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Re: TA clash?
Posted: 14 Nov 2008, 04:27
by Pressure Line
Google_Frog wrote:Cheat yourself some fusions for E abilities and use /nocost.
fusions suck.
just add

that for testing purposes (+150M +7500E [net] iirc)
or the Quantum Fluxor that was in TAUIP 2.5
Re: TA clash?
Posted: 14 Nov 2008, 12:46
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.
Re: TA clash?
Posted: 14 Nov 2008, 13:50
by Peet
Oh, now I have to make a version with speeds as ridiculous as the resources....
Re: TA clash?
Posted: 14 Nov 2008, 14:00
by lurker
If you do, you should stick in something to turn off turninplace on all units.
Re: TA clash?
Posted: 14 Nov 2008, 16:34
by KDR_11k
For testing the Commanders start script starts you with something like 900k E and 100k M...
Re: TA clash?
Posted: 14 Nov 2008, 18:37
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.
Re: TA clash?
Posted: 14 Nov 2008, 21:51
by Tribulexrenamed
Gota: Yes
Re: TA clash?
Posted: 14 Nov 2008, 22:01
by lurker
You can also make a script to reload all unit stats midgame.
Re: TA clash?
Posted: 14 Nov 2008, 22:06
by Tribulexrenamed
I keep forgetting this. Im so used to exiting and restarting.
Re: TA clash?
Posted: 15 Nov 2008, 10:41
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?
Re: TA clash?
Posted: 15 Nov 2008, 10:50
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.
Re: TA clash?
Posted: 16 Nov 2008, 07:18
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?
Re: TA clash?
Posted: 17 Nov 2008, 01:33
by smoth
That is your opinion.
Re: TA clash?
Posted: 17 Nov 2008, 01:57
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 :)
Re: TA clash?
Posted: 17 Nov 2008, 07:01
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.
Re: TA clash?
Posted: 22 Nov 2008, 15:44
by Zoy64
i wish there were a way to change stats ingame...
Re: TA clash?
Posted: 22 Nov 2008, 19:12
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...
Re: TA clash?
Posted: 23 Nov 2008, 02:35
by Zoy64
as long as the "changer program" makes you unsync, you cant cheat in an online game