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      WIDGET: Strategic Launch Text Notification

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      TECH DEMO: Variable Teleport Costs

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      @ComradeStryker Time required scales logarithmically according to log(teleport_distance), with a minimum time equal to UnitBlueprint.TeleportDelay. To answer your question in more detail, the following is the "the goods" as far as calculating cost is concerned: if bpEco.UseVariableTeleportCosts then -- New function here -- energy cost is dist^2 -- time cost is natural log of dist energyCost = math.pow(dist, 2) time = math.log(dist) -- clamp time to teleDelay if time < teleDelay then time = teleDelay end else -- original cost function executed here end You can add any combination of minimums, maximums, blueprint modifiers, range modifiers, or some crazy thing I could never even imagine, if it suits you.
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      Meta: Balance Vocabularly

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      Sylph_S
      FWIW, this game is one of the biggest candidates I've seen for 'DPS' (+cost+HP) being factored against 'other stuff'. Particularly how the 'alpha damage' tends to make a unit better against its own or a higher tech level, but often worse against lower tech! Not to mention 'AOE', speed, range, and so many other factors! I love how even something as universal as DPS is so called into question in FaF. When I look into balance comparisons between units like harbinger vs othuum, I just love how the DPS and hitpoints get adjusted by AOE, alpha damage, shields, move speed, range, and even abilities like reclaim! I think it's a great indication of the fact that the ultimate 'test' of balance is often (though not immutably) how often they are used in high-level games, with important consideration for game-type... Rather than just entering values into a spreadsheet and comparing. (Regarding harbinger vs othuum, specifically, I imagine it goes something like:) Othuum > harbinger... Except when aeon player uses range to deny side-weapons of othuum... Except when othuum uses target-fire and movement to leverage AOE... Except when harbinger uses speed to deny the above except when othuum uses terrain to deny the above except when harbinger avoids terrain to deny the above except when othuum uses walls to deny the above except when harbinger uses reclaim to deny the above. (Or something to that effect). I basically just love how much more goes into just about every unit interaction that just cost, DPS and hitpoints. (Though cost, DPS and hitpoints are certainly some of the most important stats agreed!)
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      Allow Selection of Engineering Pods When Multiple Kennels/Coms Are Selected

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      Suggestion: Gibbed Structure Wrecks Leave Secondary Debris

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      Question on SetCurrentFactoryForQueueDisplay engine method

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      I investigated that in the course of the above and found that it automatically broke the chain when the circle was completed (might not apply in all cases).
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      Question on Control Group Assignment Lua

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      Assisting Factories Inherit Control Groups

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      @black_wriggler ... This is the exact use case that inspired me to write this post (+ transports). Fingers crossed on feasability.