How is BA doing?
Moderator: Content Developer
Re: How is BA doing?
@Saktoth - CA has newbies playing on Comet Catcher. You'd never, ever see that on BA because the flashtank raep would just scare everybody off. CA does get a lot more frantic than BA in the mid-game - the Can isn't half as terrifying as the Jack. But the early-game is far more forgiving.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: How is BA doing?
stupidity. metal maker managing wasnt a fun element of the game, so it was automated- one of the very first groupais to appear for a good reason.Caydr wrote: edit: Had to come back and add this. I will never endorse a lot of the "conveniences" that have become available. First thing I do, if I ever make a new version of AA, will be disabling and banning that idiotic metal maker AI. "wahh wahh I can't manage an economy it's too hard, someone make an ai"...
Re: How is BA doing?
Lua Widgets are damned hard to disable. If you want to get away from widgets, you've got to make your economy hard to widget.
Make metal-makers cheap, but impossible to turn off (with a harmless self-D if you need your energy back). Or straight-up replace the makers with metal generators. If you have any on-off metal-makers, somebody will work around your widget-protection.
Make metal-makers cheap, but impossible to turn off (with a harmless self-D if you need your energy back). Or straight-up replace the makers with metal generators. If you have any on-off metal-makers, somebody will work around your widget-protection.
Re: How is BA doing?
Or make a list of widgets that are allowed and disallow the rest.
Re: How is BA doing?
A billion different ways to hack this.JohannesH wrote:Or make a list of widgets that are allowed and disallow the rest.
Re: How is BA doing?
Couldn't you hash every widget and disable any that don't match a specific list of allowed hashes?Beherith wrote:A billion different ways to hack this.JohannesH wrote:Or make a list of widgets that are allowed and disallow the rest.
edit: It would be impossible for new versions of widgets to be released without a new mod version, though.
Re: How is BA doing?
+11v0ry_k1ng wrote:stupidity. metal maker managing wasnt a fun element of the game, so it was automated- one of the very first groupais to appear for a good reason.Caydr wrote: edit: Had to come back and add this. I will never endorse a lot of the "conveniences" that have become available. First thing I do, if I ever make a new version of AA, will be disabling and banning that idiotic metal maker AI. "wahh wahh I can't manage an economy it's too hard, someone make an ai"...
There's plenty of conveniences in the game: units attack by themselves (roam), assist by themselves (patrolling nanos) you can create big queues of orders, you can select multiple units and give them all orders together. You may just as well disable these 'convenience' features. Hell why not regress the whole control system back to how it was in dune 2?
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
Re: How is BA doing?
Yeah that's about the only way for that to work. The mod would be hashed and thus couldn't sync if edited, then you'd have a whitelist in the mod with hashes of all allowed widgets or it'd just say "Only allow widgets I include in the mod.". You could probably still get around this by editing Spring and doing a custom compile that would just return all zeros for every hash and report to the lobby you're synced, but I don't know how many people would go to all that trouble.eyu100 wrote:Couldn't you hash every widget and disable any that don't match a specific list of allowed hashes?