Loading...
  OR  Zero-K Name:    Password:   

Forum index  > News   >

Zero-K v0.9.9.4

31 posts, 2181 views
Post comment
Filter:    Player:  
Page of 2 (31 records)
sort



AUrankAdminGoogleFrog
5 years ago
This is a version of small changes. Panther is slightly better, Vindicator is slightly worse but retains the cool lasers. CaptainBenz finally finished his Catapult model and has tweaked the spider textures. Unit AI should show a slight improvement with velocity prediction inspired by canoba.


Added CaptianBenz's Catapult model and updated some spider textures.

Fixed Initial States handing of Priority. All units have a Nanoframe Priority and constructors additionally have Constructor Priority.

Tactical AI:
  • AA, skirms all gunships.
  • Added enemy velocity prediction.
There are particularly noticeable improvement to poor turn rate units such as Dominatrix and Scalpel.

Reverted 25% Krow bomb reduction. That change was sneakily included in only in the previous stable.

Fixed CAI's windmill nanoframe spam.

Increased Panther's accuracy vs fast small units (Flea and Glaive).

Fixed bug where Outlaw would slow down allied repair.

Vindicator range reduction. Now it must fly over ground units to shoot them. It cannot snipe commanders with no retaliation.
  • The lasers now have spherical range
  • Range reduced 350 -> 300.

Added optional circular area command for manually bound Set Target commands. Fixed set target's overzealous target tracking when targeting a cloaked unit.

Fixed small command menu quirk that occurred when it was clicked on with a terraform command selected.
+0 / -0

AUrank[V]Crutch
5 years ago
yay for panther buff
+0 / -0

NLrankMrPingu
5 years ago
You nerfed to 100 instead of 300 for vindicator! It can only shoot right beneath itself now.
+0 / -0

ATrankSkasi
5 years ago
Pingu:
* The lasers now have spherical range
* Range reduced 350 -> 300.

I think the range reduction was not needed, spherical range is probably enough of a nerf.

Anyway, YAY for the AI improvements! This should make Scalpels useful - finally. The main problem with unitAI is the fact that move-commands have a very short distance and vehicles/hovers drive backwards and don't turn around, thus skirming with only half their movement speed.
+0 / -0

GBrank[pikts]wolas
5 years ago
I hope this will fix suiciding hammers because of keep target bug where they auto assing to some target and when that target runs away they start suiciding, before it worked flawlessly.
+0 / -0

NLrankMrPingu
5 years ago
How does spherical range and normal range differ?
+0 / -0

PLrank[Sprung]
5 years ago
Normal range is cylinder for lasers iirc
+0 / -0

ATrankSkasi
5 years ago
Pingu, for lasers spherical range is normal. It was a bug when Vindis had a cylindric range.

The basic rule is that beams, lightning and similar have spherical range, missiles have cylindric range similar to a pillar and plasma weapons have a cone - their range is increased when firing at lower altitude targets.

Check the manual for information on different weapons. http://zero-k.info/Wiki/WeaponClasses
+0 / -0


CArankPxtl
5 years ago
Does anybody actually use the Panther as it is described? As an assault raider that stuns the defensive line and punches into the eco heart of the base?
+0 / -0

SErankcleanrock
5 years ago
Saw this bla printout in chat many times, looks like left you some debug code in luarules/gadgets/unit_tactical_ai.lua :
Spring.Echo("bla")
+0 / -0

ATrankSkasi
5 years ago
I didn't get the chance to. Didn't have much time to play since people started complaining about Panthers again. Wanted to prove them wrong.
+0 / -0


CArankPxtl
5 years ago
ATrankSkasi,

That manual page is missing something, actually - are rocket weapons cylindrical or conical targetting?
+0 / -0

NLrankMrPingu
5 years ago
Yes I got that, but simply as I said, the range got nerfed to 100. Or does range work different for Spherical and cylindrical range? Like multiply with Pi or something?

svn/ trunk/ mods/ zk/ units/ corbtrans.lua
currently states:
range = 100,
+0 / -0


CZrankAdminLicho
5 years ago
In cylindrical range height difference does not matter, in spherical it does.
+0 / -0

NLrankMrPingu
5 years ago
Yes I got that but I don't see how you would need a 350->100 with that. I think I'm really missing something here, because in the file it says it changed to "100", while GoogleFrog says he changed it to "300" and I don't see any logic in this other then it being a typo, or the Cylindrical using a different way for computing range.
+0 / -0

NLrankMrPingu
5 years ago
Hmm that was still a pretty vague post. My point is:
Why does GoogleFrog claim to change to 300, while he changed to 100?
+0 / -0

DErankNeonSturm
5 years ago
there is a bug for brawler - it strafes out of range if you give it's weapon a direction pointing into the sky.
+0 / -0

NLrankMrPingu
5 years ago
Sorry for sounding a bit harsh, I was just trying to be direct to make sure you got my point. I decided to just fix it myself, as it was probably just a typo. My first real commit to Zero-K :D
+0 / -0

AUrankjseah
5 years ago
^Pinguin:
The lasers still have 300 range. The Vindicator flies high enough that it can't get much ground level stuff inside it's 300 range sphere.

The range still works vs fighters and gunships, which I think it was intended to do. (make a drop in a hot zone with enemy air cover)
+0 / -0

NLrankMrPingu
5 years ago
Jseah, space+click it or read the differences of corbtrans of http://code.google.com/p/zero-k/source/detail?r=5331 . It was both made spherical AND changed to 100
+0 / -0
Page of 2 (31 records)