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spadequack

quack quack quack =)

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  • AI Interface

    bert said: "Please take a look at the XML and the general interfacing so we can make changes early."

    Huh? Do you mean look for bugs? Ask for certain features / additions?

    I've never used git but it looks pretty straightforward. Sure, open up a repository and we can stick all the bots there.

    Posted 29 May 08 in Weewar

  • how to start a game opened for all to join?

    If you start a game on a standard map (any combination of units, rated or not), then anyone should be able to join.

    Posted 25 May 08 in Weewar

  • Replaying last turn not working

    The replay links are gone! Surprised

    Posted 23 May 08 in Weewar

  • WeeMap

    I agree! I think I ran into that problem when I was trying to write my unpreferred list greasemonkey script. There should be an option to get users by ID.

    Posted 22 May 08 in Weewar

  • Possible scoring variation?

    Interesting ideas - both would add a fair deal of complexity to the game though.

    luckymustard's idea is similar to gameplay of Diplomacy, if anyone's ever played that. http://en.wikipedia.org/wiki/Diplomacy_%28game%29  Personally, I think this would be a huge shift, as Pistos just wrote as I am writing this, but would be interesting for a Weewar variant, if the devs decide to create different gameplay versions in the future.

    Posted 21 May 08 in Weewar

  • Log in issues

    it works fine for me - do you not have cookies enabled? perhaps clear your weewar cookies and your cache and try again?

    Posted 18 May 08 in Weewar

  • Option to clear the game chat to reduce lag

    They're usually not done manually but by a greasemonkey script. I think it's part of the weewar greasemonkey suite or something like that still in development

    Posted 17 May 08 in Weewar

  • Terrains

    The others are nice and would be cool to add, but I don't think they are as necessary, to me.

    Posted 16 May 08 in Weewar

  • Balancing III

    I agree with techbrute - I think major changes should be made on the live server as rare as possible - perhaps once a year or two - which is why I think we need a little more testing to make sure all is well. As for destroyers, I think subs and BBs are effective counters against them. As for berserkers, I think their defense does not need to be reduced, as jeye said. They are already not very helpful unless you're in tight situations where a DFA is too vulnerable, and in my opinion, rarely are berserkers built for their attack power, unless up against other berserkers. Their defense is their strong point. Unfortunately, I have not gotten a chance to really test this out and I doubt many others have either.

    Posted 14 May 08 in Weewar

  • New units eventually

    I agree with Pistos, but also feel there is a need for a stronger, more costly AA unit.

    Posted 14 May 08 in Weewar

User Statistics in Tangler

Total Messages: 270

Topics Created: 15