simple. SIMPLE ideas grenadier starting ammo doubled, max ammo increased across the board (5 max rockets without ammo upg? ffs. mines are fine though. also: http://forums.empiresmod.com/showthread.php?t=7654&highlight=easy pistols should start with full ammo
Make a whole bunch of customs official (or include them as community-made, but not official ones) The best place to start is here http://forums.empiresmod.com/showthread.php?t=5651 or here http://forums.empiresmod.com/showthread.php?t=10418
Brutos, Is this the main list of things that need to be tested? Edit: Dig in is fixed This is also fixed
i suggest brutos nominates someone (if he doesnt want to do it himself) to keep track of all that as i see this getting pretty much pretty soon. (as guys already, like 5 posts later, dont get what "no balancing changes" mean ) and trickster, i didnt know that you can change sabotage behaviour with scripts oO BTT: but i think thats fixed already - reintroduce purple smoke for sabotaged buildings; generally fix building smoke bugs (as said, just to make sure)
I'll forgive your english, but not stupid nerfs for sniping tanks. There's only 2 places a gren can kill vehicles, extreme range, and up close and personal.
I feel bad, Empty. I didn't even think of Grenadier when I saw his post. Is it possible to have an option to turn off commander notifications? This shouldn't require MUCH gui code, just a check for the option.
Implemented like a year ago by yours truly: Other SPAWN_ variabeles are also used to give actual clips on spawn instead of the default 1/3rd.
The particles are kinda messed up atm. So rocket trails need some work i guess. about your second point: Can you elaborate on what you mean? Thanks. Script manifest basically yes, but servers admins should test if it actually works. There might be some errors still in there.
Also, Kick squad leader vote (i.e. if 3 members of the squad vote the squad leader out, he gets kicked from the squad).
oh gj it's not in 2.24 though right? because i've been playing that a lot recently and i'm sure it's not.
Instead, could you make it easier for people to make custom GUIs (like Nesquicko's)? This way we could experiment with different GUI layouts to find ones that work best. Also, for the Vehicle Turret Calculations, I remember some dev (possibly Kylegar?) mention that vehicle turrets were doing excessive updating every time they moved, which may be part of the reason why vehicles cause so much lag.
Yes, Scardybob knows what I'm talking about. As I have herd it, pro'lly from Kylegar, The way vehicle positions and orientations have been calculated is that the base gets calculated, then the turret gets calculated by recalculating the base and calculating the turret again, then the turret barrel get calculated by re-calculating the base, then re-calculating the turret, and then calculating the barrel. Instead of doing each calculation once for a total of 3, it was being done Fibonacci style for a total of 6 or more depending on how many links were in the skeletons. P.S. Thanks for the previous reply!