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PostPosted: 10 Sep 2009, 17:25 

Joined: 17 Sep 2008, 03:36
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You can get every stable revision at spring files. Here is 5588: http://www.springfiles.com/show_file.php?id=2255


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PostPosted: 10 Sep 2009, 18:29 
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The link to the latest stable should also be in the topic of the #ca channel. I just updated it now.

It would be nice if the person who makes the stable uploads it to springfiles and updates the topic at the same time though. I realize it's a bit more work, but stables shouldn't come out too frequently


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PostPosted: 10 Sep 2009, 18:37 
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Det fixed script that creates sdz for direct download on CA and uploads to jobjol.

So you could point to it directly (that way it will always be up to date)


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PostPosted: 10 Sep 2009, 19:52 

Joined: 17 Sep 2008, 03:36
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I was a little bored so for kicks I made a mutator combining arm and core into one faction as it was outlined on the website. I only changed around build orders though, nothing fancy, and there are no hovers/amphs/sea right now.

Just to give people a bit of an idea of what 1 faction would be like.

If nothing else it should make for fun chickens having a very fleshed out and diverse buildmenu :-)


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PostPosted: 11 Sep 2009, 13:27 
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Notice: latest stable blocks client widgets by default.

If you want to enable your own widgets (at your own risc)
create file "UnlockLocalWidgets-IKnowWhatImDoing.txt" in your widgets folder.

If you know some good widget thats usefull for most players, tell us about it and we might include it in CA by default instead.


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PostPosted: 26 Sep 2009, 18:18 
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New Mod option: Reduced Quality Units

Units changing control (such as share, capture, rez) get reduced stats. If new owner is of the same faction then stats are reverted after 3 minutes. This also applies to all units of foreign faction built by you. Includes lups effect.


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PostPosted: 26 Sep 2009, 20:43 
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Ewww. Well, I don't like it, didn't need something else to discourage the use of Capture.


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PostPosted: 27 Sep 2009, 06:58 
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Interestingly, this feature actually favors capture over rez.

Reason being you capture a unit in mid battle, and odds are its already got damage so the reduced max HP doesn't have any relevance as it goes on fighting probably to the death. Whereas rezzing units in the safety of a secured area will always suffer from the reduced max HP consequence.

The point is not lost on me that capture needs more encouragement and at one point it was buffed so that even a pair of arm cons are pretty quick at snatching up an enemy. Like Saktoth says, it really should be reconsidered as a weapon on a combat unit rather than a constructor ability.

Mod option is as yet untested. Just trying out an idea for fun.


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PostPosted: 27 Sep 2009, 13:20 
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I don't see any need for this strange and non-intuitive thing..

In RTS game worst thing you can do is that 2 units that look same perform differently.
Which is what you did.


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PostPosted: 27 Sep 2009, 18:49 
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Licho wrote:
I don't see any need for this strange and non-intuitive thing..

In RTS game worst thing you can do is that 2 units that look same perform differently.
Which is what you did.

First, I added LUPS sparks to faulty units.

Second, high ranking units gain accuracy.


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PostPosted: 27 Sep 2009, 23:05 
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Those have rank displayed and accuracy is not completely hidden.


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PostPosted: 28 Sep 2009, 04:47 
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neddiedrow wrote:
Ewww. Well, I don't like it, didn't need something else to discourage the use of Capture.


Am I the only one that wishes that capturers just had it as a freaking weapon, instead of the tedium of the "capture" command?


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PostPosted: 28 Sep 2009, 05:33 
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Pxtl wrote:
neddiedrow wrote:
Ewww. Well, I don't like it, didn't need something else to discourage the use of Capture.


Am I the only one that wishes that capturers just had it as a freaking weapon, instead of the tedium of the "capture" command?
No, capture doesn't even really fit on cons as it's mostly a combat ability.

The lua required to give any weapon capture damage is trivial, I just made some to make sure there's no issues. The problems are balancing weapons with capture and actually applying the weapon somewhere. Most units already have roles so a capture weapon would feel tacked on, new units could be created but that takes work.


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PostPosted: 28 Sep 2009, 13:16 
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Personally, I'd like to see Nova get rez (same as Logos) and give Logos some capture weapons (or save Capture-based weaponry for a hypothetical 3rd faction).


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PostPosted: 28 Sep 2009, 14:50 
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Pxtl wrote:
Personally, I'd like to see Nova get rez (same as Logos) and give Logos some capture weapons (or save Capture-based weaponry for a hypothetical 3rd faction).
Well that would be better than the current situation. Currently it's assumed that Rez = Cap causing them to be both underpowered as they can't be compared.


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PostPosted: 29 Sep 2009, 16:58 
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Pxtl wrote:
Personally, I'd like to see Nova get rez (same as Logos) and give Logos some capture weapons (or save Capture-based weaponry for a hypothetical 3rd faction).

But capture goes hand in hand with EMP.


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PostPosted: 30 Oct 2009, 15:13 
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An AI that calculates when its efficient to capture and does so would exploit this like mad.

To see why, try testing NTai/KAIK =p


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PostPosted: 02 Dec 2009, 19:09 
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so wheres the one-faction subforum


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PostPosted: 03 Dec 2009, 03:23 
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Start a thread here if there is something you'd like to discuss.


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PostPosted: 17 Jan 2010, 00:46 
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jK released a new STABLE, if you know whats new, let us know!


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