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  • Balancing III

    Would be nice to get AA exerting ZOC on air units.  But anyway.

    Can we leave the test server running for... well, testing?  :)  IMO, unless it is particularly costly, you should always have a test server running for latest developments which are rolled out on a frequent basis.  Live server can be reserved for relatively well-tested code that is shown to be stable.

    Posted 14 May 08

  • New Forum on Weewar.com

    Perhaps you should actually prevent new posts on this forum?

    Posted 30 May 08

  • AI Interface

    My old code is still in place, though I don't know if it's still functional.  If you're asking whether anyone is hammering your servers with AI stuff, it wouldn't be from me.  :)

    Posted 23 May 08

  • Deprecation of Weewar Tangler forum?

    So, is this Tangler weewar forum no longer to be used, or... ?

    Posted 29 May 08

  • new Unit Ideas

    jeye: I'm rarely one to complain about complexity in games, but I think your ideas might need to be relegated to an advanced mode of some sort.

    Posted 19 May 08

  • Why is the replay function gone?

    Yeehaw.  :)

    Posted 24 May 08

  • Possible scoring variation?

    I was just thinking about unbalanced maps, and a thought struck me (ouch).  What if win, loss and draw counts were kept for every map on a per-colour basis.  i.e. blue wins this % of of the time on Map X, red wins that % of the time, etc.  Besides the obvious benefit to players of making such information public, you could adjust scoring by some factor based on these numbers.  The idea would be that, for a given Unbalanced Map, wherein yellow is rather disadvantaged, and seems to win only 20% of the time, you could award (and subtract), say, 2.2 times the normal point gain/loss if yellow were to eliminate someone.  This way, really good players that want to strut their stuff can deliberately try to play a weak position on a map, and show off their masterful weewar fu.

    That's the general idea.  I'm thinking actual implementation will need some careful thought to eliminate vectors for abuse, and to handle things like surrenders, kicks, etc.

    Posted 21 May 08

  • *don't reply*

    /me shows off his tremendous self-restraint by not replying.

    Posted 27 May 08

  • Replaying last turn not working

    Unfortunately, this is [very] old news.  The devs are not prioritizing fixing the replays.  It must be too much work, and/or difficult to debug?

    Posted 11 May 08

  • WeeMap

    Love that you used Ruby for it.  :)  But since you're being shameless and promoting: Ramaze, another [better?;)] Ruby web framework.

    Posted 11 May 08

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Topics Created: 51