Paul Chote

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@teinarss would you be able to run this through your pathfinding benchmarks? We should make sure we understand the performance implications before going futher here.

No, it's not supposed to look like that. D2k smoke does not have hard dark edges or purple tints!

Additive isn't right either, the smoke should be dark not white. Please compare against the original game.

#19454 says > it seems our substractive is not the same as Dune 2000 substractive or the palette is wrong. It could be using an embedded one like shroud.

This will need to explain that these are not normal settings, and can't be defined in settings.yaml.

Yup, the plan would be to use #15798 and #15305 for the modifiers.

The "Brutal AI" can be removed in favor of an explicit handicap system (either based on #17937 or something like it), with options to make the bots (or the player)...

For now, you might want to try [this test build](https://github.com/pchote/OpenRA/releases/tag/playtest-20201213-hc), which adds the handicap feature from #18971 to the current playtest-20201213. Setting a handicap on the bots will slow them...

The most general solution (which may be overkill?) would be for each modifier instance to define a priority, and to define a new type that holds the modifier value, amount,...

Any progress here @IceReaper?