TA clash? - Page 4

TA clash?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Pressure Line
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Joined: 21 May 2007, 02:09

Re: TA clash?

Post by Pressure Line »

Google_Frog wrote:Cheat yourself some fusions for E abilities and use /nocost.
fusions suck.

just add Image that for testing purposes (+150M +7500E [net] iirc)

or the Quantum Fluxor that was in TAUIP 2.5
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lurker
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Re: TA clash?

Post by lurker »

Dies with commander_blast? Interesting unit. Another alternative is to test on something like white.smf, where a single mex and a single wind will run your whole base, but with no speed changes. At least I don't remember any speed changes.
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Peet
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Re: TA clash?

Post by Peet »

Oh, now I have to make a version with speeds as ridiculous as the resources....
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lurker
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Re: TA clash?

Post by lurker »

If you do, you should stick in something to turn off turninplace on all units.
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KDR_11k
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Re: TA clash?

Post by KDR_11k »

For testing the Commanders start script starts you with something like 900k E and 100k M...
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Gota
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Re: TA clash?

Post by Gota »

Can a script be added that lets u have all the resources that you get in the commander script plus a max speed of +10,an initial speed of +5 cheat mod and nocost? a balance test script..
It would really be great.

Plus if there is a way to make it so a command in that script will restart spring with the same mod and map u have selected?
For when you want to quickly check balance changes.
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Tribulexrenamed
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Re: TA clash?

Post by Tribulexrenamed »

Gota: Yes
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lurker
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Re: TA clash?

Post by lurker »

You can also make a script to reload all unit stats midgame.
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Tribulexrenamed
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Re: TA clash?

Post by Tribulexrenamed »

I keep forgetting this. Im so used to exiting and restarting.
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Pressure Line
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Re: TA clash?

Post by Pressure Line »

Gota wrote:...nocost? a balance test script..
It would really be great.
how can you test balance when everything costs 1m 1e and has a bt of 1?
Google_Frog
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Re: TA clash?

Post by Google_Frog »

Pressure Line wrote:
Gota wrote:...nocost? a balance test script..
It would really be great.
how can you test balance when everything costs 1m 1e and has a bt of 1?
You can test unit vs. unit balance by cheating yourself some to see how well they do for cost against each other. Of course overall game balance will require playtesting.
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Gota
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Re: TA clash?

Post by Gota »

lurker wrote:You can also make a script to reload all unit stats mid game.
Why hasn't this been done before than?
Do people like torturing themselves?
Or is it just that nobody even bothers to test the changes he does on this basic level?
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smoth
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Re: TA clash?

Post by smoth »

That is your opinion.
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Pressure Line
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Re: TA clash?

Post by Pressure Line »

Gota wrote:Plus if there is a way to make it so a command in that script will restart spring with the same mod and map u have selected?
For when you want to quickly check balance changes.
easiest way to do that is via TASClient, just open up a battle window with your mod.sdd as your mod (and a testglobalai active as the second player, fix start positions on), and dont close the window. when you are done testing the changes, quit out of spring, make new changes, ready up hit go and watch the fireworks :)
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lurker
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Re: TA clash?

Post by lurker »

smoth wrote:That is your opinion.
His opinion that it's annoying to reload spring? Technically yes, but I think you're misreading his post and not seeing the or before the last line.

I'll make some reload lua whatever in the next weekish.
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Zoy64
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Re: TA clash?

Post by Zoy64 »

i wish there were a way to change stats ingame...
[Krogoth86]
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Re: TA clash?

Post by [Krogoth86] »

Zoy64 wrote:i wish there were a way to change stats ingame...
The primary question would be "How?" and the second one "Is it a good idea?"...

I can't think of any comfortable way to change stats ingame in terms of how I should tell the engine not only which stat to change but also where to find it. You'd need an entire GUI for this plus sort of a file scanner plus a possibility to save that. Imo a wasted amount of work that goes into a totally minor "feature" instead of improving the engine itself. I also don't want to think of the possibilities a cheater could derive from that...

I'm quite happy with replacing the modfile without closing the hosting session. The rest then is pen&paper (&calculator) work...
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Zoy64
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Re: TA clash?

Post by Zoy64 »

as long as the "changer program" makes you unsync, you cant cheat in an online game
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