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Zero-K v1.3.1.0

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Date Editor Before After
1/6/2015 12:19:43 PMPLrankAdminSprung before revert after revert
Before After
1 There is an undocumented change in that the OD Allocation modoption (communism / RoI) and the Ranked / Unranked play modoption (no Elo) are now in the "Important" tab at the beginning of the modoption tabs list.
2 \n
1 [quote]Why do mex builders get 90m for building a 75m structure? Are you missing fights over metal spots that badly?[/quote] 3 [quote]Why do mex builders get 90m for building a 75m structure? Are you missing fights over metal spots that badly?[/quote]
2 This is 1.2x returns. Previously it was whatever the mex base income was, so for most maps it was ~2x (and ~5x for ubermexes) so it used to be much "worse". 4 This is 1.2x returns. Previously it was whatever the mex base income was, so for most maps it was ~2x (and ~5x for ubermexes) so it used to be much "worse".
3 \n 5 \n
4 [quote]how about using the green Zombie-mode-revive-effect to indicate that a unit is currently actively using autorepair?[/quote] 6 [quote]how about using the green Zombie-mode-revive-effect to indicate that a unit is currently actively using autorepair?[/quote]
5 Instead of zombie glow, some + signs emanating from the unit would perhaps best convey what is happening. Regardless, the problem is that idle regen (which is the more important one) is done through engine and there is no direct call-in when it starts happening (would need to be done "manually" by tracking damages which is a performance hit), and having an effect for one and not the other would be actually less intuitive. 7 Instead of zombie glow, some + signs emanating from the unit would perhaps best convey what is happening. Regardless, the problem is that idle regen (which is the more important one) is done through engine and there is no direct call-in when it starts happening (would need to be done "manually" by tracking damages which is a performance hit), and having an effect for one and not the other would be actually less intuitive.
6 \n 8 \n
7 On Gauss regen: if the Gauss is open it's likely under heavy fire, so the added 20/s shouldn't be that much - why not use combat regen? The main concern here is that this introduces a new autorepair type. 9 On Gauss regen: if the Gauss is open it's likely under heavy fire, so the added 20/s shouldn't be that much - why not use combat regen? The main concern here is that this introduces a new autorepair type.