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Everything posted by Arry
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Yes, Yes I did..... It was so yummy looking. I should have recorded it.... then again.... I probably would have just eaten the recording.... yum.
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Need a starting point for AS3 module developement
Arry replied to Arry's topic in General Discussion
"always" is right.... seems like this tutorial has been around FOREVER. Section 29 starts with "A typical personal computer or workstation today has somewhere between 16 and 64 megabytes of RAM installed." I'm starting to wonder if writing modules for ASSS in C code is a step forward or a step back.... Thanks though, I really do appreciate the link. I'm making my way through it well enough. -
Need a starting point for AS3 module developement
Arry replied to Arry's topic in General Discussion
D1, TS, Thanks for the links and tips, that's exactly what I needed. I have AIM, but I haven't been using it lately. I'll fire it up if I feel like I need some live help. Next Step: I've been skimming the tutorials and I realized that I'm going to need a good C language reference to understand the code. I'm picking up about %, but the rest is just syntax and keywords I'm not used to. I know I can google this, but I'm wondering if there's a language reference and/or tutorials for C out there that you guys recommend? I want somewhere other than the forum to turn to when I have noobie C questions and I'm hoping not to have to buy a book (at least not yet). -
Need a starting point for AS3 module developement
Arry replied to Arry's topic in General Discussion
Is Dev-C++ what everyone uses? Are there other options? -
I have a project that I started last year (and nearly finished) using TWCore on subgame. The server I was "working" for switched bot cores away from TWCore and my project got abandoned. What I want to do is learn how to write modules for ASSS and complete my project as a module. I don't have any experience coding modules, but I know they are written in C and Python. I don't have much experience with those specific languages either, but I don't think that's going to stop me. What I'm looking for is: 1. Some sort of How-To on setting up a basic ASSS zone (on windows for now). This is so that I have a place to test my developement. 2. Recommendations (and links ) of developement environments for doing module developement (please don't say "notepad, noob") 3. A How-to on module developement to get me started. 4. Any tips or pointers for someone moving from TWCore/Subgame developement to ASSS modules
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Last night a gave the Easy Chess a whirl. It was pretty fun, and I could actually beat it, but.... it scores 1 point per move. It should be a formula like 100 - moves. That way, the less moves, the more points. Oh and um.... I don't expect anyone to fix this really. Just do!@#$%^&*enting it in the off chance someone has the ability and the motivation someday.
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Seriously, what's the contact info for these netops? Do they have a standard application process? Do they read these forums? It seems that there's a catch 22 here. It's hard to get pop without being connected to the central community (everyone wants their chats). Yet at the same time, we're told you need a good population to prove your zone is something people want to play. Can anyone who's gone from ground up tell us HOW you got your zone to be part of SSC? It seems like a necessary step for any serious zone.
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Happy Bday D1st0rt, et al!!!
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(From merged topic) I just noticed that several people have their birthdays, including D1st0rt, who has previously helped me with development and such So, now everyone sing, and then after that we'll get the birthday punches out of the way
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I came from a zone with less pop and more swearing. The rule helps for sure. I've seen the difference. It's great! ^.^
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I would just like to say, Dr. Brain. I'm glad that you have a no swearing policy. Maybe some people don't appreciate it, but there's those of us out there that do. I just want to say publicly that I'm one of those people and I think Hyperspace is a better place for it.
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I think if we put our heads together we could come up with more indirect methods that would just make pub flagging day naturally flow towards the desired goals (Big flag games with compe!@#$%^&*ive teams). Players (as a whole) are like cats rather than dogs. A dog can be trained by direct methods, they want to please you and respond well to training. But a cat doesn't do what you want them to do. The only way to get them to do what you want them to do is to make them think they want to do it too. You can't reason with a cat and convince it to do what you want (Try it. You'll get plenty of blank stares). The only way to get a cat to change its behavior is to setup its environment to encourage the behavior you want. So, think of the sticks and carrots that currently exist in the zone and see if we can come up with a better setup that would reward the desired behavior (big flag games and compe!@#$%^&*ive teams).
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It happened to my team twice in the same flag game. Both times I don't think anyone saw who was doing it. I have a decent connection and I didn't see either time. I guess if you guys don't think it's a problem I'll let it drop, but it was really disappointing when it happened to me/us. I don't want to take up valuable dev time. I have done dev work myself and I know any changes take time.
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I agree with everyone about the new base 7 being too strong due to length/bomb lines and small passages. The dual entrance doesn't compensate for the extreme choke points. The only complain about base 3 is the flag room seems a bit small/tight. I haven't play base 1 much, so no comment there yet.
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Sounds great. I think people should stop worrying about how complicated it sounds. It sounds like the system will present itself in an easy to understand fashion. Good systems are very complicated in the core, but simple on the outside. This proposal sounds like making the core more complex, but the interface or outside remains simple.
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If it's not dealt with then more people will use the tactic. It'll grow to the point where it will have to be dealt with. Why not nip it in the bud?
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I think it's taken away the weaknesses of a levi and made it too powerful. There's no weakness to exploit against a pair of levi rushers. Everyone who played a shark to rush seems to have switched to a levi. All signs point to.... unbalanced!
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Recently I've noticed people hopping on a defending pub team and sabotaging it by summoning the team out of the base with ?summon. They then logged out or specced so quickly that those of us who had been summoned couldn't even see who we attached to in order to complain to the mods. (I'm !@#$%^&*uming they switched back to the attacking team in order to reap the benefits of summoning everyone out). Now I was told to use ?antisummon, but in order to never get abusively summoned I would have to have ?antisummon on all the time. (because you never know when abusive summoners will join your pub team) And that just doesn't make sense. And not all the newbs on pub teams should be forced to remember to change to ?antisummon when defending a base. I do agree that disciplined ?antisummon use could be effective, but you just can't except everyone to be that disciplined. You wouldn't even need ?summon in the first place if everyone was that disciplined; they would attach on their own when called. I don't know how to fix this but I think that players should be given a notification as to who summoned them when ?summon is used. Just a short little message pm'd to teammates. This would at least let us report who's doing the abusive summoning AND it would let us know when we have to turn on ?antisummon (i.e. when the known abuser is around) It would be a deterant at least, so they couldn't do it with impunity. The mods could then take appropriate action. Example text: Arry has used a summoner. Use ?antisummon if you do not wish to be summoned by teammates. OR If ?antisummon was on: Arry has tried to summon you, but your ?antisummon was turned on. Use ?antisummon again if you wish to allow summoning I don't think summoning is used so much that you'd have spamming from this. Your thoughts?
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I disagree, I don't think spiders need rebalancing. Center: Single spiders ARE difficult for newbish warbirds to kill because they try to brute force it. You need to modify your attack, use your speed to your advantage. You can't kill a spider in one sweep, but a disciplined attack of 3-6 fly-bys is difficult for a spider to overcome. Even with reps and energy infusion I can still manage to take out spider 1 on 1. If you build up speed from a distance, your bullets will travel faster and farther than the spider's, and when you swoop in you can elect to take a couple of hits in order to swing quickly past to the spider's rear, it will have trouble rotating as you peck at it from behind. To me, a jav is more difficult to take out with a warbird, because the jav just has to get lucky with one hit while you try to be disciplined and take him out with a spread of bullets. Your disciplined attack with bullets makes you vulnerable to a 1-hit kill with bombs. BUT THAT's a RANT FOR ANOTHER POST! Stacked spiders vs stacked warbirds is a stupid analogy. Nobody is making you stack warbirds. A warbird should act as a decoy and keep the spiders busy while you pelt the stacked spiders with other ships from a safe distance (I'm thinking levi here). It sounds like you just want warbirds to be the best ship in the center no matter what the situation, and I don't think that's a good reason to rebalance a ship. Basing: I think someone already said it. Rep, rush, burst & thoring. Spiders can spam, but they can't keep spamming when they're getting hurt too. If they get too low on energy, they either have to infuse or STOP SHOOTING. A decent push of rushers seem to be able to get past the spiders. Even stacks of spiders. To me, a decent rush seems to penetrate even stacks of spiders. Spiders also can't avoid bomb lines very well. I agree that they are a basic spamming ship and don't require much skill to use, but I don't think they need to be rebalanced. That's just the type of ship they are, where is the law that says all ships have to been hard to use (antinoob)?