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Super-King

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Recent Activity

  • Weewar Display

    That's the old display, it was replaced with the current one a while back.

    At the time there was quite some discussion of the relative merits of each.

    Posted 29 May 08

  • AI Interface

    You should program in some tactical delays :P

    Posted 28 May 08

  • *don't reply*

    don't reply... done

    wait...

    Posted 26 May 08

  • Replaying last turn not working

    Would the script not suffer from the same problems as the official replay-recorder?

    and if not, why not write the script then provide it to the devs to replace the code that's currently handling it.

    Posted 20 May 08

  • You can repair planes on neutral airfields!

    3-hex radius block just for an airplane-repair depot... you space wasterer :P

    Posted 19 May 08

  • Terrains

    Or... step out onto the minefield tile and there's a chance the unit dies right then and there. If they survive that dice roll then there's some benefit to being on the minefield... like anyone attacking you  (even from a normal tile) runs the same risk of insta-kaboom maybe.

    Could alternatively be used in maps to give a quicker alternate route that's also fraught with the danger of mines.

    Posted 09 May 08

  • Bailing/kicked players imbalance multiplayer games?

    I've been in the situation of being in the opposite corner from a player who left the game hanging forever.

    I didn't want to remove him, because it would make it more or less impossible for me to win, but the game was stalled...

    Posted 11 May 08

  • Weewar Players Association

    I now have a blurry, downsized, over-compressed one of those badges in the bottom corner of my avatar

    Its just about possible to make out what it says if you look at my profile, and I put a brief explanation in my profile text XP

    Posted 26 Aug 07

  • Funny Maps

    On "Football" are the other-coloured troopers just meant to impede the players? And don't they just disappear if they have no-one to play them?... (I don't know, it's been a while since I played)

    Posted 06 May 08

  • Battle simulator prediction

    What it calculates assumes that they're able to attack. The results you get will be what would be left if the artillery attacked the tank OR the tank attacked the artillery, the attacker in each case actually being unharmed.

    I suppose it's not beyond the wit of man to change it so that it considers these things, but then it would produce different results depending on which way around you put the 2 units (which is blue, which is red). I think the reversibility is more valuable than the compensation for range.

    Posted 30 Apr 08