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Omega1001

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  1. Mynoduesp liked a post in a topic by Omega1001 in Rework some irritating things "Behind Enemy Lines"   
    There a two major things that always  grinds me up on "Behind Enemy Lines"
    First: If i try to destroy the spawn-building in the northern Camp (The Center one) with Nomads, one of 3 always wanders behind the building.
    While this isn't directly a Problem, it attracts the Twilight-Dragon from the Top-Left camp, which completely wipes me, which is uncool.
    Could you please prevent that from happening?
    Maybe let him spawn a little more to the left, or make that Montan Range  in between unable to fly over pls?
     
    Second: The Wall in the top left Camp (the one with the Dragon) is crud!
    Why does it span all the way around? (BTW, i realize, that it was EA who placed it like this, so not blaming you or anything here)
    Could you make it smaller, so it just protects the entry?
    Or maybe add an effect that wrack the whole thing, if the energy well gets taken by the player?
    Thanks
  2. Eirias liked a post in a topic by Omega1001 in Rework some irritating things "Behind Enemy Lines"   
    There a two major things that always  grinds me up on "Behind Enemy Lines"
    First: If i try to destroy the spawn-building in the northern Camp (The Center one) with Nomads, one of 3 always wanders behind the building.
    While this isn't directly a Problem, it attracts the Twilight-Dragon from the Top-Left camp, which completely wipes me, which is uncool.
    Could you please prevent that from happening?
    Maybe let him spawn a little more to the left, or make that Montan Range  in between unable to fly over pls?
     
    Second: The Wall in the top left Camp (the one with the Dragon) is crud!
    Why does it span all the way around? (BTW, i realize, that it was EA who placed it like this, so not blaming you or anything here)
    Could you make it smaller, so it just protects the entry?
    Or maybe add an effect that wrack the whole thing, if the energy well gets taken by the player?
    Thanks
  3. Omega1001 liked a post in a topic by Aviat0r in Remove requirement for Administration Rights on Launcher   
    You're lucky. I just rolled out a newer version of the still "old" Updater. No more admin privileges are needed with this one. 🥳
    However if you installed the game into a directory which is write protected by Windows (e.g. Program Files), you still have to manually execute is as administrator.
  4. Xamos liked a post in a topic by Omega1001 in Introduce "Formation" to reduce micromanagement while moving units with different speed types   
    Motivation:
    When moving units with different speed types, for example Nomad and Thugs, keeping them together can be painfull.
    It usually requires a lot of micromanagement to prevent the Nomads from running ahead, and nearly dying once they encounter enemies before the thugs even arrive.
    Proposed Solution:
    Introduce a new Toggle Switch "Keep Formation" to Combat UI.
    When Switch is switched on, all Units receiving a move command will move in "closed formation".
    When in closed Formation, units will walk with reduced movement speed equal to the movement speed of the slows unit within the Squad, effectively making everyone move at the same pace.
    This behavior breaks, if:
    - Units reach the goal of the movement
    - Units receive a new movement Command without Keep Formation
    - Units receive a Attack Command
    - Units engage in Combat (e.g. because of Attack on sight)
    Optional Extension
    When Units are moved in closed Formation and not all Units are in place, slow all Units that are already in place to allow the rest to catch up.
    Also, if a Unit is not jet in place, don't apply slow effect to allow it to catch up faster.
     
  5. Omega1001 liked a post in a topic by Karlol99 in Add Fullscreen/Window Mode   
    Hey it would been nice if you could choose fullscreen/window at the same time so you can easly alt tabb
  6. Omega1001 liked a post in a topic by Aviat0r in Remove requirement for Administration Rights on Launcher   
    I'm glad that you think about security aspects in our software. And you're indeed right with what you say. Admin privileges are actually a "No Go" for today's software.
    The Updater itself doesn't need any administrative privileges in the system. The fact that it still forces the user to start it like that is a problem from the past where we were still in the development process of how the packets were sent to our server instead of the EA ones. Fun fact ... even the EA BattleForge Bootstrapper required admin rights. 🙂 
    In the past, our little piece of extremely important software (let us call it Injector for now) was started along with the BattleForge executable and injected itself into the BattleForge process. The injector itself was invisible for the user and ran as a background process. The injection however was only possible with admin privileges since you have to call a method where you need those privileges. Otherwise the method call would fail. We decided to transfer those permissions over to the Updater since all processes called by it will also start with the same privileges (also called AsInvoker in manifest files). The reason for that was, that the user doesn't get a system popup for a software he can't see (the Injector) and maybe denies the execution of it. If he would, the game wouldn't start and connect to our servers at all. That's for the history of the injector.
    Unfortunately at some point there were some pieces of information which got stored afterwards at some places on the user's PC which can only be accessed with write permissions when the software will be started with administrative privileges. This wasn't the intention in the beginning. And the information isn't stored by the Updater, but by the game. That information will need to be stored somewhere else before we can remove the admin rights request for the Updater. But we're of course in the process of doing so. I actually expect an update for the current Updater in the upcoming days/weeks to remove that whole thing.
    Side note: I was always against an Updater which needs that high level of privileges. Some users (and I count myself to that group of users) don't like software, which require these permissions, at all. And maybe that's also a reason for them to not use that software.

    When we remove those permissions, we need to make sure, that the Updater and the game can access all files with all needed permissions. That's also the reason why our installer doesn't accept directories as installation location which are protected by Windows. Those locations are however hardcoded.
    I hope you can live with the fact that it requires those permissions for another few days or weeks. They will for sure be removed in the near future.
    Sneak preview: The new Updater won't have that requirement at all.
  7. Metagross31 liked a post in a topic by Omega1001 in Introduce "Formation" to reduce micromanagement while moving units with different speed types   
    Motivation:
    When moving units with different speed types, for example Nomad and Thugs, keeping them together can be painfull.
    It usually requires a lot of micromanagement to prevent the Nomads from running ahead, and nearly dying once they encounter enemies before the thugs even arrive.
    Proposed Solution:
    Introduce a new Toggle Switch "Keep Formation" to Combat UI.
    When Switch is switched on, all Units receiving a move command will move in "closed formation".
    When in closed Formation, units will walk with reduced movement speed equal to the movement speed of the slows unit within the Squad, effectively making everyone move at the same pace.
    This behavior breaks, if:
    - Units reach the goal of the movement
    - Units receive a new movement Command without Keep Formation
    - Units receive a Attack Command
    - Units engage in Combat (e.g. because of Attack on sight)
    Optional Extension
    When Units are moved in closed Formation and not all Units are in place, slow all Units that are already in place to allow the rest to catch up.
    Also, if a Unit is not jet in place, don't apply slow effect to allow it to catch up faster.
     
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