Chili's grill and bar pittsburgh menu
Ocala, FL
2010.09.26 02:39 Ocala, FL
Ocala, Florida: Horse Capital of the World.
2017.03.19 01:34 Texas4E Austin, without the toxicity
The Austin subreddit that isn't toxic.
2023.03.22 13:16 Capable_Chemist_8356 How to Configure Victony AC1200
| Your Wi-Fi network's coverage can be increased with the Victony AC1200 extender. It can give speeds up to 1200Mbps and supports dual-band Wi-Fi. For customers who wish to increase the range of their Wi-Fi network but are having trouble with weak signals in their homes or businesses, this device is great. Simple and quick setup is required for the Victony AC1200 extender.Your Wi-Fi network's range is increased by this device's two external antennas. Victony AC1200 Extender Setting up a Victony AC1200 requires two steps: - WPS method
- Browser Method
Configuring a Victony AC1200 Using the WPS method: Follow these instructions to set up your Victony repeater to work with the WPS method: - Start by plugging in the Victony AC1200 Setup to an electrical outlet close to your router.
- Once it has been connected, make sure the power LED is on.
- Currently, the WPS button is a need for both your booster and router. Each device's button must be pressed.
- Both the extender's green light and the router or modem's green light will blink.
- Wait 10 to 15 seconds.
- After the connection is successful, all of the LED lights on the extension will become solid green.
- Use the WPS button to configure your Victony WiFi extender.
- Put the extender in a spot with weak Wi-Fi coverage and unplug it right away.
Set-up a Victony AC1200 via browser Follow these steps,To configure a Victony WiFi extender with a browser: - Attach the power supply of your WiFi extender.
- The extension is on and ready to use when the LED light is solid green.
- Now, on a PC or mobile device, launch the Wi-Fi Manager.
- To connect to the network of your extender, click Wi-Fi Management.
- Enter ap.setup in the browser's address bar after it has opened.
- Filling out your login information is the final step.
- The instructions are displayed on the screen.
How do I set up my Victony AC1200 Extender? - Link the Victony AC1200 extender to the WiFi router or in-room modem.
- The extender's power led light is now on.
- Get a laptop or smartphone with Wi-Fi capabilities.
- Connect to the Victony repeater setup network after accessing the wifi settings menu.
- Now type 192.168.10.1 into the address box of your web browser.
- You are now on the Victony WiFi range extender configuration page.
- Follow the on-screen instructions to connect your extender to the network or modem in your home.
How do I update a firmware ? - Start the Extender.
- Power LED lights are now completely green.
- use the Web browser on your device
- Visit ap-setup.us.
- Enter your account information on the ap-setup.us login page.
- If a firmware update is required, a popup will appear on the screen.
- When required, select update firmware.
How can I reset the Victony AC1200 Extender? - When attempting to restore the Victony AC1200 extender to its factory default settings, make sure it is plugged into a power outlet properly.
- Locate the pinhole on the repeater next.
- The reset button is located inside the hole; next, for 10 to 15 seconds, press and hold it with a paper clip or toothpick.
- After you reset the wireless booster, the power LED light will change to orange.
- Hold off until the power LED has fully turned green.
- Follow the instructions above to reconfigure the Victony WIFI extender.
Some common issues - No access to ap-Setup.us at this time
- weaken the wifi signal.
- The WiFi router's range is insufficient.
- The default SSID extension isn't working.
- Before or after the extension is installed, it must be made sure that there are no flickering LEDs.
- The extender's password has either been forgotten or lost.
Tips for troubleshooting - You need to plug your extension into an outlet.
- Verify that the wall plug on the extension is plugged in and is not broken or shorted out.
- Make sure that no cables with damage are being used,check each electrical connection.
- The corner of the room, fish tanks, microwaves, Bluetooth gadgets, and other metal objects are things to keep your extension away from.
- If you are having trouble accessing your website, please provide the proper URL or IP address.
- Restart your Extender and try again with the setup.
- Make sure your web browser and firmware are up to date.
- Reset the Extender to its factory defaults.
In case you need any help regarding your extender feel free to contact our technical team via our toll- free number or live chat. submitted by Capable_Chemist_8356 to u/Capable_Chemist_8356 [link] [comments] |
2023.03.22 13:03 eggholicusa A Taste Of Indian Food In Nashville Must Try
2023.03.22 12:25 DrRhetoric Bone of Contention
2023.03.22 12:20 MYNAMEISHENDRIK Would you guys like to have an "immersive mode" for car radios and in-game headphones/earbuds?
Rockstar is pushing the boundaries for realism and immersion with every game they release. With their statement to exceed our expectations with the next GTA and from what we have learned from the leaks it does not look like GTA 6 will be a simplified and more arcade game in comparison to RDR2. So I was asking myself which type of immersive features Rockstar would add, because surely the possibilities are endless but hard drive space isn't. One thing they could add would be two different modes for car radios. One would be the "Standard" or "Classic" mode, which would be exactly how we know it. The music plays, sounds very clear and goes straight into your ear. That's the easiest, clearest and least annoying way and was done that way since the first cames with car radios. The other mode could be "realistic" or "immersive" mode. In this mode the audio will sound as if you are actually sitting in the car and will change according to the type of car and will also depend on if you play in third person mode or first person mode. So it will sound more boomy, more bassy, less defined and less straight into your ear and the sound quality will depend on the car. You can upgrade your sound system of course to improve the sound, but for example if you drive a really old, cheap, small car the sound will be really thin and tinny. The sound could even get worse if you crash the car, similar to the police sirens if you crash a police car and sound will fade and distort like a broken cassette. If you use a convertible the sound will also change, since there is no roof in the car and you could even potentially annoy civilians and other drivers with your music. But it could also go the other way around and you can also hear music coming out of the other cars and it will also change depending which roof they have or if the driver rolled their windows down. As far as I remember GTA V had that already in a more simplified way and you could sometimes hear to which radio station the other drivers were listening. There will be cases where you stop beside another car and you will listen to the same radio station and you will hear the synced audio signals. Would be even funnier if you could use the RDR2 interaction menu from inside of your car and when you "greet" towards the other drive you will just vibe together to the same music until your ways part at the next intersection. Same thing applied to music coming out of buildings, like for example if you walk past a bar. You either would hear live music coming out of a bar or in most cases one of the radio stations. Overall I think that GTA 6 will have much more music on the streets with people blasting music from their phones or a bluetooth speaker while they are chilling somewhere in the park. That's a thing that I really missed in GTA V where you could only hear ambient music when you visited a shop.
Same thing could apply to headphones and earbuds. Being on this sub everyday, knowing that people want portable music on your phone like it was in Watch Dogs 2, it would be missed opportunity by Rockstar to not add that to the game. There will be different quality levels of headphones and earbuds and they can be used by choosing them from the item wheel beside the weapon wheel. Once you put them on you will have access to the radio station wheel that you usually only have in the car. Or you could simply be one of that douchebags, open the radio or a Spotify rip-off app on your phone and blast the music through your phone speakers like a douchebag. It will sound shitty and people will respond to you (mostly in a negative way), but at least having the option would be nice.
With all the patents that were registered by Rockstar in the last years it's pretty clear that they will use advanced technology for AI behaviour in GTA 6 so I am sure that Rockstar would be technologically capable of adding a realistic or immersive mode to the car radios and could develope some kind of "machine learning realtime EQ" which dynamically responds accordingly to the acoustics of a room or an area. So a little bit like the audio version of Raytracing/Pathtracing.
What do you think? Would this be too much and do you prefer the classic way of just blasting the music with a clear and defined sound straight into your ear or would you like to see something closer to real life as if you are actually sitting behind the wheel and listening to the music coming out of the car speakers?
submitted by
MYNAMEISHENDRIK to
GTA6 [link] [comments]
2023.03.22 12:05 rallyfusion420 Achievements displaying?
I loaded up gta online on my xbox series s and throughout all the screens, loading, gameplay, menu, on the bottom right there was a slightly transparent box with the names of three achievements and progress bars, i cant figure out how to get ot to go away, anyone else experience this or know how to fix it?
submitted by
rallyfusion420 to
gtaonline [link] [comments]
2023.03.22 12:04 nec06 Alsamixer Like Terminal Interface with NCurses
I'm a ncurses newbie and I'm trying to imitate Alsamixer's terminal interface. I was able to do it up to a certain level, but I have troubling to implement menu dynamics.
What I want is to navigate between the mixers with the right-left arrow keys (for example, when the right arrow key is pressed, it will go from master to slave 1) and with the up-down arrow keys the inside of the mixer will be filled (for example, it will be gradually painted with green color, that is, each press will fill up to a certain level) and when the esc key is pressed, the program will exit. How can I provide these features? I'm posting down my code below, thanks in advance for any help.
`
#include #define MAX_MIXERS 12 #define BAR_HEIGHT 17 #define BAR_WIDTH 4 WINDOW* mixerpool[MAX_MIXERS]; WINDOW* inmixerpool[MAX_MIXERS]; WINDOW* bottoms[MAX_MIXERS]; WINDOW* mixer_bottoms[MAX_MIXERS]; const char* mnames[] = {"Master", "Slave 1", "Slave 2", "Slave 3", "Slave 4", "Slave 5", "Slave 6", "Slave 7", "Slave 8", "Slave 9", "Slave10", "Slave11"}; int max_y, max_x; void initialize_curses(void); void initialize_colors(void); void get_window_size(void); WINDOW* create_upperleft(void); WINDOW* create_upperright(void); void create_mixers(void); void create_inside_of_mixers(void); void create_bottoms(void); void create_mixer_bottoms(void); int main(void) { WINDOW* uleft, *uright; initialize_curses(); initialize_colors(); get_window_size(); uleft = create_upperleft(); uright = create_upperright(); create_mixers(); create_inside_of_mixers(); create_bottoms(); create_mixer_bottoms(); refresh(); getch(); endwin(); return 0; } void create_mixer_bottoms(void) { int dx = 0; for (int i = 0; i < MAX_MIXERS; ++i) { mixer_bottoms[i] = subwin(stdscr, 1, 2, max_y - 5, dx + 3); wbkgd(mixer_bottoms[i], COLOR_PAIR(5)); waddstr(mixer_bottoms[i], "00"); wrefresh(mixer_bottoms[i]); dx += 10; } } void create_bottoms(void) { int dx = 0; for (int i = 0; i < MAX_MIXERS; ++i) { bottoms[i] = subwin(stdscr, 1, 7, max_y - 3, dx + 1); wbkgd(bottoms[i], COLOR_PAIR(3)); waddstr(bottoms[i], mnames[i]); attron(COLOR_PAIR(4)); mvaddch(max_y - 3, dx,'<'); mvaddch(max_y - 3, dx + 8,'>'); dx += 10; } refresh(); } void create_inside_of_mixers(void) { int dx = 0; for (int i = 0; i < MAX_MIXERS; ++i) { inmixerpool[i] = subwin(stdscr, BAR_HEIGHT - 1, BAR_WIDTH - 2, max_y - 6, dx + 3); wattrset(inmixerpool[i], COLOR_PAIR(1)); box(inmixerpool[i], 0, 0); wrefresh(inmixerpool[i]); dx += 10; } } void initialize_curses(void) { initscr(); cbreak(); noecho(); curs_set(0); set_escdelay(100); start_color(); keypad(stdscr, TRUE); } void initialize_colors(void) { init_pair(1, COLOR_CYAN, COLOR_BLACK); init_pair(2, COLOR_YELLOW, COLOR_BLACK); init_pair(3, COLOR_RED, COLOR_BLUE); init_pair(4, COLOR_RED, COLOR_BLACK); init_pair(5, COLOR_WHITE, COLOR_GREEN); init_pair(6, COLOR_YELLOW, COLOR_YELLOW); init_pair(7, COLOR_BLACK, COLOR_BLACK); } void get_window_size(void) { getmaxyx(stdscr, max_y, max_x); } WINDOW* create_upperleft(void) { WINDOW* wp = subwin(stdscr, 5, 40, 0, 0); wattrset(wp, COLOR_PAIR(1)); waddstr(wp, "Card: \nChip: \nView: F3: F4: Capture F5: ALL ITEM: "); wattrset(wp, COLOR_PAIR(2)); mvwaddstr(wp, 0, 6, "PulseAudio"); mvwaddstr(wp, 1, 6, "PulseAudio"); mvwaddstr(wp, 2, 9, "[Playback]"); mvwaddstr(wp, 3, 5, " Master"); return wp; } WINDOW* create_upperright(void) { WINDOW* wp = subwin(stdscr, 5, 25, 0, max_x - 30); wattrset(wp, COLOR_PAIR(1)); mvwaddstr(wp, 0, 0, "F1: Help"); mvwaddstr(wp, 1, 0, "F2: System information"); mvwaddstr(wp, 2, 0, "F6: Select Sound Card"); mvwaddstr(wp, 3, 0, "Esc: Exit"); return wp; } void create_mixers(void) { int dx = 0; for (int i = 0; i < MAX_MIXERS; ++i) { mixerpool[i] = subwin(stdscr, BAR_HEIGHT, BAR_WIDTH, max_y - BAR_HEIGHT - 3, dx + 2); wattrset(mixerpool[i], COLOR_PAIR(1)); box(mixerpool[i], 0, 0); dx += 10; } refresh(); }
`
submitted by
nec06 to
C_Programming [link] [comments]
2023.03.22 11:10 lewhugh Homophobic customer gets cut off in spectacular fashion.
Middle of Mother’s Day (UK). We’re a family oriented restaurant but also have a top-class bar. We get a group of 4 rock up to the bartop. My Senior Bartender (let’s call her Jane) tells me they were in the other night and were dicks. Didn’t get cut off or anything, just rude. So she goes over to them says hi and drops a bev napkin in front of all of them. Now it’s key to note; Jane is a big girl, buzzed hair and pretty butch. Yes, she is gay. Now she’s with these customers while the 2 girls look at the menu the one guy whispers to the other (but audibly enough for me and Jane to hear) “that’s a dyke for sure!” Jane says nothing and takes there order. Makes 2 cocktails for the girls, pours a pint for the one guy and then puts a glass of water in front of the other guy. He starts to question it and she says “that’s what your drinking tonight, and your gonna like it. Cause if not this dyke is gonna drag you outside” He began to argue back saying he was joking, didn’t mean to offend, etc. but still asking for a drink. So she slid the other guys beer back to the bar side. And said “look what you’ve done now. Now your friend can’t drink because of you. Are you gonna deprive the girls of their drinks too?” He picked begrudgingly picked up his water and started to sulk over to one of the empty tables. But Jane called him back first and said “you need to close out your tab!” The girls are already at the table. So he comes back and she slaps the bill down. 2x Pornstar Martinis and 2x Budweisers. He says we never had those beers. And she looks at him, leans on the bartop so she’s face to face with him and says “do you want me to call a manager over?” He just slaps £30 down on the bar and walks off.
submitted by
lewhugh to
bartenders [link] [comments]
2023.03.22 10:34 tom442233 seafood addison tx
seafood addison tx Texas has several seafood restaurants to choose from. Here are a few options:
- The Londoner: While this restaurant is primarily known for its British pub-style food, it also offers a variety of seafood dishes like fish and chips, salmon, and shrimp.
- Chamberlain's Fish Market Grill: This upscale seafood restaurant offers a variety of dishes, from grilled fish to seafood pasta.
- Ocean Prime: This high-end seafood and steakhouse offers a variety of seafood dishes, including shrimp, scallops, and a raw bar.
- Nate's Seafood & Steakhouse: This family-owned restaurant specializes in Cajun-style seafood dishes like crawfish, gumbo, and blackened fish.
- Flying Fish: This casual eatery offers a variety of fried seafood, including catfish, shrimp, oysters, and more.
I recommend checking out their menus online or calling ahead to confirm hours and availability.
submitted by
tom442233 to
u/tom442233 [link] [comments]
2023.03.22 08:59 anniewarney What types of locksmith services are offered by Brinnick Locksmiths in Milton Keynes and how can they assist with residential or commercial security needs?
| https://preview.redd.it/pjt4qrzxy8pa1.png?width=500&format=png&auto=webp&s=52786916d91cbbe63b3cd6e8be9ccb4db908582d Brinnick Locksmiths in Milton Keynes offer a wide range of locksmith services to meet the diverse security needs of residential and commercial clients. These services include lock installation, lock repair, key cutting, security upgrades, and emergency lockout services. For residential clients, Brinnick Locksmiths can help with securing homes and properties by installing new locks or upgrading existing ones, repairing broken locks or keys, and providing key cutting services. They can also advise homeowners on security upgrades such as fitting additional locks, security grilles or bars, and door viewers to enhance the security of their homes. For commercial clients, Brinnick Locksmiths can assist with securing offices, shops, and other commercial properties by installing high-security locks, electronic access control systems, and master key systems. They can also provide emergency lockout services to ensure that businesses can quickly regain access to their premises if they are locked out. In addition to these services, Brinnick Locksmiths also offer security consultations to assess the security needs of a property and provide recommendations on how to improve its security. They use only the highest quality products and brands in their services to ensure that their clients receive the best possible security solutions. Overall, Brinnick Locksmiths in Milton Keynes can assist with a wide range of residential and commercial security needs, providing fast, reliable, and professional locksmith services to their clients. submitted by anniewarney to u/anniewarney [link] [comments] |
2023.03.22 08:18 Breezy_bythebay Attempted a trendy high end restaurant with warm family friendly vibes downstairs, but a more adult upstairs with a rooftop bar, live music and a fire pit. The Gourmet Grill Gallery ID SundropDaydream
submitted by Breezy_bythebay to thesims4 [link] [comments]
2023.03.22 08:15 Breezy_bythebay Attempted a trendy high end restaurant with warm family friendly vibes downstairs, but a more adult upstairs with a rooftop bar, live music and a fire pit. The Gourmet Grill Gallery ID SundropDaydream
2023.03.22 08:15 RipConsistent6653 The Popular Restaurant in Singapore Urban Roti
2023.03.22 08:14 Breezy_bythebay Attempted a trendy high end restaurant with warm family friendly vibes downstairs, but a more adult upstairs with a rooftop bar, live music and a fire pit. The Gourmet Grill Gallery ID SundropDaydream
2023.03.22 08:12 Breezy_bythebay Attempted a trendy high end restaurant with warm family friendly vibes downstairs, but a more adult upstairs with a rooftop bar, live music and a fire pit. The Gourmet Grill Gallery ID SundropDaydream
2023.03.22 08:10 Breezy_bythebay Attempted a trendy high end restaurant with warm family friendly vibes downstairs, but a more adult upstairs with a rooftop bar, live music and a fire pit. The Gourmet Grill Gallery ID SundropDaydream
2023.03.22 08:06 tony790927 I asked GPT4 why MacOS does not have context menu and the best practice to create a file
2023.03.22 08:01 ak11_noob lsp-keymap-prefix not working
I am using emacs 26.3 and tried to install lsp-mode in it through the instructions provided at official docs using use-package. I am unable to use it because the the keymap prefix is not working. In my case I set that to "C-c l" but when I hit "C-c l" the minibuffer says "C-c l" undefined. Although, lsp-mode's functions are working fine when used with M-x
I also tried to the solutions suggested  and , but nothing worked. I moved the (setq lsp-keymap-...) line outside (and before) use-package. I also used :config (define-key lsp-load-map...) in my use-package block. But none of them worked.
Here is my init.el file:
```elisp
;; Blocking the startup message/ welcome screen which comes by default (setq inhibit-startup-message t)
(scroll-bar-mode -1) ;; Disabling scroll bar (tool-bar-mode -1) ;; Disable toolbar (tooltip-mode -1) ;; Disable tooltips (menu-bar-mode -1) ;; Disabling menubar (set-fringe-mode 10) ;; Give some breathing room (display-time-mode t) ;; Display time at modeline (global-display-line-numbers-mode t) ;; Display line numbers (column-number-mode t) ;; Display column number in modeline (setq shift-select-mode nil) ;; Disabling shift select mode
;; Disabling line numbers for some modes (dolist (mode '(org-mode-hook term-mode-hook shell-mode-hook eshell-mode-hook)) (add-hook mode (lambda () (display-line-numbers-mode 0))))
;; Set up visible bell (setq visible-bell t)
;; Loading a default dark theme (load-theme 'wombat)
;; Initialize package sources (require 'package)
(setq package-archives '(("melpa" . "https://melpa.org/packages/") ("org" . "https://orgmode.org/elpa/") ("elpa" . "https://elpa.gnu.org/packages/")))
(package-initialize) (unless package-archive-contents (package-refresh-contents))
;; Initialize use-package on non-Linux platforms (unless (package-installed-p 'use-package) (package-install 'use-package))
(require 'use-package) (setq use-package-always-ensure t)
;; Ivy alongwith counsel provide better completion while finding files ;; or writing commands etc (use-package ivy :diminish :bind (("C-s" . swiper) :map ivy-minibuffer-map ("TAB" . ivy-alt-done) ("C-l" . ivy-alt-done) ("C-j" . ivy-next-line) ("C-k" . ivy-previous-line) :map ivy-switch-buffer-map ("C-k" . ivy-previous-line) ("C-l" . ivy-done) ("C-d" . ivy-switch-buffer-kill) :map ivy-reverse-i-search-map ("C-k" . ivy-previous-line) ("C-d" . ivy-reverse-i-search-kill)) :config (ivy-mode 1))
(use-package counsel :bind (("M-x" . counsel-M-x) ("C-x b" . counsel-ibuffer) ("C-x C-f" . counsel-find-file) :map minibuffer-local-map ("C-r" . 'counsel-minibuffer-history)))
;; Adding doom theme (use-package doom-themes :init (load-theme 'doom-dracula t) :config ;; Enable flashing mode-line on errors (doom-themes-visual-bell-config)
;; Enable custom neotree theme (all-the-icons must be installed!) (doom-themes-neotree-config))
;; A better looking modeline for emacs (use-package doom-modeline :ensure t :init (doom-modeline-mode 1)) ;; Used by doom-modeline to display icons (use-package all-the-icons :ensure t) ;; Some doommodeline configurations (setq doom-modeline-minor-modes t) ;; Display minor modes (setq doom-modeline-time t)
;; Setting up which-key to quickliy show funciton associated with ;; key bindings (use-package which-key :init (which-key-mode) :diminish which-key-mode :config (setq which-key-idle-delay 1))
(use-package ivy-rich :init (ivy-rich-mode 1))
;; rainbow-delimiters - a helpful package for bracket matching (use-package rainbow-delimiters :hook (prog-mode . rainbow-delimiters-mode))
;; Using emmet mode in HTML/CSS files (add-hook 'sgml-mode-hook 'emmet-mode) ;; Auto-start on any markup modes (add-hook 'css-mode-hook 'emmet-mode) ;; enable Emmet's css abbreviation. (setq emmet-self-closing-tag-style "") ;; default " /"
;; Configuring projectile (use-package projectile :diminish projectile-mode :config (projectile-mode) :custom ((projectile-completion-system 'ivy)) :bind-keymap ("C-c p" . projectile-command-map) :init ;; NOTE: Set this to the folder where you keep your Git repos! (when (file-directory-p "~/Projects/") (setq projectile-project-search-path '("~/Projects/"))) (setq projectile-switch-project-action #'projectile-dired))
(use-package counsel-projectile :config (counsel-projectile-mode))
;; Configuring magit (use-package magit :custom (magit-display-buffer-function #'magit-display-buffer-same-window-except-diff-v1))
;; Configuring lsp-mode (use-package lsp-mode :init ;; set prefix for lsp-command-keymap (few alternatives - "C-l", "C-c l") (setq lsp-keymap-prefix "C-c l") :hook (;; replace XXX-mode with concrete major-mode(e. g. python-mode) (prog-mode . lsp) ;; if you want which-key integration (lsp-mode . lsp-enable-which-key-integration)) :commands lsp)
(custom-set-variables ;; custom-set-variables was added by Custom. ;; If you edit it by hand, you could mess it up, so be careful. ;; Your init file should contain only one such instance. ;; If there is more than one, they won't work right. '(custom-safe-themes (quote ("944d52450c57b7cbba08f9b3d08095eb7a5541b0ecfb3a0a9ecd4a18f3c28948" default))) '(display-time-mode t) '(package-selected-packages (quote (lsp-mode magit counsel-projectile ivy-rich which-key projectile emmet-mode doom-themes rainbow-delimiters all-the-icons doom-modeline counsel ivy use-package)))) (custom-set-faces ;; custom-set-faces was added by Custom. ;; If you edit it by hand, you could mess it up, so be careful. ;; Your init file should contain only one such instance. ;; If there is more than one, they won't work right. ) ```
Please help me solving this issue. Thanks.
submitted by
ak11_noob to
emacs [link] [comments]
2023.03.22 07:43 Acceptable-Stock-513 Dinos After Dark
DaD Poster https://cdn.discordapp.com/attachments/1075809263303282698/1083843052357046272/Polish_20230310_010320715.jpg Are you tired of official's lack of rules? Are you looking to start up with a great, supportive community of players? Do you enjoy semi-realism? Then look no further, Dinos After Dark has what you are looking for!
Welcome to Dinos after Dark. How to find the server: Go to Community Server in the Launch menu Type in “Dinos After Dark” Press “Connect/ Confirm”
Discord is encouraged to help foster community growth, but not 100% required. Discord Link: https://discord.gg/xgfhZMYf ‐-------------------------------------------------------------------------
Server Stats: 1. Quest Multipliers - 3.5x 2. Waystone cooldown - -0.1 3. Quest Growth - 1.5x 4. Server Logout time - 30s 5. Hatchling Cave - None 6. Passive Growth Detection - 0.006
Mods: 1. Simple Skins 2. Isle of Asylum Skins 3. Parasaurolophus 4. Therizinosaurus 5. Carnotaurus 6. Dilophosaurus 7. Deinosuchus 8. Utah Raptors (including Feathered) 9. Argeninosaurus (Titan Boss only) 10. Giganotosaurus 11. Sachicasaurus (Mosa) 12. Ampelosaurus (Herbie) 13. Compy 14. Z rex 15. Yangchuanosaurus (just added)
More to come! ‐---------------------------------------------------------------------------------
We have easy to remember rules, so you can spend more time playing and less time worrying! Server Rules - Mix packing: Herbivores and carnivores can not protect each other, team up to fight together or travel/quest together.
- KOS: Do not kill for fun or for sport, hunting for food is allowed once your hunger bar reaches around the top of the stomach icon, you must eat until you are completely full before leaving the body. EXCEPT IN THE PVP AREAS.
Hunger Meter Example: https://cdn.discordapp.com/attachments/1075809263303282698/1079219643937460305/IMG_8163.png - Herbivore aggression: Herbivores are peaceful but cautious creatures, if they feel threatened, they will act accordingly. If a herbivore is actively being hunted or stalked, they are permitted to make the first strike, the carnivore does not have to have attacked first. We ask that you act sensibly with this, please do not abuse or we may have to take a more strict approach.
- In game behaviour: Please be respectful to other players, they might not have the same opinions as you, but please keep in game communication respectful and polite.
- PVP ZONES: The savanna grasslands caves and the whistling columns pools are PVP areas, all rules are off the table, herbs can attack herbs, carnivores can attack without being hungry. Enter at your own risk.
6: Territories: These are areas that packs or herds have claimed as a 'safe place' they are controlled by the pack/herd alpha and each territory will have its own rules that may be different from the rest of the map, please check the Territory Guidelines in the 'Territory' section in discord for more information.
- Reporting: Please try to include a clip, a picture or as detailed as description as possible of what happened, an in game report is also very helpful to help us to help you.
- Revenge Killing: When fighting outside of territory and PvP zones and you die in a fight, do not go back to the same POI and re-enter the fight if it is still going. Do not go back with the intent to kill the same person. If you're fighting with a group, you can return to the POI and regroup. However, if the fight you died in is still ongoing, the returning player must wait until that fight ends before they can join in the fighting again.
Additional Info: - Our terroritories are entirely optional to join and function much like guilds in other MMOs. The alphas tend to have strong bonds with their pack and terroritorial disputes can/will happen. Each terroritory can have slight variances in rules while inside of them. Furthermore, terroritories do not take up the whole map (vast parts of Gondwa remain open) and can change over time.
Terroritory Map Link https://cdn.discordapp.com/attachments/1075885203924455465/1086010603069518006/Polish_20230316_193556345.jpg submitted by
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2023.03.22 07:35 PeppyMoss Potential Additional Features that would make Transformers: Tactical Arena a Lot Better.
In this post, we are going to discuss any cosmetic, functional, or gameplay-related features that could be added to Transformers: Tactical Arena to improve the players’ experience while playing the game. Red Games Co. nailed the gameplay itself and have already proven their ability to deliver great new cards, arenas, emotes, and music tracks in almost every update, but this list will include features that will improve this game in general, either improving the feel of the gameplay or adding more things to do in the main menu screen. These are going to be the types of additions the game needs to have before it can grow any further and expand to a wider audience. The list will be numbered in order of most wanted to not as most wanted, but still wanted (based on my personal preferences). Brace yourselves, here it goes:
- Add a selectable Landscape mode for mobile users:
There are two perspectives available to play the game in: Portrait mode and Landscape mode. Unfortunately, these perspectives are locked in to the system a player uses, with Portrait mode being limited to iPad and iPhone devices while Landscape mode is limited to Macs and Apple TVs. It would be impossible to implement Portrait mode to Macs and Apple TVs as that would limit the player’s perspective, but players on iPhones and iPads should be given a new option in the Settings that would allow them to choose whether to play the game in Portrait Mode, Landscape mode, or Both, depending on the device’s orientation. I would love to have the option to try playing this game in Landscape mode as it would totally change the perspective and the way I play along with it. You have no idea how frequently I miss while using Graviton Nexus because of the current portrait perspective I am limited to.
- Add a Match History feature with a controllable camera for Photo Mode:
This game needs a Match History of some sorts. Perhaps have the option positioned in the main menu between the Crates and Practice options. Not to crowd a respective device’s memory, the Battle Log should have 10 slots, which would fill in every time a Battle is played, sorted from latest at the top to recent at the bottom (preferably with times and dates indicated). If all 10 slots are filled, the recent game (10th in the list) would be automatically permanently deleted and the slot filled in with the next recorded game in queue, and so on. However, users would be given the option to Favorite or Save match replays of their choosing, which would go into a menu next to the Battle Log, have this option called Saved. The number of slots could be either infinite or a maximum of 30 saved replays. This is where the fun begins: the match replays would work in real time similarly to how the tutorial videos for the cards work. This would allow players to do the following: 1) Change perspective, viewing the match play out from their side or from the opponent’s side; and 2) Have a free cinematic camera mode that would give the players two cursors that would allow them to fly the camera around the arena and position it in ways like we have seen only in the trailers for TTA, almost like in Totally Accurate Battle Simulator. This would allow players to create cinematic shots, get clips of cool moments from various perspectives, follow Megatron or Scorponok around as they ravage through the arena. Imagine the amount of advertising it would allow for if players started posting videos of Bumblebee Super Punching a turret from a close up shot, or Starscream swooping in in jet mode.
- Add more game modes:
A lot of people ask for a story mode to be added to the game. Though a story mode would be incredible, it’s a lot to ask for, considering how much work it would take to make. However, we as players have been stuck battling each other or the A.I. solo for more than a year now. I love this game for what it is, it has incredible gameplay that keeps holding it up despite its cons, but it can get boring and repetitive fast, and sometimes I have trouble pushing myself to play through five games every day. Giving players the option to play more modes would highly increase the replayability of this game. For example, when pressing on the Battle button from the Main Menu, instead of a wait queue immediately starting, players would be greeted by another menu, asking them which mode they want to Battle in. The options would be 1v1, 2v2, 3v3, and perhaps Story Mode as the lower option (which would be an entire menu in of itself). Yes, you read that right, Red could go so far as to add a 3v3 mode. A while ago, I used to play a game called Mini Guns – Omega Wars. It’s dead now (servers shut down), but it was a unique Clash Royale-inspired mobile game with impressive visuals and fun original gameplay, similar to Transformers: Tactical Arena. It was later added to Steam as well, something I would love to see happen to TTA. There were 4 ways to play the game: it had a story mode, 1v1, 2v2, and 3v3. 3v3 was chaotic and at the same time the best way to play the game, because if your cards were underleveled, you had two teammates who could carry you if they were maxed out, and you were thus more likely to win in 3v3 than in 2v2 and 1v1 modes. I want Transformers: Tactical Arena to have such similar features from Mini Guns – Omega Wars because it’s going to make the game so much more replayable.
- Add more profile customization:
Giving us the option to purchase and choose from a variety of Banners and Avatars was one of the most brilliant things the developers added to this game. However, being able to customize only three things (our names, portraits, and banners) is not enough. How about adding customizable Frames to our tags, such as Bumblebee or Sunstreaker sitting on top, or a boombox around our profile tag, or Scorponok’s claw, Starscream’s Seeker armada, or Soundwave’s minions in every corner of our profile tag? How about adding unique Effects to highlight our tags, such as flames, pink plasma, dripping blue Energon, etc.? How about allowing us to customize our names with unique Fonts? This will monetize the game further and allow us to buy more things with our hard-earned ORE-13.
- Add skin selection for unique characters:
Shortly after being first released, Trailbreaker had his eyes changed from the color red to the color blue. Megatron recently had his entire appearance changed as well, from a more G1-inspired one to a more IDW-inspired one. This got me thinking about how more different skins like that could be added to the game for players to purchase with ORE-13 and use to slightly customize the appearance of their favorite characters. For example, Trailbreaker could be given a blue skin with red eyes, while Megatron could be given his G1-inspired skin back, with the players choosing which they want their Megatron to wear, the older one or the newer one.
NOTE: Do not turn unique characters from Transformers lore into simple reskins of cards already in the game. I.E. Do not make Cliffjumper a red reskin of Bumblebee. Cliffjumper and Bumblebee are two totally unique characters with different fighting styles in Transformers lore. Doing so will also confuse the players. Not everyone will be able to tell that a Bumblebee is coming for their turret if he is painted blue, red, or white instead of bright yellow that will immediately jump into the players’ eyes and warn them. Do not turn Skywarp and Thundercracker into Starscream reskins when they are extremely different characters with unique abilities. Not even Nemesis Prime should be an Optimus Prime reskin. The reskins should be limited only to the unique, named characters in question.
Instead, what you could do is make skins of the characters based on their Shattered Glass versions, which would make sense since it’s something the recent update hinted at. Or have the skins be the Generation 2 (G2) repaints of the characters, or their original Marvel comic book appearances, like the red-eyed, blue-painted Trailbreaker, or remodels of the characters based on the IDW comics, like the recent Megatron reskin we got. Keep the skin selection limited to the named characters selected by the players while customizing their looks.
- Add skin selection for Main and Secondary Turrets.
Similarly to the unit skins presented previously and the tower skins from Clash Royale, Transformers: Tactical Arena can have something similar by allowing players to customize the way their main and secondary turrets look. It would be nice if the main turret could be customized separately from the secondary turrets, or, better yet, *have all three turrets be independently customizable*. The turrets could be labeled Left Turret, Main Turret, and Right Turret during the customization process. Such customization could include festive themes, holiday themes, or, my most wanted proposition, have unique characters become the turrets. Have the main turret be Sky Lynx, who sleeps before being activated, or Tarn sitting on a throne, or Fortress Maximus (with the Secondary Turrets being his extra city mode limbs), or a cloning vat with a Predacon in stasis inside (a reference to Transformers: Prime). Add whatever your imagination tells you to! We as players will love these additions.
- Add skin selection for structures:
Similarly to the unit card skin selection and turret skin selection, there should also be skin customization available for the various structures in the game, including the Decoy (players can choose the character model being projected by the Decoy as well as the Decoy base itself), spawners, Teleporters, smaller turrets, and other deployable building cards. If skins are added for units such as Sharkticons, Minions, and Autobot Troopers and Infantry, their skins should be customizable separately from their respective spawners/Teleporters when customizing the appearance of the structure cards themselves, but also included into the customization.
- Add in-game death animations:
There is nothing more lame than struggling to destroy Scorponok in-game just to see him pop into some Energon bits on death. It would have been so much better if Scorponok would fall back on death, fall apart, or explode into Energon bits. This could add more elements to the game such as Scorponok dealing damage after exploding on death, similarly to how the NOD Avatar explodes on death in Command and Conquer: Rivals. However, this does not apply to Scorponok only. Other characters should have death animations, such as Jazz getting ripped in half (a reference to his death in the 2007 Transformers movie), Megatron falling to his knees and landing on his chest due to how big and bulky he is, Crosshairs and Spinister spinning out of control and crashing into the ground, Optimus Prime falling back (a reference to his death in the 1986 Transformers movie), Windblade getting blasted back and her sword sticking into the ground (similarly to how Clash Royale’s Knight’s sword sticks into the ground when his is killed), Starscream transforming into his jet and flying away, not actually dying because he is a coward, etc. Minions and Drones would still have their current death animations, while Autobot Infantry and Troopers could have something more unique like breaking apart into parts on death. And keep these death animations relatively short and simple, no longer than 2 or 3 seconds, similarly to the way Metal Slug soldiers die when you shoot them.
- Add units emoting at the end of the game:
This may sound confusing but bear with me. Do you know how there is a 1 or 2 second delay between a winning turret being destroyed and the victory screen coming up? Ever played Metal Slug? Ever seen how the enemy troops cheered and celebrated when you died, taunting your death? Ever played Red Alert 2 or 3? Ever seen how the units on the map would start cheering if you achieved victory? Seeing something similar to that in this game would be downright INCREDIBLE. Not only would it taunt your opponent, but it would look fun and good from an entertainment perspective. Autobot Troopers could start throwing their pistols in the air. Autobot Infrantry could dance and jump around. Megatron could strike a victorious pose, hands on hips and straightened out. Optimus Prime could lower his Energon Axe similarly to how does it in the squad selection screen. Grimlock could stomp the ground and release a burst of fire into the air to celebrate. Sunstreaker could start firing rockets into the sky as fireworks. Trailbreaker could start firing at the sky as an act of celebration. Moonracer could holster her sniper rifle similarly to her squad selection idle animation. Bumblebee could start clapping. Brawn could crack his knuckles and fold his arms. Starscream could transform into a jet and fly off. Soundwave could transmit a radio signal. Shockwave could return to plotting his schemes the way he does during his idle animation in the Squad selection screen. Windblade could slowly holster her blade. On the contrary, if the game is lost, the units would have unique scared animations, either shivering in the same spot or panicking and running away. The possibilities are endless.
- Add new daily and weekly objectives with higher rewards.
Right now, the game cycles between about 10 different daily challenges that are fairly easy to complete, but the lack of uniqueness is very boring. Add more daily and weekly objectives that involve using newer cards such as Chromia instead of Bonecrusher, for example. Such objectivates would help out newer players and add more spice to more experienced players.
- Add more Squad slots:
3 Squads is not enough. Simple as. In comparison, Clash Royale allows players to create 10 different decks at once. Giving us the option to make 5 would be way better than limiting us to 3, even though a similar system to CR could be implemented and we could be given the full 10 Squad slots in TTA as well. I had to overwrite many fun and unique Squads with more practical ones in the past since I had only 3 slots to work with, and I can’t really experiment with making new Squads since I’m trying to stick with the 3 I already have.
- Add Squad randomization:
On the topic of Squad creation, it can be difficult for new players to create Squads that work, so creating a button that, once pressed, would auto-generate a random Squad would be great. Every randomly generated Squad would have at least 1 random tactical support card, at least 1 random tank car, at least 1 random win condition car, at least 1 random structure card, at least 1 random ranged unit card, at least 1 random melee unit card, and so on.
- Add more Crate types (a greater Crate variety for players to unlock):
The current four types of Crates we have are very good (Common, Rare, Epic, and Arena), but wouldn’t it be better if we had more options to unlock and upgrade cards and get ORE-13? Adding a greater variety of Crates would give players more reason to grind and would make leveling up slightly easier and more fun. You could add a Legendary crate that contained only Legendaries, a Giant crate which would contain the most cards of any other Crate, etc. Anything you could come up with would be better than us being stuck with the same old four (mostly three) types of Crates.
- Add more A.I. decks and fix the A.I. itself:
It’s nice to have the current A.I. decks memorized to allow for easy victories, but at the same time this should not be the case. Rather than having the A.I. use randomized decks, simply create more decks for it cycle through than
u/Picopede already listed in the following post: (
https://www.reddit.com/TransformersTactical/wiki/ai-squads/). Add decks with the new cards, have the A.I. use decks with cards like Starscream, Scorponok, both Chaser cards in one deck, Trailbreaker, Sharlticon Portal, Shockwave, Railgun, and other unused cards that never show up while fighting the A.I. at upper levels. Fix the old decks so that the A.I. knows how to use actual strategies and strong card combinations instead of spamming units like crazy, hoping to overwhelm the human opponents. The A.I. should be more interesting and rewarding to fight.
- Add a camera mode in the Squad screen that would allow us to look at the 3D models of the characters closer:
Sometimes, instead of playing the game, it feels good to sit back and take in its beautiful art style, which includes looking at the characters, reading through their bios, and watching their tutorial videos. It would be nice if there was more, if there was an option once you entered the Squad screen and clicked on a card, to press on a button for some sort of Camera Mode and look at the cards in greater detail, from different perspectives. Maybe we could even be given the option to play specific animations for the card we chose, such as first deployment, regular attack, idle animation, and any other animations that card has. This feature would also allow players to look at unique character, structure, and turret skins (proposed to be added in points 5, 6, and 7) from different perspectives before or after purchase in the Supply Shop.
- Add a controllable camera to the Crates selection screen:
When it comes to unlocking Crates, it can get a bit boring and repetitive to do so. Despite us getting the Open All button, I am the type of player who unlocks the Crates one by one to visually see the things I get and any milestones I reach with my card levels. This feature is definitely not a must, but it would improve the immersion of the game so much more if we could look at the different types of Crates from different perspectives, especially the unique Arena ones, or any other Crate types the developers might add.
- Add sound effects to emotes:
This has the danger of making the game more toxic, but it’s pretty lame to see an emote without actually hearing it. I love the emotes as they are, the way they look and the way they play. However, this addition might take a lot of work to implement, so it should not be a priority.
- Make the gameplay feel more smooth:
Now this point is a bit more techy than the previous ones, but this is a complaint about the gameplay itself. There is a certain edge to it, like there is always a delay to the things you do, or the gameplay itself feels choppy, like you are playing at 30 fps instead of 60 fps. I would say this may have been done to conserve battery power, but changing the graphics quality of the game does not improve its flow, in fact it makes the gameplay even more choppy and laggy. If there was an option added to the Settings that would allow to increase the smoothness of the game at the cost of battery usage, that would be great, because the game does not run on mobile the same way it does on the Apple TV, based on watching
u/Picopede ’s videos.
- Add a wait time for unit deployment.
In Clash Royale, when you want to deploy a card but do not have enough Elixir to do so, being 1 cost point short or so, the game deploys the card wherever you placed it on a certain wait queue that lasts a second or a millisecond before you accumulate enough Elixir, finally deploying the card later than you initially “planted” it. This can be both harmful, if you don’t plan ahead or misplace a card, and powerful, allowing for well-timed clutches and close calls. Transformers: Tactical Arena currently does not have this. You can either deploy a card if you have enough Energon, or you cannot. As a result, you have to hover your finger over the spot where you want to deploy a card while keeping your eyes on the Energon meter, which hinders your vision and allows you to make serious mistakes. Though depleting your Energon is a bad game strategy, this game should still have the same option of deploying your cards on millisecond-long queues, because I missed a lot of close calls and clutch moments due to either not being able to see the screen under my finger or the card I wanted to deploy not being deployed at all.
- Allow the deselection of cards in-game.
There is nothing more frustrating than misclicking on the arena after selecting a card but after changing your mind, and deploying a card you did not want to deploy at a random spot on the arena, for example at the bottom of the arena, right above the card selection bar. The only way of deselecting the card you currently have selected is to click on a different card, and you better not accidentally click somewhere randomly on the arena, or else the game will be lost. Players should have the option of deselecting the card they currently have selected. This can be done by either swiping down on the same card (since the card you have selected is raised up), or pressing a new x button added to the selected card, anything would be better then just hovering over what we have selected without being able to click anywhere else on the screen. It would also clear the screen up of the checkered pattern that appears every time you select a card, which would allow for better control of players’ vision.
- Fix ranged units not firing at enemy units within melee range.
There is a very annoying bug that happens whenever units approach ranged units really closely - the ranged units just simply stop firing at them. For example, if Optimus Prime enters Charge in his truck mode and Shockwave is standing right in front of him as he passes, Shockwave won’t fire at Optimus and will just allow him to pass without stunning him. This is true for all ranged units, including Sunstreaker, Trailbreaker, Arcee, Jazz, Starscream, Rotorstorm (he won’t fire at units directly under him), etc. The only exception is Megatron who uses Backhand in melee range. Either add melee attacks similar to Megatron’s Backhand to all ranged units or just simply allow them to fire at targets right in front of them.
- Add a new leaderboard.
This is an idea proposed by the other people on this Subreddit, such as
u/Boosetro. Though I agree with the idea of having more than two leaderboards for a general ranking and the number of turrets destroyed, I don’t know if I agree with this idea in particular. Diving out PvP from PvE would force players to wait to play the game in PvP mode, which is rarely fun, competitive, and thus rather frustrating. People are free to disagree though, and I will leave it up to the developers to think about this point. Perhaps add a new Ranked leaderboard that would be limited to PvP matches.
- Add a new Spectator Mode that will allow players to attend and observe other real-time matches.
This feature follows the feature proposed in Part 2. Once a Battle Log feature is successfully added to the game, a Spectator mode should also be added, which would allow players to join and view a random or selected game happening in real time between two other players or between a player and a bot. This addition would be similar to what Clash Royale has. Players playing the game would be able to view how many people are spectating them, and the spectators would be able to use minimized emotes and cheer for the players they are spectating (or the opponents) without distracting either player. The reason I placed this feature so far down in the list is because I don’t consider its addition that important, though other people here may disagree. I never liked the spectator feature in Clash Royale and thus don’t think Transformers: Tactical Arena needs one. However, it’s up to the developers to decide whether they want to implement this or not.
Thus, that amounts to a total of 23 items (and counting) to improve the feel of the game. It is up to the developers to decide whether they want to add these features or not, but I can guarantee they would make the game feel so much better. Please consider some of these. If you have any extra ideas, make sure to comment them down below! Thank you for reading through this list!
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2023.03.22 07:35 PeppyMoss Potential Additional Features that would make Transformers: Tactical Arena a Lot Better.
In this post, we are going to discuss any cosmetic, functional, or gameplay-related features that could be added to Transformers: Tactical Arena to improve the players’ experience while playing the game. Red Games Co. nailed the gameplay itself and have already proven their ability to deliver great new cards, arenas, emotes, and music tracks in almost every update, but this list will include features that will improve this game in general, either improving the feel of the gameplay or adding more things to do in the main menu screen. These are going to be the types of additions the game needs to have before it can grow any further and expand to a wider audience. The list will be numbered in order of most wanted to not as most wanted, but still wanted (based on my personal preferences). Brace yourselves, here it goes:
- Add a selectable Landscape mode for mobile users:
There are two perspectives available to play the game in: Portrait mode and Landscape mode. Unfortunately, these perspectives are locked in to the system a player uses, with Portrait mode being limited to iPad and iPhone devices while Landscape mode is limited to Macs and Apple TVs. It would be impossible to implement Portrait mode to Macs and Apple TVs as that would limit the player’s perspective, but players on iPhones and iPads should be given a new option in the Settings that would allow them to choose whether to play the game in Portrait Mode, Landscape mode, or Both, depending on the device’s orientation. I would love to have the option to try playing this game in Landscape mode as it would totally change the perspective and the way I play along with it. You have no idea how frequently I miss while using Graviton Nexus because of the current portrait perspective I am limited to.
- Add a Match History feature with a controllable camera for Photo Mode:
This game needs a Match History of some sorts. Perhaps have the option positioned in the main menu between the Crates and Practice options. Not to crowd a respective device’s memory, the Battle Log should have 10 slots, which would fill in every time a Battle is played, sorted from latest at the top to recent at the bottom (preferably with times and dates indicated). If all 10 slots are filled, the recent game (10th in the list) would be automatically permanently deleted and the slot filled in with the next recorded game in queue, and so on. However, users would be given the option to Favorite or Save match replays of their choosing, which would go into a menu next to the Battle Log, have this option called Saved. The number of slots could be either infinite or a maximum of 30 saved replays. This is where the fun begins: the match replays would work in real time similarly to how the tutorial videos for the cards work. This would allow players to do the following: 1) Change perspective, viewing the match play out from their side or from the opponent’s side; and 2) Have a free cinematic camera mode that would give the players two cursors that would allow them to fly the camera around the arena and position it in ways like we have seen only in the trailers for TTA, almost like in Totally Accurate Battle Simulator. This would allow players to create cinematic shots, get clips of cool moments from various perspectives, follow Megatron or Scorponok around as they ravage through the arena. Imagine the amount of advertising it would allow for if players started posting videos of Bumblebee Super Punching a turret from a close up shot, or Starscream swooping in in jet mode.
- Add more game modes:
A lot of people ask for a story mode to be added to the game. Though a story mode would be incredible, it’s a lot to ask for, considering how much work it would take to make. However, we as players have been stuck battling each other or the A.I. solo for more than a year now. I love this game for what it is, it has incredible gameplay that keeps holding it up despite its cons, but it can get boring and repetitive fast, and sometimes I have trouble pushing myself to play through five games every day. Giving players the option to play more modes would highly increase the replayability of this game. For example, when pressing on the Battle button from the Main Menu, instead of a wait queue immediately starting, players would be greeted by another menu, asking them which mode they want to Battle in. The options would be 1v1, 2v2, 3v3, and perhaps Story Mode as the lower option (which would be an entire menu in of itself). Yes, you read that right, Red could go so far as to add a 3v3 mode. A while ago, I used to play a game called Mini Guns – Omega Wars. It’s dead now (servers shut down), but it was a unique Clash Royale-inspired mobile game with impressive visuals and fun original gameplay, similar to Transformers: Tactical Arena. It was later added to Steam as well, something I would love to see happen to TTA. There were 4 ways to play the game: it had a story mode, 1v1, 2v2, and 3v3. 3v3 was chaotic and at the same time the best way to play the game, because if your cards were underleveled, you had two teammates who could carry you if they were maxed out, and you were thus more likely to win in 3v3 than in 2v2 and 1v1 modes. I want Transformers: Tactical Arena to have such similar features from Mini Guns – Omega Wars because it’s going to make the game so much more replayable.
- Add more profile customization:
Giving us the option to purchase and choose from a variety of Banners and Avatars was one of the most brilliant things the developers added to this game. However, being able to customize only three things (our names, portraits, and banners) is not enough. How about adding customizable Frames to our tags, such as Bumblebee or Sunstreaker sitting on top, or a boombox around our profile tag, or Scorponok’s claw, Starscream’s Seeker armada, or Soundwave’s minions in every corner of our profile tag? How about adding unique Effects to highlight our tags, such as flames, pink plasma, dripping blue Energon, etc.? How about allowing us to customize our names with unique Fonts? This will monetize the game further and allow us to buy more things with our hard-earned ORE-13.
- Add skin selection for unique characters:
Shortly after being first released, Trailbreaker had his eyes changed from the color red to the color blue. Megatron recently had his entire appearance changed as well, from a more G1-inspired one to a more IDW-inspired one. This got me thinking about how more different skins like that could be added to the game for players to purchase with ORE-13 and use to slightly customize the appearance of their favorite characters. For example, Trailbreaker could be given a blue skin with red eyes, while Megatron could be given his G1-inspired skin back, with the players choosing which they want their Megatron to wear, the older one or the newer one.
NOTE: Do not turn unique characters from Transformers lore into simple reskins of cards already in the game. I.E. Do not make Cliffjumper a red reskin of Bumblebee. Cliffjumper and Bumblebee are two totally unique characters with different fighting styles in Transformers lore. Doing so will also confuse the players. Not everyone will be able to tell that a Bumblebee is coming for their turret if he is painted blue, red, or white instead of bright yellow that will immediately jump into the players’ eyes and warn them. Do not turn Skywarp and Thundercracker into Starscream reskins when they are extremely different characters with unique abilities. Not even Nemesis Prime should be an Optimus Prime reskin. The reskins should be limited only to the unique, named characters in question.
Instead, what you could do is make skins of the characters based on their Shattered Glass versions, which would make sense since it’s something the recent update hinted at. Or have the skins be the Generation 2 (G2) repaints of the characters, or their original Marvel comic book appearances, like the red-eyed, blue-painted Trailbreaker, or remodels of the characters based on the IDW comics, like the recent Megatron reskin we got. Keep the skin selection limited to the named characters selected by the players while customizing their looks.
- Add skin selection for Main and Secondary Turrets.
Similarly to the unit skins presented previously and the tower skins from Clash Royale, Transformers: Tactical Arena can have something similar by allowing players to customize the way their main and secondary turrets look. It would be nice if the main turret could be customized separately from the secondary turrets, or, better yet, *have all three turrets be independently customizable*. The turrets could be labeled Left Turret, Main Turret, and Right Turret during the customization process. Such customization could include festive themes, holiday themes, or, my most wanted proposition, have unique characters become the turrets. Have the main turret be Sky Lynx, who sleeps before being activated, or Tarn sitting on a throne, or Fortress Maximus (with the Secondary Turrets being his extra city mode limbs), or a cloning vat with a Predacon in stasis inside (a reference to Transformers: Prime). Add whatever your imagination tells you to! We as players will love these additions.
- Add skin selection for structures:
Similarly to the unit card skin selection and turret skin selection, there should also be skin customization available for the various structures in the game, including the Decoy (players can choose the character model being projected by the Decoy as well as the Decoy base itself), spawners, Teleporters, smaller turrets, and other deployable building cards. If skins are added for units such as Sharkticons, Minions, and Autobot Troopers and Infantry, their skins should be customizable separately from their respective spawners/Teleporters when customizing the appearance of the structure cards themselves, but also included into the customization.
- Add in-game death animations:
There is nothing more lame than struggling to destroy Scorponok in-game just to see him pop into some Energon bits on death. It would have been so much better if Scorponok would fall back on death, fall apart, or explode into Energon bits. This could add more elements to the game such as Scorponok dealing damage after exploding on death, similarly to how the NOD Avatar explodes on death in Command and Conquer: Rivals. However, this does not apply to Scorponok only. Other characters should have death animations, such as Jazz getting ripped in half (a reference to his death in the 2007 Transformers movie), Megatron falling to his knees and landing on his chest due to how big and bulky he is, Crosshairs and Spinister spinning out of control and crashing into the ground, Optimus Prime falling back (a reference to his death in the 1986 Transformers movie), Windblade getting blasted back and her sword sticking into the ground (similarly to how Clash Royale’s Knight’s sword sticks into the ground when his is killed), Starscream transforming into his jet and flying away, not actually dying because he is a coward, etc. Minions and Drones would still have their current death animations, while Autobot Infantry and Troopers could have something more unique like breaking apart into parts on death. And keep these death animations relatively short and simple, no longer than 2 or 3 seconds, similarly to the way Metal Slug soldiers die when you shoot them.
- Add units emoting at the end of the game:
This may sound confusing but bear with me. Do you know how there is a 1 or 2 second delay between a winning turret being destroyed and the victory screen coming up? Ever played Metal Slug? Ever seen how the enemy troops cheered and celebrated when you died, taunting your death? Ever played Red Alert 2 or 3? Ever seen how the units on the map would start cheering if you achieved victory? Seeing something similar to that in this game would be downright INCREDIBLE. Not only would it taunt your opponent, but it would look fun and good from an entertainment perspective. Autobot Troopers could start throwing their pistols in the air. Autobot Infrantry could dance and jump around. Megatron could strike a victorious pose, hands on hips and straightened out. Optimus Prime could lower his Energon Axe similarly to how does it in the squad selection screen. Grimlock could stomp the ground and release a burst of fire into the air to celebrate. Sunstreaker could start firing rockets into the sky as fireworks. Trailbreaker could start firing at the sky as an act of celebration. Moonracer could holster her sniper rifle similarly to her squad selection idle animation. Bumblebee could start clapping. Brawn could crack his knuckles and fold his arms. Starscream could transform into a jet and fly off. Soundwave could transmit a radio signal. Shockwave could return to plotting his schemes the way he does during his idle animation in the Squad selection screen. Windblade could slowly holster her blade. On the contrary, if the game is lost, the units would have unique scared animations, either shivering in the same spot or panicking and running away. The possibilities are endless.
- Add new daily and weekly objectives with higher rewards.
Right now, the game cycles between about 10 different daily challenges that are fairly easy to complete, but the lack of uniqueness is very boring. Add more daily and weekly objectives that involve using newer cards such as Chromia instead of Bonecrusher, for example. Such objectivates would help out newer players and add more spice to more experienced players.
- Add more Squad slots:
3 Squads is not enough. Simple as. In comparison, Clash Royale allows players to create 10 different decks at once. Giving us the option to make 5 would be way better than limiting us to 3, even though a similar system to CR could be implemented and we could be given the full 10 Squad slots in TTA as well. I had to overwrite many fun and unique Squads with more practical ones in the past since I had only 3 slots to work with, and I can’t really experiment with making new Squads since I’m trying to stick with the 3 I already have.
- Add Squad randomization:
On the topic of Squad creation, it can be difficult for new players to create Squads that work, so creating a button that, once pressed, would auto-generate a random Squad would be great. Every randomly generated Squad would have at least 1 random tactical support card, at least 1 random tank car, at least 1 random win condition car, at least 1 random structure card, at least 1 random ranged unit card, at least 1 random melee unit card, and so on.
- Add more Crate types (a greater Crate variety for players to unlock):
The current four types of Crates we have are very good (Common, Rare, Epic, and Arena), but wouldn’t it be better if we had more options to unlock and upgrade cards and get ORE-13? Adding a greater variety of Crates would give players more reason to grind and would make leveling up slightly easier and more fun. You could add a Legendary crate that contained only Legendaries, a Giant crate which would contain the most cards of any other Crate, etc. Anything you could come up with would be better than us being stuck with the same old four (mostly three) types of Crates.
- Add more A.I. decks and fix the A.I. itself:
It’s nice to have the current A.I. decks memorized to allow for easy victories, but at the same time this should not be the case. Rather than having the A.I. use randomized decks, simply create more decks for it cycle through than
u/Picopede already listed in the following post: (
https://www.reddit.com/TransformersTactical/wiki/ai-squads/). Add decks with the new cards, have the A.I. use decks with cards like Starscream, Scorponok, both Chaser cards in one deck, Trailbreaker, Sharlticon Portal, Shockwave, Railgun, and other unused cards that never show up while fighting the A.I. at upper levels. Fix the old decks so that the A.I. knows how to use actual strategies and strong card combinations instead of spamming units like crazy, hoping to overwhelm the human opponents. The A.I. should be more interesting and rewarding to fight.
- Add a camera mode in the Squad screen that would allow us to look at the 3D models of the characters closer:
Sometimes, instead of playing the game, it feels good to sit back and take in its beautiful art style, which includes looking at the characters, reading through their bios, and watching their tutorial videos. It would be nice if there was more, if there was an option once you entered the Squad screen and clicked on a card, to press on a button for some sort of Camera Mode and look at the cards in greater detail, from different perspectives. Maybe we could even be given the option to play specific animations for the card we chose, such as first deployment, regular attack, idle animation, and any other animations that card has. This feature would also allow players to look at unique character, structure, and turret skins (proposed to be added in points 5, 6, and 7) from different perspectives before or after purchase in the Supply Shop.
- Add a controllable camera to the Crates selection screen:
When it comes to unlocking Crates, it can get a bit boring and repetitive to do so. Despite us getting the Open All button, I am the type of player who unlocks the Crates one by one to visually see the things I get and any milestones I reach with my card levels. This feature is definitely not a must, but it would improve the immersion of the game so much more if we could look at the different types of Crates from different perspectives, especially the unique Arena ones, or any other Crate types the developers might add.
- Add sound effects to emotes:
This has the danger of making the game more toxic, but it’s pretty lame to see an emote without actually hearing it. I love the emotes as they are, the way they look and the way they play. However, this addition might take a lot of work to implement, so it should not be a priority.
- Make the gameplay feel more smooth:
Now this point is a bit more techy than the previous ones, but this is a complaint about the gameplay itself. There is a certain edge to it, like there is always a delay to the things you do, or the gameplay itself feels choppy, like you are playing at 30 fps instead of 60 fps. I would say this may have been done to conserve battery power, but changing the graphics quality of the game does not improve its flow, in fact it makes the gameplay even more choppy and laggy. If there was an option added to the Settings that would allow to increase the smoothness of the game at the cost of battery usage, that would be great, because the game does not run on mobile the same way it does on the Apple TV, based on watching
u/Picopede ’s videos.
- Add a wait time for unit deployment.
In Clash Royale, when you want to deploy a card but do not have enough Elixir to do so, being 1 cost point short or so, the game deploys the card wherever you placed it on a certain wait queue that lasts a second or a millisecond before you accumulate enough Elixir, finally deploying the card later than you initially “planted” it. This can be both harmful, if you don’t plan ahead or misplace a card, and powerful, allowing for well-timed clutches and close calls. Transformers: Tactical Arena currently does not have this. You can either deploy a card if you have enough Energon, or you cannot. As a result, you have to hover your finger over the spot where you want to deploy a card while keeping your eyes on the Energon meter, which hinders your vision and allows you to make serious mistakes. Though depleting your Energon is a bad game strategy, this game should still have the same option of deploying your cards on millisecond-long queues, because I missed a lot of close calls and clutch moments due to either not being able to see the screen under my finger or the card I wanted to deploy not being deployed at all.
- Allow the deselection of cards in-game.
There is nothing more frustrating than misclicking on the arena after selecting a card but after changing your mind, and deploying a card you did not want to deploy at a random spot on the arena, for example at the bottom of the arena, right above the card selection bar. The only way of deselecting the card you currently have selected is to click on a different card, and you better not accidentally click somewhere randomly on the arena, or else the game will be lost. Players should have the option of deselecting the card they currently have selected. This can be done by either swiping down on the same card (since the card you have selected is raised up), or pressing a new x button added to the selected card, anything would be better then just hovering over what we have selected without being able to click anywhere else on the screen. It would also clear the screen up of the checkered pattern that appears every time you select a card, which would allow for better control of players’ vision.
- Fix ranged units not firing at enemy units within melee range.
There is a very annoying bug that happens whenever units approach ranged units really closely - the ranged units just simply stop firing at them. For example, if Optimus Prime enters Charge in his truck mode and Shockwave is standing right in front of him as he passes, Shockwave won’t fire at Optimus and will just allow him to pass without stunning him. This is true for all ranged units, including Sunstreaker, Trailbreaker, Arcee, Jazz, Starscream, Rotorstorm (he won’t fire at units directly under him), etc. The only exception is Megatron who uses Backhand in melee range. Either add melee attacks similar to Megatron’s Backhand to all ranged units or just simply allow them to fire at targets right in front of them.
- Add a new leaderboard.
This is an idea proposed by the other people on this Subreddit, such as
u/Boosetro. Though I agree with the idea of having more than two leaderboards for a general ranking and the number of turrets destroyed, I don’t know if I agree with this idea in particular. Diving out PvP from PvE would force players to wait to play the game in PvP mode, which is rarely fun, competitive, and thus rather frustrating. People are free to disagree though, and I will leave it up to the developers to think about this point. Perhaps add a new Ranked leaderboard that would be limited to PvP matches.
- Add a new Spectator Mode that will allow players to attend and observe other real-time matches.
This feature follows the feature proposed in Part 2. Once a Battle Log feature is successfully added to the game, a Spectator mode should also be added, which would allow players to join and view a random or selected game happening in real time between two other players or between a player and a bot. This addition would be similar to what Clash Royale has. Players playing the game would be able to view how many people are spectating them, and the spectators would be able to use minimized emotes and cheer for the players they are spectating (or the opponents) without distracting either player. The reason I placed this feature so far down in the list is because I don’t consider its addition that important, though other people here may disagree. I never liked the spectator feature in Clash Royale and thus don’t think Transformers: Tactical Arena needs one. However, it’s up to the developers to decide whether they want to implement this or not.
Thus, that amounts to a total of 23 items (and counting) to improve the feel of the game. It is up to the developers to decide whether they want to add these features or not, but I can guarantee they would make the game feel so much better. Please consider some of these. If you have any extra ideas, make sure to comment them down below! Thank you for reading through this list!
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2023.03.22 07:25 techgeek2030 iOS Guide: Delete Duplicate Photos on iPhone
| https://preview.redd.it/ptpcd3a3i8pa1.png?width=1600&format=png&auto=webp&s=b8448ec2df92239c00a89fd670742ec63aebea28 With iOS 16, the Pictures app is receiving several improvements. It's simple to overlook the minor, quality-of-life additions that find their way to your iPhones and iPads between Shared iCloud Picture Library and the new batch-edit capability. One such inclusion is a brand-new Duplicates album. Now that Apple automatically checks your library for duplicates or almost identical photographs, you may get rid of the seven duplicate photos with simple tricks. Luckily, there are a few quick ways to remove duplicate pictures without using an external tool. Find A Reliable App If you use a third-party app, choose a reliable and reputable one. Always read reviews and research the app before downloading it to ensure it is safe and effective. With the right app, you can quickly and easily remove duplicate photos from your iPhone, giving you more space and a more organized photo library. Consider using a third-party tool like the Core all-in-one phone manager and phone cleaner app; it can automatically detect and remove duplicate photos, freeing up space on your iPhone. Selecting and combining several photographs using the new Duplicates interface is only possible on iOS 16, currently available as a public beta. Delete Duplicate Photos You can use the built-in Photos app to delete duplicate photos on your iPhone without a third-party app. First, open the app and select the Albums tab. Then, scroll down and select Recently Deleted. Here, you can review all of the photos you recently deleted and delete any duplicates you come across. To determine numerous photographs to combine, hit the Select button. Next, pick merge duplicates from the popup menu after tapping the Merge button from the bottom bar, and all of the selected photographs will be combined. Search for an Easy Method Deleting duplicate photos on your iPhone can be time-consuming, but with the right tools, it doesn't have to be. Whether you choose to use the built-in Photos app or a third-party app, removing duplicates can help you save valuable storage space and make it easier to find the photos you need. submitted by techgeek2030 to u/techgeek2030 [link] [comments] |
2023.03.22 07:00 AutoModerator March 22, 2023 - March 29, 2023 Weekly Questions & Advice Megathread
This megathread is to house your questions regarding teambuilding or just questions in general about the game.
Don't hesitate to ask!
Frequently Asked Questions
There is no 2x Special Chance anymore
How To Raise Bounty/5 Gem Quests in CMM? A: If they aren’t event related, they are bounty quests; you finish them over time by completing events and you can’t rush them
Which TM units should I get from the shop? A: Visit /onepiecetc/w/guides/tmunitrankings
What do I do with dupes? A: See this comment by GoldFishPony, or follow the graphic in this post for legends.
How do I complete a Clash? A: There are clashes every day except Saturday in the Event tab. After Level 150 they can be unlocked from the Archive at any time.
What units should be farmed/purchased first? A: Recollection Archive, Kizuna Shop, Daily Raids, and PF Shop listed in this document.
How do I get more than +300 CC? A: Upgrading Pirate Festival facilities increases the CC cap.
Which 30 Gem ship(s) should I get? A: Hoe >>> Hind > Megalo = Oro Jackson = Castello > Zunesha = Shark> Germa > Koi. If you have both the Hind and Castello, you can probably hold off on Megalo.
What do I reroll fohow do I reroll? A: See the global guide here, created by Mr MattZz, Achilles, Gacha and FlyingDonut from the /OnePieceTC discord server.
What will I lose if I transfer devices? A: You will always lose mail. You will only lose gems and your gem subscription if transferring operating systems, such as going from iOS to Android or vice versa.
How many gems can I get from the Story/Colo? A: Check out this sheet for story and this one for colo.
Large download (600+ MB) every time you open the game? A: Free up more space on your phone, ideally 4+ gigabytes total.
Where can I find [Unit's 6+ Skull]? A: See this comment.
How do I trigger Invasions/How do I get skulls? A: Invasions have a chance to trigger (and have a chance to drop skulls) whenever you clear a raid that is 8* difficulty or higher and costs 60 stamina.
Helpful Resources
Current & Repeat Events
All concurrent events are updated manually and can be found in the following wiki pages:
Guides
Please refer to the sidebar, menu, wiki, megathreads OR use the search bar.
Question not answered? You may re-post within a reasonable time frame (~2H)
Do NOT ask for karma/upvotes. If you see anyone doing so, please report them.
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