View topic - New spring version, 0.73b1



All times are UTC + 1 hour


Post new topic Reply to topic  [ 72 posts ]  Go to page Previous  1, 2, 3, 4
Author Message
 Post subject:
PostPosted: 07 Oct 2006, 21:46 
User avatar

Joined: 25 Dec 2005, 22:56
Location: Risking his neck for his brother man
mongus wrote:
thinking of binding 1 2 and 3 to metal extractor, radar and llt...


how would you select groups 1-3 then?


Top
 Offline Profile  
 
 Post subject:
PostPosted: 07 Oct 2006, 22:02 
User avatar

Joined: 24 Sep 2006, 23:32
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?


Top
 Offline Profile  
 
 Post subject:
PostPosted: 07 Oct 2006, 23:55 

Joined: 19 Apr 2005, 18:23
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?


Top
 Offline Profile  
 
 Post subject:
PostPosted: 08 Oct 2006, 00:08 
Modeler
User avatar

Joined: 12 Dec 2005, 01:49
Meh, lets wait til the bugs and stuff get sorted through to start playing...>.>


Top
 Offline Profile  
 
 Post subject:
PostPosted: 08 Oct 2006, 01:00 

Joined: 15 Apr 2005, 17:52
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..


Top
 Offline Profile  
 
 Post subject:
PostPosted: 08 Oct 2006, 20:23 

Joined: 01 May 2006, 10:35
Uhm, weren't there supposed to be a whole lot of groupAIs in this release? MexUpgrader et al? They weren't in my release.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 09 Oct 2006, 03:51 
Classic Community Lead
User avatar

Joined: 12 Aug 2005, 08:29
Location: CANAYDEEEAH!
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.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 09 Oct 2006, 06:16 
User avatar

Joined: 27 Feb 2006, 00:21
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.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 09 Oct 2006, 09:46 

Joined: 01 May 2006, 10:35
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?


Top
 Offline Profile  
 
 Post subject:
PostPosted: 09 Oct 2006, 14:02 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
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....


Top
 Offline Profile  
 
 Post subject:
PostPosted: 09 Oct 2006, 17:42 
User avatar

Joined: 14 Oct 2005, 11:09
Location: Zoetermeer, The Netherlands
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!


Top
 Offline Profile  
 
 Post subject:
PostPosted: 15 Oct 2006, 03:25 

Joined: 15 Apr 2005, 17:52
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.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 72 posts ]  Go to page Previous  1, 2, 3, 4

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.