shard config for NOTA
- Replies: 41
- Views: 21648
Re: Shard config for NOTA 1.69
New version.
- AI can build floating mexes
- AI builders start to retreat to base if damaged (doesn't seem to help them much as most attack units can outrun them)
- some bugs fixed, as usual (and probably some new ones added)
- AI can build floating mexes
- AI builders start to retreat to base if damaged (doesn't seem to help them much as most attack units can outrun them)
- some bugs fixed, as usual (and probably some new ones added)
- 03 May 2013, 10:09
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 296345
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
With Spring 94 I sometimes (about 1 game in 10 or so, can't find what exactly causes this) receive this: [f=0030508] Warning: AI for team 2 (ID: 2) failed handling event with topic 3, error: 102 Infolog gets spammed with it, and some seconds later this appears: [f=0030509] <SkirmishAI: Shard dev (te...