Search found 76 matches
- 10 Sep 2006, 01:49
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 364381
Nice to see the Juno / EMP increases, I've felt those were needed for a long time. Not sure the mercury / screamer cost were increased enough for what it looks like you're trying to accomplish (special antiair... not something you just spam). Looks like Core got a bit stronger again, but nothing hor...
- 08 Sep 2006, 14:56
- Forum: Engine
- Topic: Camera/Perspective issues with Widescreen and Dual Monitors
- Replies: 18
- Views: 1824
- 08 Sep 2006, 14:49
- Forum: Engine
- Topic: Adjusted GUI
- Replies: 18
- Views: 3196
I'd like it with a constant sized font for the buttons (had the same problem when making buttons for my group ais forever long ago...). The rest looks alright, though a border around the text box would also add a lot imo. And I just noticed, the top of the buttons is the top of the button box, they ...
- 07 Sep 2006, 03:22
- Forum: AI
- Topic: Idea with AI
- Replies: 8
- Views: 2781
More often than not, a person leaving HAS an ally already; their stuff is taken by their remaining allies all at once. Unfortunately for the receiver, this spreads their attention out along a (typically) larger area and gives one less mind opposing the enemy. The idea with these AIs is to help in si...
- 06 Sep 2006, 00:16
- Forum: AI
- Topic: Idea with AI
- Replies: 8
- Views: 2781
There is nothing blocking the engine patch from ALSO informing the AI it has gained new units to allow it to start using them (unitcreated could work for this - though it is of course a hack). The only thing required should be a modification to the engine to allow the host to set AIs for players tha...
- 11 Feb 2006, 11:55
- Forum: General Discussion
- Topic: Intense Glitchy-ness
- Replies: 13
- Views: 2055
I've actually managed to corrupt the running memory of TASpring a couple times during loading, but not during actual gameplay. Most likely, an error in logic at one point of the program began propagating and just produced those odd effects. Be happy, I suppose, that you didn't outright crash. I'm no...
- 11 Feb 2006, 11:49
- Forum: General Discussion
- Topic: Windoze
- Replies: 22
- Views: 3259
- 11 Feb 2006, 11:46
- Forum: AI
- Topic: Krogothe's Metal Class v2
- Replies: 65
- Views: 10457
The only problem with that is it doesn't really take that long (mine doesn't cause any visible delays [1.6GHz]) to go add up the metal value of every spot on the map (sum of all metal spots within extractorRadius around it). In fact, it might even be slower (and it certainly can be) to load a file c...
- 10 Feb 2006, 22:35
- Forum: Ingame Community
- Topic: Spring Tournament
- Replies: 55
- Views: 10871
In AA, I use boats whenever water exists - AA boats are extremely overpowered (and the gunships are pretty destructive as well). I've repeatedly seen a losing team have one player pull water late in the game and dominate the other team very shortly afterwads. I would be very opposed to any water map...
- 10 Feb 2006, 22:33
- Forum: AI
- Topic: Krogothe's Metal Class v2
- Replies: 65
- Views: 10457
Not to shit up your thread Krogothe, but AF - stop being such a drama whore. On topic, I've been busy with other project at the moment, but I'd like to see it - maybe merge it with my improved version (or perhaps you went down the same paths to manage single-pass parsing). Or, whatever - it seems yo...
- 06 Feb 2006, 15:16
- Forum: General Discussion
- Topic: Yet another discussion about commanders
- Replies: 33
- Views: 4370
There is a major issue to know. Who is to implement such stuff? From your speach, it kind of looks like your proposing to implement it yourself and that makes all the diference in this discussion. I am suddenly very confused. Who will implement an idea, when it will be implemented, how many people ...
- 05 Feb 2006, 23:16
- Forum: General Discussion
- Topic: Yet another discussion about commanders
- Replies: 33
- Views: 4370
On a small map, try defending against... Windmill, Windmill, Mex, Factory (whatever kind), Comm Rush Since it is a small map, the commander will reach your base fairly quickly and since it is so early, will wipe it out (What're you going to use to stop a comm? You normally send your comm out after e...
- 31 Jan 2006, 22:27
- Forum: Engine
- Topic: Anti Cheat
- Replies: 15
- Views: 2824
- 31 Jan 2006, 20:52
- Forum: Engine
- Topic: Anti Cheat
- Replies: 15
- Views: 2824
Kelson, thats a loada b*llocks. GroupAI dll's can be written in C and therefore given you compile the thign with the right headers, have the ability todo whatever you code it todo wether ti be search for flat terrrain then plonk down the most likely building it would be by comapring its footprint a...
- 31 Jan 2006, 19:25
- Forum: Engine
- Topic: Anti Cheat
- Replies: 15
- Views: 2824
It's hard to cheat with Spring. Once you change a little thing checksums are different and you lose sync. Maelstrom already addressed this, but I feel I should really comment as well since many people have responded to me about checksums being the end all and be all of detecting and preventing chea...
- 31 Jan 2006, 12:29
- Forum: Engine
- Topic: Fix the flattened ground cheat thing
- Replies: 24
- Views: 3723
Re: Fix the flattened ground cheat thing
What the hell? Why did it post? I wanted to pm! These boards are going crazy on me lately...
- 31 Jan 2006, 12:08
- Forum: Engine
- Topic: Anti Cheat
- Replies: 15
- Views: 2824
As Tobi was saying above, it isn't really possible to stop or detect anyone cheating at TASpring. As long as the project is open source, that will always be the case (when closed source, it is just much harder - far from impossible). While we're all afraid of the big bad cheats, there isn't any way ...
- 31 Jan 2006, 11:47
- Forum: Help & Bugs
- Topic: Performance problem
- Replies: 14
- Views: 1652
I can't help you with your specific problem. To give you a reference though - I have no problems running spring and I do so with a 1.6 GHz Intel Pentium M on 512mb of ram. I'm also using a Mobility Radeon 9200 (on-board) for all the graphical stuff and I've never had a problem (short of trying to re...
- 30 Jan 2006, 23:22
- Forum: Ingame Community
- Topic: Where have all, shared com games gone? Long tim...
- Replies: 22
- Views: 5128
When I played shared comm with Peace it was awesome. Peace was around the same skill leven and we usually talked far more than anyone else in all our games, so good communication and similar mindsets. On the other hand, lots of times I played with people who were completely clueless and would want t...
- 30 Jan 2006, 11:36
- Forum: AI
- Topic: Group AI and Global AI
- Replies: 104
- Views: 14847
Same deal for a GroupAI that tries to modify the UnitInfo (the data from TDF/FBI/COB). He didn't mean for the GroupAIs to modify the UnitInfo. Rather, by controlling units via FPS mode, it is possible for GroupAIs to ignore the restrictions as assigned in the TDF/FBI/COB files, which is (mostly) tr...