Search found 238 matches

by ElvenMonk
03 Dec 2018, 09:21
Forum: Feature Requests
Topic: Glow toggle for top graphic settings
Replies: 3
Views: 579

Re: Glow toggle for top graphic settings

That's why I'm still using "beatiful" mode even on PC
by ElvenMonk
02 Dec 2018, 20:58
Forum: Feature Requests
Topic: Chaining dependencies
Replies: 5
Views: 659

Re: Chaining dependencies

Welcome to the club
by ElvenMonk
30 Nov 2018, 09:23
Forum: Feature Requests
Topic: Tag based filters
Replies: 6
Views: 994

Re: Tag based filters

Ideally I would like to find solution capable to express something like
"full shield or (not empty shield and attacking enemy tagged A)"
by ElvenMonk
30 Nov 2018, 00:19
Forum: Feature Requests
Topic: Tag based filters
Replies: 6
Views: 994

Re: Tag based filters

Well tags already work as selection slots, but having filters for every tag/team tag (or even their combinations) sounds really crazy to me. I'm already concerned with number of existing distance filters (for every target type). Ok nevermind, I need to think a bit more about it. There has to be way ...
by ElvenMonk
29 Nov 2018, 23:45
Forum: Feature Requests
Topic: Tag based filters
Replies: 6
Views: 994

Re: Tag based filters

Or even easier. Allow each bot to have single selection slot the same way it has counters. And add action to put selected objects into this slot. (same as increasing/decreasing/setting counters with number of selected objects) It will allow you to implement "distance to objects in selection slo...
by ElvenMonk
29 Nov 2018, 23:22
Forum: Feature Requests
Topic: Tag based filters
Replies: 6
Views: 994

Re: Tag based filters

An alternative would be separate a bit more generic filter. Something along this line:
Image

And node can have same icons with selected target above or next to selected tag instead of question mark.
by ElvenMonk
29 Nov 2018, 21:11
Forum: Feature Requests
Topic: Chaining dependencies
Replies: 5
Views: 659

Re: Chaining dependencies

It's ok for bots to move to base without resource. And "move to base enemy carrying resource is moving to" is still impossible.
by ElvenMonk
26 Nov 2018, 18:04
Forum: Strategies
Topic: Sniper efficiency measurement
Replies: 7
Views: 1366

Re: Sniper efficiency measurement

M4L4 wrote:do you guys have a way to detect target switch without using tags?

no
M4L4 wrote:also, the condition "if counter3 = 0" can be removed, just use
"if less than 1sec time passed" >> "set counters 3-4-5 = 0"

time passed=0 maybe?
by ElvenMonk
24 Nov 2018, 21:19
Forum: Feature Requests
Topic: Quick way to add a connector above/below a node
Replies: 2
Views: 428

Re: Quick way to add a connector above/below a node

In this case I usually select all 7 nodes, copy them as a group, change conditional to "MySelf exist", delete initial action nodes and make old condition parent of new condition.

Still extracting connector from a node will definitely be more robust.
So +1.
by ElvenMonk
24 Nov 2018, 21:04
Forum: Feature Requests
Topic: Tag based filters
Replies: 6
Views: 994

Re: Tag based filters

I'd like to see some UI examples for your first approach. Like how would you present it in the node editor and on the nodes themselves. Currently I think easiest way is to have separate node editor section, where you can configure tag for every possible target used by filters. It might look similar...
by ElvenMonk
23 Nov 2018, 20:11
Forum: Strategies
Topic: Sniper efficiency measurement
Replies: 7
Views: 1366

Re: Sniper efficiency measurement

It doesn't seem to take into account that sniper fires at the beginning of 13th tick rather then at the end of 12th. yes, i wasn't 100% sure about exact timing (and counter reset order), any idea on how to fix it? Oh, it actually works properly. My bad, I expected to see 13 somewhere, without close...
by ElvenMonk
23 Nov 2018, 19:57
Forum: Questions
Topic: tag resource closest to a tagged base ?
Replies: 4
Views: 689

Re: tag resource closest to a tagged base ?

There is no way to do what you want at the moment. If you have an idea of the minimal change to the game, that will make it possible, GFX might decide to implement it. I'm appreciating any activity on this topic anyway, cause it's probably one of the only features left unimplemented from my wish lis...
by ElvenMonk
23 Nov 2018, 19:00
Forum: Strategies
Topic: Sniper efficiency measurement
Replies: 7
Views: 1366

Re: Sniper efficiency measurement

It doesn't seem to take into account that sniper fires at the beginning of 13th tick rather then at the end of 12th.

Interesting and promising idea anyway.
by ElvenMonk
20 Nov 2018, 16:00
Forum: Questions
Topic: Aim ticks beta 3
Replies: 3
Views: 600

Re: Aim ticks beta 3

Increase counter everytime you or enemy sniper moving towards each other at long range. It is difficult to know when you just entered long range if it's one or two steps to get out, unless only one of bots was moving, so I would always consider you need 2 steps.
by ElvenMonk
19 Nov 2018, 21:35
Forum: Questions
Topic: Aim ticks beta 3
Replies: 3
Views: 600

Re: Aim ticks beta 3

First shotgun shoots after 4 ticks. Next make sure you are on the edge of middle range as one step for shotgun is 1.66 assault steps and 2 sniper steps.
by ElvenMonk
19 Nov 2018, 10:06
Forum: Feature Requests
Topic: Counters
Replies: 11
Views: 1810

Re: Counters

Mind the bot weight problem. With a lot of memory and complex CPU installed, bots will require additional cooling. That leads to increased size of brain modules, that require additional protection. This makes bots heavy and slows them down. The technology behind bots already made a significant step ...
by ElvenMonk
19 Nov 2018, 09:34
Forum: Feature Requests
Topic: Time left/passed milliseconds
Replies: 5
Views: 800

Re: Time left/passed milliseconds

Imagine I want to find time duration between 2 events. When event 1 occurs, I'm adding "time left" to some counter. When "event 2" occurs, I'm subtracting "time left" from same counter. Currently obtained duration has precision of 1 second, so I have to use additional c...
by ElvenMonk
19 Nov 2018, 08:33
Forum: Feature Requests
Topic: Aiming filter
Replies: 2
Views: 1056

Aiming filter

I know there is a trello ticket for this, but maybe some specific idea can help prioritize this feature. My proposal is about values for aiming filter: "Not aiming" "0-25%" "25-50%" "50-75%" "75-100%" "Firing" Values represent state of aimi...
by ElvenMonk
19 Nov 2018, 07:46
Forum: Feature Requests
Topic: Time left/passed milliseconds
Replies: 5
Views: 800

Time left/passed milliseconds

Please allow to specify milliseconds after the dot in time left/time passed conditions. There are situations, when exact tick is important.
by ElvenMonk
20 Oct 2018, 12:24
Forum: Strategies
Topic: Attack Priority
Replies: 2
Views: 910

Re: Attack Priority

4) enemy not attacked by an ally. To keep shields low

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