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Author Topic: Ask the Dev  (Read 24810 times)
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #60 on: May 06, 2010, 10:40:12 am »

You sure you didnt accidently replace a recording of your snoring pattern with the real graph?
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Phil Offline
ARRRRRRRRRRRRRRRRR
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Posts: 2886

Phil's fkin batman!
Phil also owns the moon.

« Reply #61 on: May 06, 2010, 10:40:42 am »

I don't snore! You snore!!!
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nugnugx Offline
Donator
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Posts: 4051



« Reply #62 on: May 06, 2010, 10:42:13 am »

It's his "beers per day" chart
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #63 on: May 06, 2010, 01:58:03 pm »

He's turning legal drinking age in his country of origin. give the man a break. 1 day to prep 1 day to party 1 day to recuperate.

how old is he 50?

just 1 day brahhh
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
HansVonLuk Offline
EIR Veteran
Posts: 220


« Reply #64 on: May 06, 2010, 03:16:03 pm »

What is you mission statement for the EiR:R Mod? in other words where is the mod heading and on what time scale.  

Hans
« Last Edit: May 06, 2010, 03:28:37 pm by HansVonLuk » Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #65 on: May 06, 2010, 03:49:19 pm »

Do you have any intentions to show unit veterancy on the call in tabs at any point in the mod's development?

For example, I'm about to call in an M10, I can choose from two M10's to call in, and *Shock* I've stupidly forgotten which one of the two was my Vet 2 one!

But lo and behold, I mouse over the call in button and it handily informs me of the veterancy of the unit in question.
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I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #66 on: May 07, 2010, 04:14:57 am »

Do you have any intentions to show unit veterancy on the call in tabs at any point in the mod's development?

For example, I'm about to call in an M10, I can choose from two M10's to call in, and *Shock* I've stupidly forgotten which one of the two was my Vet 2 one!

But lo and behold, I mouse over the call in button and it handily informs me of the veterancy of the unit in question.
This is basically a yes/no question - so I'll answer it here.

I hadnt even thought of it tbh, but it could easily be done.
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
MetalHead122 Offline
EIR Regular
Posts: 35


« Reply #67 on: May 07, 2010, 05:17:00 am »

Will there be more done for new players so they dont get there ass handed to them figthing vet players on there third match xD?
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nugnugx Offline
Donator
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Posts: 4051



« Reply #68 on: May 07, 2010, 05:24:46 am »

Will there be more done for new players so they dont get there ass handed to them figthing vet players on there third match xD?

It's hard to do something like this because some would smurf and abuse the advantages. If it was done it should be per IP , but this does not prove 100% anti-smurfing because IP can be changed.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #69 on: May 07, 2010, 06:19:37 am »

Will there be more done for new players so they dont get there ass handed to them figthing vet players on there third match xD?

It's hard to do something like this because some would smurf and abuse the advantages. If it was done it should be per IP , but this does not prove 100% anti-smurfing because IP can be changed.
But the answer is yes =)
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #70 on: May 07, 2010, 07:39:46 am »

Will there be more done for new players so they dont get there ass handed to them figthing vet players on there third match xD?
Newbies will now have to register with their actual full name and address, as well as deposit a 500 dollar fee.
Then they will be taken to a super-secret EiRR training boot-camp, where they will be stressed to attain the maximum potential of their micro and macro, as well as teamwork skills. They will also be given the best training on company building that they could get : with lecturers Mysthalin, Smokaz and Lai making surprise guest appearances for giving lectures, as well as testing the company-building skills of the prospective newbies.
Not only that, Lai will be holding "How to unleash your inner muscle" seminars for maximum pro-pwnage.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #71 on: May 07, 2010, 07:45:18 am »

I think you'll make a good priest Mysthalin. Believe in the spam, worship the spam and the Spam shall take all your problems away. And when you die there's as many bitches and ground beef as you can stomach.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #72 on: May 08, 2010, 06:48:00 am »

Do you have any intentions to show unit veterancy on the call in tabs at any point in the mod's development?

For example, I'm about to call in an M10, I can choose from two M10's to call in, and *Shock* I've stupidly forgotten which one of the two was my Vet 2 one!

But lo and behold, I mouse over the call in button and it handily informs me of the veterancy of the unit in question.
This is basically a yes/no question - so I'll answer it here.

I hadnt even thought of it tbh, but it could easily be done.

Oh, sweet. Dunno about other people but I've managed to accidentally call in the wrong vetted unit a few times before.

Or perhaps I simply gain too little vet lawl.

EDIT:

I have a question for EiRRMod!

Would it be possible to have an ability that locks a turret in place for a defined amount of time, without hindering the vehicle in any other way? I.E. A Boys AT squad could use an ability to fire off a round or two at a Panzer IV's turret, making it unable to turn, but otherwise function, including the ability to fire.

Balance of said ability is a discussion in itself, however, my question is if it is possible, and would you do it?

Infantry that were trained in the use of the Boys AT rifle would be trained to aim for joints in the armour between turret and hull to jam it, making it unable to turn. They would also aim at the joints in the cannon itself hindering it's ability to aim up or down. Would be interesting to see such an ability in EiRR.
« Last Edit: May 08, 2010, 04:41:29 pm by Hicks58 » Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #73 on: May 08, 2010, 05:28:47 pm »

Bump to get on recent list. Tongue

(Sorry about the double post, my edit didn't bump it up as intended. x.x)
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #74 on: May 08, 2010, 05:31:25 pm »

i dont think axis will like ANOTHER vehicle disabler.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #75 on: May 08, 2010, 07:02:47 pm »

At what point did I say it could disable a vehicle?

It would lodge the turret in the direction it is facing upon it being hit by the AT round.

The main weapon, and any secondary weapons could still fire, only you'd have to make the effort of turning the vehicle.

The vehicle would still be combat effective if used properly, simply a pain in the arse to use for a small amount of time.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #76 on: May 09, 2010, 03:08:51 am »

This isn't a question for EiRRMod - he doesn't deal in balance(like he said) and he codes the actually important stuff like the launcher and being able to call units in. If you want to ask questions on what the actual UNITS can do in-game, that's RGD stuff, and therefore you go pester gamesguy/BoBSmith about it.

I do believe doing it could be possible by applying a turret rotation speed of 0 for a limited amount of time, but I doubt we'll be seeing that in due to balance reasons.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #77 on: May 09, 2010, 06:05:33 am »

Preventing the turret from moving would be a coding department, so I thought it would come under EiRRMod's jurisdiction, even if he didn't deal with it directly.

Ah well, the question was asked and that's all that I needed to do lol.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #78 on: May 09, 2010, 08:04:54 am »

Anything that happens to units in-game is RGD coding - therefore it's Bob/gamesguy ;p.
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sheffer Offline
EIR Veteran
Posts: 593



« Reply #79 on: May 09, 2010, 09:31:56 pm »

is it possible for object (building, walls etc) to block units LOS in COH game mechanics?
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Senseless and ruthless.
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