Joined: 26 Aug 2005, 04:40 Location: I use to play Spring... but then I took an Argh to the knee
Thor wrote:
...the Arm panther is the perfect raiding tank, but too expensive to be a worthwhile frontline unit...
yeah esp when i don't have them on hold fire
just a question but what stats did u adjust to allow the hover transports more capacity? cause i tried using one last nite and the bugger only loaded 5 rockos.
just a question but what stats did u adjust to allow the hover transports more capacity? cause i tried using one last nite and the bugger only loaded 5 rockos.
That's really weird, it worked when I tested it with peewees. Both transport size and transport capacity are set to 15, which should mean that you would be able to load 15 of any 1x1 sized unit, including rockos. I don't think a mass limit is set but it shouldn't be a problem as the default is something like 100,000.
cant run the single player mission, i just put the .lua into the startscripts folder. error message: could not load detail texture from file bitmaps/detailtex2.bmp
any idea?
Joined: 26 Aug 2005, 04:40 Location: I use to play Spring... but then I took an Argh to the knee
oh me gots a question... what are the slope tolerances for the majority of the buildings in NOTA? are they atleast higher than the standard AA number? cause if they aren't upping them might not be a bad idea so its easier to play on non ota remakes...
oh and are the All terrain units actually all terrian as in can climb the walls on castles cause last i checked i don't think they could which kinda makes em less useful in that role...
Most of our buildings have a slope tolerance of 10, while AA's seem to be more like 15, so I guess it wouldn't hurt to raise them a bit. The all-terrain units are extremely useful on mountainous maps, especially since most other units aren't so good at climbing as in AA. I thought they could climb walls too though.
I could be wrong, but I think we tried that transport a while ago, but if it's the one I'm thinking of, it was kindof glitchy.
Joined: 26 Aug 2005, 04:40 Location: I use to play Spring... but then I took an Argh to the knee
well just wondering as it makes an appearance in persh mod and it fits CORE's more direct style. the one prohibitive thing about it is that it is huge and as such can have trouble landing/unloading.
as to slope tolerance i would say higher than fifteen as the mapping systems of spring allow some pretty wacky maps and it would be nice if i could build on em...
well regardless of whether or not u use the new transport how about giving the lvl 2 transport the ability to carry a bit more??
Well I guess it won't hurt to try it. It would be nice for the core to have their own advanced transport. The problem with multiple unit carrying transports is that, to my knowledge, they have to take off and land again for each unit they unload, making them slower and less useful for combat drops than just using multiple level 1 transports. True dropships a la supreme commander would be freaking awesome, but if we can't have those I'd rather leave transports as carrying single units.
It'll probably be a while before we finish the next version, unfortunately. I actually don't even have access to a pc anymore, so Smartie is the only one doing any work on it at present, and I believe he's been fairly busy recently also.
Joined: 26 Aug 2005, 04:40 Location: I use to play Spring... but then I took an Argh to the knee
Thor wrote:
It'll probably be a while before we finish the next version, unfortunately. I actually don't even have access to a pc anymore, so Smartie is the only one doing any work on it at present, and I believe he's been fairly busy recently also.
In this one, you have to survive against several waves of attackers to give time for your reinforcements to show up. It's quite a bit more challenging and complicated than the first.
Here's the description: A friendly convoy carrying valuable military things across the desert is surrounded and about to be annihilated. It is up to you to come to the rescue, get them out of enemy territory, and then survive to tell the tale as the enemy launches a massive assault to prevent you from accessing those valuable military things contained in the trucks. Requires mod NOTA 1.11 and map Relics-V2.
This is by far my most complex mission yet, and it's quite a lot of fun if I do say so myself. I'm hoping these singleplayer missions will help draw people into the mod and allow them to have fun trying something new without having to go through all the trouble of getting a game started in the lobby. These things are seriously a pain to make though. It's not hard to see why other mods haven't bothered with them. I think Spring has done itself, and especially the non-AA/XTA mods, a big disservice in not properly supporting singleplayer.
Joined: 10 Mar 2006, 10:24 Location: waiting in line for The Expendables 2
this is basicly the spring version of what supcom tried to be. now all it needs are crazy T3 mobile factories and submarine aircraft carriers and it = win
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
That's the best TA based mod I've seen so far, honestly.
I've found some visual issues though.
ARM T1 Warrior: got two different arms but the same guns.
T1 Rocko: back of the rocket tube misses a texture
T3 Monstro Pod: some flares show up wrong when firing. Also I think it turns the body too fast for the slow moving speed.
T2 ground attack aircraft (forgot the name) got some textures flipped wrong on the left or right wing, easy to fix.
T2 battlemech (forgot the name) has some visual aiming issues because it resets the torso too fast
T2 experimental tank (forgot the name) got an unused turret.
T2 Dragonfly got an unused turret.
There was some more I think but can't remember any of it.
CORE T2 artillery kbot (forgot name) should have the long range cannon as weapon1 because it moves in range to be able to fire it's other guns at the moment.
Also some units have AA missile launchers (ships) which fire on ground while the AA specific units/buildings don't.
I have a suggestion to make for some of the continous beam weapons.
Quote:
- Added weapon tdf command SweepFire, if 1 (default 0) it will make the weapon continue firing while it aims for a new target. Only works on continous beam lasers currently.
Haven't experimented around with it yet but it might be cool to have this on some of the beam weapon units/buildings.
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