Joined: 28 Jan 2005, 18:15 Location: Cockpit of a Dire Wolf.
considering that it actually just downloads an updater .exe, runs it, then shuts itself down, I imagine they could link it to the full installer if they wanted too. Its just people might get antsy if they are staring at a downloading update screen for 10 minutes . Now, what could become a problem is if it doesn't make sure Spring is closed down before it attempts to install, though the update exe is just in the root spring directory if it fails.
Joined: 26 May 2005, 19:00 Location: Location: Location:
Thanks Fnordia =)
For what it's worth guys, there are quite a few of us who need the direct download version instead of the lobby updater. When the lobby updater first appeared the first update was *only* available by the updater and we had to ask for it to be put on the Spring website (which it duly was - thanks).
Joined: 23 Nov 2005, 06:16 Location: Dunedin, New Zealand
Whats wrong with doing both? I'm willing to bet it works for more people than it doesn't, and for those whom it doesn't can just download it off the website.
-Mines no longer block terrain and can be overun (and if you are crazy built on top of :) ), removed ability for mines to hold fire since they would be completly undetectable.
I very strongly hope this isn't hard-tied to every unit that has "mine" in its unitname, but that instead it is done by adding support of the two old TA FBI tag:
firestandorders=0; //1 to have the FireAtWill/ReturnFire/HoldFire button, 0 to remove this button
YardMap=y;// y are spot where the unit are passable (see my recurrent pleas for proper yardmap support for details
Joined: 11 Sep 2005, 19:26 Location: Scotland -> Glasgow -> Home -> CPU
Intelligent mines are definitely the way to go. I always did hate (and still do) when nuke mines and the like, detonate when a scouting PeeWee runs into the (mine) field, and then the escorting convoy behind proceeds to maul one's base.
If only you could build in intelligent mines that would:
i) only detonate if they're able to cause severe damage to a unit;
ii) only detonate if the unit is considered a threat e.g. a few scouts (PeeWees, Flashes etc) = no threat; Mavericks = threat and so detonate when in range to do severe damage*.
iii) can u think of any other neat features?
*Note about the "severe damage": the mine would track a unit within its radius and calculate the point at which maximum damage would be inflicted. As long as the unit is approaching or remaining at a constant distance from the mine, out with the mines auto-detonate radius, the mine will not detonate. However, if the unit proceeds to move away from the mine, and the mine is able to inflict severe damage (relative to the strength of the unit), it should detonate. Otherwise, it will remain inactive, awaiting any other unsuspecting units that come near.
This would truly be a unique and uber feature. Don't u guys agree?
Uncounterable mines that always do several times the damage they are worth? How is that fair? I'm sure the engine could be brought to the point where this is possible, but I don't see how it can ever be balanced that way...
What would be possible is to add a BadTarget category to the FBI or whereever it goes so that the mine only targets certain unit types. But whether we SHOULD do this is another matter entirley...
SUPER EXPLODINE MINES, they look like normal metal Extractors except they have a super HUGE explosion when they are self-Ded or attacked to dead!!! and it's funny because it's like a play on the word "Mine"
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