Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread NoName
Am 19.02.2010 00:02, schrieb Safety Off: I don't think there is any point using it currently, simply because the user doesn't have enough control over the orientation/movement of the droids and their formations. I think that when droids turn they will expose their weaker side by no fault of

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Zarel
On Fri, Feb 19, 2010 at 5:20 AM, NoName fearthec...@gmail.com wrote: I'm with i-NoD to keep this code and make it useable (at least in future). Right now, most fighting is just who has the best upgrades instead of unit tactics. Making flanking more attractive would add a lot of competition to

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread NoName
Am 19.02.2010 12:27, schrieb Zarel: I don't know, seems like too much tactics. Our movement code is horrible; making fine-grained control of units necessary would suck for everyone... OTOH, I'd prefer not to change the mod format that much, so I'd vote to keep everything the way it is (lots

[warzone2100-dev] [Warzone 2100 Trac] #1612: Unify commander levels

2010-02-19 Thread Warzone 2100 Trac
#1612: Unify commander levels ---+ Reporter: Zarel | Owner: Type: patch | Status: new Priority: major | Milestone: 2.3 Component:

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[9641] branches/2.3/win32/__BUILD_SCRIPT

2010-02-19 Thread Giel van Schijndel
On Fri, Feb 05, 2010 at 11:59:56PM +, bugina...@users.sourceforge.net wrote: Revision: 9641 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9641view=rev Author: buginator Date: 2010-02-05 23:59:55 + (Fri, 05 Feb 2010) Log Message: --- Change

Re: [warzone2100-dev] Another release is planned on Feb 21st

2010-02-19 Thread Kreuvf
buginator wrote: On 2/17/10, Guangcong Luo za...@x.net wrote: How's about RC 1a? RC 1b / 2 / whatever. I don't really care what we call it. :) AD 1 for Almost Done 1 or NYG 1 for Not Yet Gamma 1 :X - Kreuvf signature.asc Description: OpenPGP digital signature

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Kreuvf
Per Inge Mathisen wrote: Hello, In my effort to clean up the basic engine definitions, I would like remove the armour hit sides. This was added a while ago by Watermelon, and to my best knowledge it has never been used for anything useful or interesting, nor do players keep this in mind

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
I am all for removing it: 1. Too complex. 2. GUI not up to show people this. 3. Control over units not good enough to use the knowledge. 4. Even more stuff to consider when balancing (similar to too complex). 5. There already is enough variation/tactics in Warzone 2100. Less is more. - Kreuvf I

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Kreuvf
i-NoD wrote: I am all for removing it: 1. Too complex. 2. GUI not up to show people this. 3. Control over units not good enough to use the knowledge. 4. Even more stuff to consider when balancing (similar to too complex). 5. There already is enough variation/tactics in Warzone 2100. Less is

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
I do not mean code-complexity. It's the gameplay itself that's getting too complex IMHO. There is enough stuff in the game that you have to worry about. Some time ago Per posted his experiences from that Freeciv and IIRC one of the interesting things was: Don't make things for modders only/add

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Stephen Swaney
There is no question that different armor values for front/side/rear hits more closely models the real world. And it would certainly add to the tactical nuances of the game. Good things, IMHO. HOWEVER: Right now the movement code makes a droid circle and expose what would be its most

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
Fine, I got you point and will not object more. And I already have one branch to keep up and there is no point to spread up even more. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[warzone2100-dev] [Warzone 2100 Trac] #1614: Possible to start building of sixth cyborg factory in campaign

2010-02-19 Thread Warzone 2100 Trac
#1614: Possible to start building of sixth cyborg factory in campaign -+-- Reporter: Emdek |Type: bug Status: new |Priority: major Milestone:

[warzone2100-dev] [Warzone 2100 Trac] #1615: Overwriting Autosave with full save game slots leads to lost of last save game

2010-02-19 Thread Warzone 2100 Trac
#1615: Overwriting Autosave with full save game slots leads to lost of last save game -+-- Reporter: Emdek |Type: bug Status: new |Priority: major Milestone:

[warzone2100-dev] [Warzone 2100 Trac] #1616: View Frustum Culling

2010-02-19 Thread Warzone 2100 Trac
#1616: View Frustum Culling ---+ Reporter: i-NoD | Owner: Type: bug| Status: new Priority: major |

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread buginator
On 2/18/10, Per Inge Mathisen per.xx...@gmail.com wrote: Hello, In my effort to clean up the basic engine definitions, I would like remove the armour hit sides. This was added a while ago by Watermelon, and to my best knowledge it has never been used for anything useful or interesting,

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[9641] branches/2.3/win32/__BUILD_SCRIPT

2010-02-19 Thread buginator
On 2/19/10, Giel van Schijndel m...@x.eu wrote: None of these ^^ commits are necessary. Using another HOST_TRIPLET than mingw32 can be achieved by specifiying HOST_TRIPLET=${whatever_you_want} as command line argument to __BUILD_SCRIPT. Well, while not 100% necessary, it didn't

[warzone2100-dev] [Warzone 2100 Trac] #1617: Game will not start (skirmish mode) [proj_UpdateKills] Experience increase out of range

2010-02-19 Thread Warzone 2100 Trac
#1617: Game will not start (skirmish mode) [proj_UpdateKills] Experience increase out of range -+-- Reporter: lritc...@…|Type: bug Status: new |Priority: major