New spring version, 0.73b1 - Page 4

New spring version, 0.73b1

Discuss Spring news, such as fresh releases and press coverage, here.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

mongus wrote: thinking of binding 1 2 and 3 to metal extractor, radar and llt...
how would you select groups 1-3 then?
User avatar
Shadowfury333
Posts: 55
Joined: 25 Sep 2006, 00:32

Post by Shadowfury333 »

Machiosabre wrote:
mongus wrote: thinking of binding 1 2 and 3 to metal extractor, radar and llt...
how would you select groups 1-3 then?
isn't group selection alt+#, or has that changed since TA?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

I hate to say it, but this release is a big disappointment. Every game i've played today has crashed or had sync errors out the ass.

Are any fixes planned in the near future?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Meh, lets wait til the bugs and stuff get sorted through to start playing...>.>
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

strange, since i use this:

Z Visible+_Not_Commander_InPrevSel+_ClearSelection_SelectAll+

i dont use those groups any more.

still have some keys mapped to groups, but its rarely used.. for bombers, gunships or bb.


also, those buildings are very important..
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Uhm, weren't there supposed to be a whole lot of groupAIs in this release? MexUpgrader et al? They weren't in my release.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

jcnossen wrote:No really, I put many hours in this sm3 thing and in the end forget to put the damn shaders in.
Sounds like as good a reason as any for a quick patch release.
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

jcnossen wrote:No really, I put many hours in this sm3 thing and in the end forget to put the damn shaders in.
That would explain all those runtime errors Ive been having.
epsylaub wrote:Uhm, weren't there supposed to be a whole lot of groupAIs in this release? MexUpgrader et al? They weren't in my release.
They are included. But now they only appear for units compaitible with them. For instance, MetalMakerAI wont appear for radar towers. Try selecting a builder, then you will see MexUpgraderAI.
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

LOrDo wrote:
jcnossen wrote:No really, I put many hours in this sm3 thing and in the end forget to put the damn shaders in.
That would explain all those runtime errors Ive been having.
epsylaub wrote:Uhm, weren't there supposed to be a whole lot of groupAIs in this release? MexUpgrader et al? They weren't in my release.
They are included. But now they only appear for units compaitible with them. For instance, MetalMakerAI wont appear for radar towers. Try selecting a builder, then you will see MexUpgraderAI.
Ah, ok, thanks. And the metalAI, is that the old one or is it AF MetalAI 2 renamed?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

AF Metal AI v2/3 wont work with 0.73b1, they need recompiling and I have one or two more additions to make to them....
User avatar
BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

AF wrote:AF Metal AI v2/3 wont work with 0.73b1, they need recompiling and I have one or two more additions to make to them....
lol, not trying to be harsh here, and nofi, but it's the same as ever with releases :lol:

anyway, nice to see you around here. Keep up the good work!
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

new bug ive found, hm..

Mobile radar jammers, turn off (by pressing alt+x).

but once you move them, the "jamming" field will reapear.

no energy consumption.

i bet this is the result of someone trying to fix the "jammer in tranport bug".

oh, and im still tinkering on it.. need more testing, but:
bind Any+1 buildunit_cormex // Metal Extractor :: Extracts Metal
bind Any+1 buildunit_cormakr // Metal Maker :: Metal Maker
bind Any+1 buildunit_cormoho // Moho Mine :: Advanced Metal Extractor
bind Any+1 buildunit_cormmkr // Moho Metal Maker :: Produces Metal
bind Any+1 buildunit_armmex // Metal Extractor :: Extracts Metal
bind Any+1 buildunit_armmakr // Metal Maker :: Converts Energy into Metal
bind Any+1 buildunit_armmoho // Moho Mine :: Advanced Metal Extractor
bind Any+1 buildunit_armmmkr // Moho Metal Maker :: Converts Energy into Metal
bind Any+2 buildunit_corsolar // Solar Collector :: Produces Energy
bind Any+2 buildunit_corwin // Wind Generator :: Produces Energy
bind Any+2 buildunit_x1corminifus // Light Fusion Power Plant :: Produces Energy
bind Any+2 buildunit_corckfus // Cloakable Fusion Reactor :: Produces Energy
bind Any+2 buildunit_armsolar // Solar Collector :: Produces Energy
bind Any+2 buildunit_armwin // Wind Generator :: Produces Energy
bind Any+2 buildunit_armckfus // Cloakable Fusion Reactor :: Produces Energy
bind Any+3 buildunit_corllt // Light Laser Tower :: Light Laser Tower
bind Any+3 buildunit_corrad // Radar Tower :: Radar Tower
bind Any+3 buildunit_corrl // Pulverizer :: Missile Tower
bind Any+3 buildunit_corarad // Advanced Radar Tower :: Long Range Radar
bind Any+3 buildunit_corflak // Cobra :: Anti-Air Flak Gun
bind Any+3 buildunit_armllt // L.L.T. :: Light Laser Tower
bind Any+3 buildunit_armrad // Radar Tower :: Radar Tower
bind Any+3 buildunit_armrl // Defender :: Missile Tower
bind Any+3 buildunit_armarad // Advanced Radar Tower :: Long Range Radar Tower
bind Any+3 buildunit_armflak // Flakker :: Anti-Air Flak Gun


seems ok so far.
Post Reply

Return to “News”