View topic - Plesiosaur & Zulu



All times are UTC + 1 hour


Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: Plesiosaur & Zulu
PostPosted: 05 Oct 2011, 14:15 

Joined: 25 Jul 2010, 19:23
Plesiosaur & Zulu:
Can we have these units tog-able by the "other" mod options section, similar to xta expansion pack and xtAIDS pack please.

These units tend to be spammed by the AI's, and whilst they offer a juicy XP bonus to the coms dgun; they are very annoying in game when AI has them [blocking paths, etc]. My friends and I find ourselves fliddaling around the unit restriction section every match. :(

Do others feel the same?


Top
 Offline Profile  
 
 Post subject: Re: Plesiosaur & Zulu
PostPosted: 05 Oct 2011, 14:46 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
or you could make a mutator.. just saying it is probably 10 minutes of work.


Top
 Offline Profile  
 
 Post subject: Re: Plesiosaur & Zulu
PostPosted: 05 Oct 2011, 16:54 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
ShineSmith wrote:
My friends and I find ourselves fliddaling around the unit restriction section every match. :(
More a problem with the lobbies, save/load for banned units would be nice.
http://projects.springlobby.info/issues/1623

Plesiosaur & Zulu are the landboats?
Imo unlike the lolzy xtaaids units they fit into the game and so a modoption to disable them just because AIs fail is not a good solution.
Next one would need a "no heavy fusion" modoption because some AI stalls trying to build them etc.

So if somebody wants to make this as a modoption I would suggest calling it "banned units" and make it so that it accepts a string in the form of "arm_zeus, core_heavy_fusion, arm_air_factory"
That would also work with c&p and thus you would have save & load ;)


Top
 Online Profile  
 
 Post subject: Re: Plesiosaur & Zulu
PostPosted: 06 Oct 2011, 10:52 
User avatar

Joined: 23 Feb 2009, 16:29
Location: Finland
Can't you already disable single units?


Top
 Offline Profile  
 
 Post subject: Re: Plesiosaur & Zulu
PostPosted: 06 Oct 2011, 11:18 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
You could always expand Shards taskqueues to support XTA better. Shard could do XTA, but it has no idea what to build at the moment


Top
 Offline Profile  
 
 Post subject: Re: Plesiosaur & Zulu
PostPosted: 06 Oct 2011, 16:44 

Joined: 25 Jul 2010, 19:23
smoth wrote:
or you could make a mutator.. just saying it is probably 10 minutes of work.


yeah man fair point


Top
 Offline Profile  
 
 Post subject: Re: Plesiosaur & Zulu
PostPosted: 13 Oct 2011, 00:48 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Quote:
More a problem with the lobbies, save/load for banned units would be nice.
...and of course that already exists ;)
Never noticed myself, but in springlobby you can save multiple preses. The buttons are under the map/modoptions and it saves unit limitations as well.


Top
 Online Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 

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.