Search found 164 matches

by brice
Sat Oct 20, 2007 2:16 am
Forum: Introversion Blog
Topic: It's too hard, it's too easy, oh I don't bloody know!
Replies: 17
Views: 31385

FWIW I would suggest you follow BOTH tracks. Mold two UIs and flip the switch by user control or, if you're ambitious, by algorithmically gauging the players progress / abilities. Modes. Make the intro mode as easy to pick up as a 30 second iTunes purchase. Then switch modes to the real game where t...
by brice
Wed Oct 03, 2007 6:24 pm
Forum: Introversion Blog
Topic: Notes from the Slippery Slope, Part 2
Replies: 52
Views: 50623

Just a suggestion. Rather than pepper every blog post with your suggestions for a name, create a topic in the lounge and add to it as you wish. It'd be better for us all :) (After all, what good is it if your suggestions are spread across 15 blog posts? Who's going to bother to read each and note w...
by brice
Wed Oct 03, 2007 4:32 am
Forum: Introversion Blog
Topic: Notes from the Slippery Slope, Part 2
Replies: 52
Views: 50623

I usually play straight man, so I'm gonna ignore any implied disdain you might have intended and just answer the question. Nope. Not until I stop having ideas or Chris says he's chosen a name. The ideas just come to me when I'm reading other stuff on the net. I don't expect Chris to use *any* of my ...
by brice
Wed Oct 03, 2007 3:00 am
Forum: Introversion Blog
Topic: Notes from the Slippery Slope, Part 2
Replies: 52
Views: 50623

. 1. SNAFU - Situation Normal, All Fucked Up - Thing are running normally. 2. TARFUN - Things Are Really Fucked Up Now - Houston, we have a problem. 3. FUBAR - Fucked Up Beyond All Recognition - Burn it to the ground and start over from scratch; it's totally destroyed. 4. KOTH - koth is the sound th...
by brice
Wed Oct 03, 2007 2:44 am
Forum: Mod Projects
Topic: Darwinia: Enemy Within [Parts 1, 2, and 3...]
Replies: 365
Views: 81269

vanarbulax, if you haven't already restarted EW3, there are two ways to deal with FSB. First you can use engineer fishing to access the trunkports without having to fight your way through everything. Send engineers from the start area straight to the end area and gather the virii behind one. Send th...
by brice
Mon Oct 01, 2007 2:19 am
Forum: Introversion Blog
Topic: Notes from the Slippery Slope, Part 2
Replies: 52
Views: 50623

And it’s only a small step before Usability Testing becomes Gameplay Testing, in which quirky gameplay ideas are self-censored in favour of mainstream normality ... 'cause I have a one track mind, here's another name idea: Abnormal Wars : the sickest chaos is the most fun Abnormal War : you h...
by brice
Fri Sep 28, 2007 5:11 pm
Forum: Windows Issues
Topic: [1.5.10/11] Rockets pretty much totally broken?
Replies: 5
Views: 5309

Re: [1.5.10/11] Rockets pretty much totally broken?

because, of course, as everyone knows, rockets suck hey! level 4 rockets are awesome! you can take out more red DGs with 'em than any other way. DGs never see them coming and have no chance of running away like they do for grenades and markers. solid messy huge kills! a squad with level 4 rockets s...
by brice
Thu Sep 27, 2007 11:53 pm
Forum: Mod Projects
Topic: a little help....
Replies: 36
Views: 9401

It took me a while to work out why anyone would be bothered about that. The answer is (presumably): So the AIspawnpoint doesn't stay on when the level is reset. Yeah, simplified resets is one thing. There are others. I think I wanted to be able to turn an AIsp on, then turn it off and have it stay ...
by brice
Thu Sep 27, 2007 12:47 pm
Forum: Mod Projects
Topic: a little help....
Replies: 36
Views: 9401

Now, AISpawnPoints also become active when the building that they are toggled by becomes active. I don't have the time to re-check this, but I do remember I hooked AIsps up to every building known to darwinians and IIRC none of the other "active"ating buildings were able to suppress AIsps...
by brice
Thu Sep 27, 2007 3:31 am
Forum: Mod Projects
Topic: a little help....
Replies: 36
Views: 9401

Thanks TGF! I believe individual consoles become online the first time they are manned, and the pattern buffer building comes online at 0% infection. The consoles are actually special. Non-global consoles become active when first manned. BUT non-global consoles can govern AISpawnPoints as if they we...
by brice
Thu Sep 27, 2007 3:19 am
Forum: Mod Projects
Topic: a little help....
Replies: 36
Views: 9401

how does the pattern buffer work? i've tried but only got the total infection down to 75% You must have at least 4 separate networks linking into the central pattern buffer. The last node of each network must be marked with a different branch number. I've forgotten exactly what the branch number is...
by brice
Wed Sep 26, 2007 11:20 pm
Forum: Introversion Blog
Topic: Survival of the Flattest
Replies: 120
Views: 98121

.
WinterKills : war games in a digital snowscape (...if Chris turns on the Christmas snow all the time...)

winterkill is a real word
by brice
Wed Sep 26, 2007 9:18 pm
Forum: Mod Projects
Topic: a little help....
Replies: 36
Views: 9401

...oops! sorry my bad. The "toggled by" field is in the TrackEnd. I was going by a level file I made and the Yard was linked to something (the last number on the line is the link value). Go back and look at xander's diagram and carfully note the directions of all the arrows. Also reread my...
by brice
Wed Sep 26, 2007 8:36 pm
Forum: Mod Projects
Topic: a little help....
Replies: 36
Views: 9401

TrackEnd 16 1500.81 1219.00 1 -0.70 0.71 0 18 -1 Yard 17 1527.88 1478.88 1 1.00 0.00 0 You've got the TrackEnd right, but the Yard building isn't "toggled by" the TrackEnd. The last zero on the Yard line should be the building ID of the TrackEnd, which is 16 not 0. In the editor select th...
by brice
Wed Sep 26, 2007 5:07 pm
Forum: Mod Projects
Topic: a little help....
Replies: 36
Views: 9401

Post the map file for your yard level. Use [ code ] tags to quote it. Also post the relevant trigger code which calls the script for the goddish. Maybe your script isn't getting called.

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