Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

I think a widening gap between "best" and "worst" is to blame partially, because game developers insist on covering a lot of their bases. When I bought my first 3d card, it was because I couldn't run some games without it. When I bought my 2nd 3d card, it was because I couldn't run some games without it. When I bought my third 3d card, it was because I wasn't satisfied with the performance that my second card was giving me. Now I'm going to pick up a new GPU soon, but that's only beca

60 Replies 109,913 Views

[quote who="Gwenio1" reply="94" id="2882132"] Quoting Heavenfall, reply 92I'm not disputing that. But if you're comfortable with typeless, mistakes like that happen very rarely. I'm not saying either is better, I'm just saying they're different and neither should be considered "pros" for their languages. Anyway, python variables are typeless and so are LUA so we're not really talking about a tradeoff here. It's either of those, and maybe C++ on top (technically in the bottom).

157 Replies 406,519 Views

[quote who="cephalo" reply="89" id="2882113"] Quoting Heavenfall, reply 84Likewise, having to convert different types can be annoying too. There are upsides and downsides to both, as I was explaining. There's a big, big difference between being annoying for a minute while you get your types straightened out, and being annoying for months and months because you accidently misspelled something and put a garbage value deep in your code that causes it to fail one in twenty

157 Replies 406,519 Views

No, but what you can do is attach additional stats to the items you think should take extra damage. For example, you can have UnitStat_ElementalWeakness where 1 is default (100%, ie normal damage, defined like in coreunitstats). Then you can make the item increase the stat for the unit, so that the stat goes up. Then, as the stat goes up, you can run gamemodifiers against that number in your spells. To clarify, 1) Create new unitstat like those found in CoreUnitstats.xml

4 Replies 7,532 Views

Likewise, having to convert different types can be annoying too. There are upsides and downsides to both, as I was explaining. =)

157 Replies 406,519 Views

That would be great if that's the case. Hopefully SD knows. I really, really hate stuttering like this in games. I know it's just my opinion, but I'd rather the game crashed frequently than have this. What I'm trying to say is, this is an extremely annoying bug (to me), making the game impossible to enjoy.

36 Replies 12,918 Views

They said it would be, but I can't verify that it has. Their word should be sufficient. Edit: Beaten to the punch, with a source no less! My forum-fu is degrading. [quote]14:29:47[/quote] [quote]14:29:48[/quote]

80 Replies 280,941 Views

[quote who="Gwenio1" reply="64" id="2881837"] The point is invalid (or undefined) operations will fail. And I am sure player will be pleased when the amount of gold they have is a bunch of emotes. [/quote] It's just a different method to coding. Having to check for types isn't worse than having to convert between types. Typeless variables aren't necessarily better but they're not necessarily worse either. You can mess them up with bad code just as you can

157 Replies 406,519 Views

Good news, since they just recently announced BF 1943 won't be coming to the pc. http://ironhammers.org/?p=3510 Other tidbits; battlefield 3 won't support windows XP, and will use "higher than DX9" (built for dx11, may be playable on dx10).

62 Replies 198,540 Views

Yes, like the elf trees the spikey wheel will be available in the forge. If anyone has any other requests for minor details like that, feel free to just post here or send me a PM. If you do a picture like oddrheia did ("this is what I want it to look like") I can pretty much guarantee I'll make it.

334 Replies 617,241 Views

To be even more precise, it will give you access to every spell from a spellbook, whether or not you could normally gain that spellbook. The spells will also disregard requirements for shards.

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Trying to consume less electricity is just another phrase for GODLESS COMMUNISM. Next you'll be rounding up all the minorities for the camps. Have you even begun to think what a slippery slope you are on?

38 Replies 77,645 Views

I think this is "right". I can understand, for a competitive multiplayer game, that you want to eliminate randomness in large quantities. But this is not a competitive multiplayer game. Randomness means variety, and variety is good. If I remember correctly, there's a tag in ElementalDefs that presents a bottom limit to how many techs will be displayed ("display at least this many techs, regardless of rarity"). I think that could be used to make sure the user can always choose importan

10 Replies 38,526 Views

Annatar11, I understand that, but is that what Frogboy is talking about - or is he talking about the "mod layer" from his roadmap? They may be two completely separate things.

157 Replies 406,519 Views