Stark Trek != TA
For all I care they're outta here.
Search found 374 matches
- 05 Nov 2006, 17:44
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
- 05 Nov 2006, 13:53
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
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...
- 01 Nov 2006, 13:56
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
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...
- 29 Oct 2006, 17:41
- Forum: Game Releases
- Topic: XTA v8 Release
- Replies: 9
- Views: 8357
- 28 Oct 2006, 22:28
- Forum: Game Releases
- Topic: XTA v8 Release
- Replies: 9
- Views: 8357
- 27 Oct 2006, 13:58
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
- 27 Oct 2006, 10:43
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
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...
- 25 Oct 2006, 14:12
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
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...
- 25 Oct 2006, 13:45
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
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...
- 24 Oct 2006, 14:19
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
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...
- 24 Oct 2006, 11:00
- Forum: Game Development
- Topic: XTA Development discussion
- Replies: 426
- Views: 39476
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 ...
- 19 Oct 2006, 13:50
- Forum: Game Development
- Topic: XTA
- Replies: 325
- Views: 32613
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 ...
- 29 Sep 2006, 15:02
- Forum: Engine
- Topic: *MAJOR* issue that needs to be fixed before release
- Replies: 49
- Views: 3565
Re: *MAJOR* issue that needs to be fixed before release
Not really. Ever heard of force-fire? :)Caydr wrote:It's critical.
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.
- 29 Sep 2006, 14:06
- Forum: Engine
- Topic: 0.73b1 test release 4, pretty much the final 0.73b1 version
- Replies: 114
- Views: 13203
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...
- 19 Sep 2006, 11:39
- Forum: Engine
- Topic: 0.73b1 test release 3
- Replies: 154
- Views: 16446
- 18 Sep 2006, 11:20
- Forum: Engine
- Topic: 0.73b1 test release 3
- Replies: 154
- Views: 16446
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 ...
- 16 Sep 2006, 14:27
- Forum: Ingame Community
- Topic: Little tricky tricks
- Replies: 46
- Views: 7918
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 :)
http://www.youtube.com/
http://video.google.com/
Makes the videos a bit more accesible :)
- 16 Sep 2006, 14:24
- Forum: Engine
- Topic: 0.73b1 test release 3
- Replies: 154
- Views: 16446
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...
- 14 Sep 2006, 12:23
- Forum: Engine
- Topic: 0.73b1 test release 3
- Replies: 154
- Views: 16446