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by colorblind
05 Nov 2006, 17:44
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

Stark Trek != TA

For all I care they're outta here.
by colorblind
05 Nov 2006, 13:53
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

I have two more suggestions: * Remove the last two endgame-messages! Not everyone is a Trekkie you know ... And having been eradicated by a full frontal attack has nothing, *nothing* to do with a sandwich being dropped in dilithium crystals :? * Let the lvl1 AA kbots do their original (unnerfed) dam...
by colorblind
01 Nov 2006, 13:56
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

Once you have a stable l2 economy, begin reclaiming your metal extractors and replacing them with Moho mines: moho mines require 300 energy to run but extract 3x more metal. Why do it yourself? You'd better use MexUpgraderAI to do it for you :). I know, I should really make some loadscreen tips for...
by colorblind
29 Oct 2006, 17:41
Forum: Game Releases
Topic: XTA v8 Release
Replies: 9
Views: 7355

Ok, but please make sure to also fix these issues:

* Set the building icons tag "radiusadjust" to 1
* Change the icontype for immobile water units (such as floating metalmakers, etc) from "sea" to "building".
by colorblind
28 Oct 2006, 22:28
Forum: Game Releases
Topic: XTA v8 Release
Replies: 9
Views: 7355

Well, because it's still got some issues I hoped that got solved before a 'final release':

* The arm nuke silo doesn't have a nuke icon.
* The arm and core commander icons are unintelligible.
* I thought aGorm was working on new loadscreens to replace these ones.
by colorblind
27 Oct 2006, 13:58
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

[KnoX]ElementalGizmo wrote:Apparently it has to be XTAPE.sd7 for AF's AI to work properly.
I don't think that's the case, and even if it were, you don't really have to reckon with his demands. The AI has to support the mod, and not the other way around.
by colorblind
27 Oct 2006, 10:43
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

I'm no CEO but if were the Knox boys I'd go for the second logo with the style (color and shading) of the last one. Good going on the loadscreens though, but can you make the text column a bit less wide? And also make sure it's readable at 640x480. And I have to agree partly with Foe: there should a...
by colorblind
25 Oct 2006, 14:12
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

Re: ...

im sure he lost his cool due to critisizm of all his hard work. Yes, his post has that written all over it. I don't really blaim him for it, but I feel a mod maintainer should be above that kind of response. I'm sure he won't do it again :P. Please put the version number back in. It's less confusin...
by colorblind
25 Oct 2006, 13:45
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

Look Gizmo, I appreciate the effort you put into this, but it looks like you have some alarming views on XTA. How do you expect to compete with AA an effort to expand XTA's playing stats up from 1/5th of that of AA which it stood. You really shouldn't view XTA as an AA competitor in terms of that ki...
by colorblind
25 Oct 2006, 11:32
Forum: Engine
Topic: Seismic
Replies: 3
Views: 612

I didn't implement it, I think Yeha or SJ did. So you'll have to bug them about it :).
by colorblind
24 Oct 2006, 14:19
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

I guess the logo is a matter of taste, so let's not argue about that anymore :) (but for all I care you can switch back to the old one :) The arm and core commander icons don't have a thick black border which make them a blur at large distances (and on the minimap). I agree my core comm icon isn't a...
by colorblind
24 Oct 2006, 11:00
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 23603

A few comments: * Why has the mod file no version number? The mod name also doesn't have a version number. * The arm and core commander logos are really unintelligble; I'd prefer my own commander icons tbh. * The nuke logo is nice, but why doesn't the arm silo have it? * The building icons would be ...
by colorblind
19 Oct 2006, 13:50
Forum: Game Development
Topic: XTA
Replies: 325
Views: 19722

Simple geometric icons are a better option than Foe's IMHO. You have to keep in mind that these icons can get very small on some maps (Foe posted an image of SmallDivide, which is only 8x8), and that they're also a lot smaller on the minimap. Icons like Foe's will probably become unintelligible. My ...
by colorblind
29 Sep 2006, 15:02
Forum: Engine
Topic: *MAJOR* issue that needs to be fixed before release
Replies: 49
Views: 1962

Re: *MAJOR* issue that needs to be fixed before release

Caydr wrote:It's critical.
Not really. Ever heard of force-fire? :)

The bomber problem is annoying though; when I have the time I'll try to work on a solution. Don't get your hopes up though.
by colorblind
29 Sep 2006, 14:06
Forum: Engine
Topic: 0.73b1 test release 4, pretty much the final 0.73b1 version
Replies: 114
Views: 8729

Is there a way to controll the behavior of the ecomony group-ai? In aa a lvl2 constuction unit prefers to build clusters of fussions and metalmakers, instead of mohomines. Additional it is not a good idea to build clusters of fussions, if there is place available. It should try to build moho's firs...
by colorblind
19 Sep 2006, 11:39
Forum: Engine
Topic: 0.73b1 test release 3
Replies: 154
Views: 10845

NOiZE wrote:- the quit window shows up in single player.
I know, it's just that there is no simple unique way to tell if it's a singleplayer game or not. It'll probably won't get fixed before this release as it's not really critical.
by colorblind
18 Sep 2006, 11:20
Forum: Engine
Topic: 0.73b1 test release 3
Replies: 154
Views: 10845

The << and >> buttons in the build/orders menu for the commander stopped working for me at one stage, but came good again later. i.e. mouse hover over them did not highlight the arrows, and clicking on them did nothing, so I was stuck on page 3 of the commander's orders menu. At the same time, the ...
by colorblind
16 Sep 2006, 14:27
Forum: Ingame Community
Topic: Little tricky tricks
Replies: 46
Views: 5435

I'm still downloading the video, but I have two words of advice for you:

http://www.youtube.com/

http://video.google.com/

Makes the videos a bit more accesible :)
by colorblind
16 Sep 2006, 14:24
Forum: Engine
Topic: 0.73b1 test release 3
Replies: 154
Views: 10845

About the keybindings: The new system is pretty flexible and you'll probably be able to bing everything to your likings. The shift / queue issues people are experiencing are not really issues, but are due to non-standard bindings that happened to get into the test build. If you have any more questio...
by colorblind
14 Sep 2006, 12:23
Forum: Engine
Topic: 0.73b1 test release 3
Replies: 154
Views: 10845

Let me try to answer some of your questions. 1. Are you sure? https://mail.westberg.se/wsvn/listing.php?repname=spring&path=%2F&rev=2102&sc=1 Could it be that JC accidentally has applied a wrong patch? 2. It works for me. I do have to release shift to get the "P" key to select patrol, which is a bit...

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