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by dogthinker
22 Aug 2006, 15:34
Forum: Map Creation
Topic: Huge TASpring Map Pack [3 Files 2.something gigs]
Replies: 16
Views: 2944

omg that site pops up offering a lot of malware... And, of course, files have expired. A torrent would be lovely.
by dogthinker
01 Aug 2006, 04:07
Forum: Feature Requests
Topic: Gradual reclaim
Replies: 42
Views: 7075

2- That is the hardest one. To be the most similar to what the game behaves now, gradual reclaim should not work on «live» units. Wouldn't it be more logical that a unit thats being gradually reclaimed shouldn't autoheal? Trouble is, what if you stop reclaiming, and then wait for it to heal. ...
by dogthinker
31 Jul 2006, 10:17
Forum: Feature Requests
Topic: Supcom-style features
Replies: 20
Views: 2912

Also commands to delete first and last waypoint in the selected unit's list would be nice. I know its kinda noob but i still sometime set up a complicate list of orders without realising the unit is already guarding something and have to do it all again. Damn annoying. It can be fiddly, but it's al...
by dogthinker
31 Jul 2006, 10:08
Forum: Feature Requests
Topic: Gradual reclaim
Replies: 42
Views: 7075

I'm sure you've already thought of these exploits, but I'll throw em out just to be sure... I only have a basic knowledge of the game so these might not even be functional exploits anyway... 1) If I reclaim most of a wreck, then ressurect it, is there a risk I could turn a profit on the exercise? 2)...
by dogthinker
31 Jul 2006, 04:44
Forum: Game Development
Topic: report framerate for xta/other mod please
Replies: 8
Views: 773

emmanuel wrote:i sugest a disabling smoke/waves option seting
Not selecting 'Dynamic Water' in the settings means you won't have to worry about waves, but you already know this, so perhaps I'm misunderstanding what you are after.

I haven't spotted an option to turn off smoke though.
by dogthinker
26 Jul 2006, 07:12
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266285

Reduce Flare frequency? Only allow flares to be triggered by an actual threat (missle in the air), and then apply the rate of fire? They already basically only get one flare before they die. And the flares are only triggered by a missile that's been launched. The problem is that the reload time on ...
by dogthinker
26 Jul 2006, 05:01
Forum: General Discussion
Topic: need report= framrate/seting/harware/unit count
Replies: 6
Views: 810

You've got a thread for the same topic in the mods subforum. I replied in detail in that thread.

I suggest a mod merges the two threads or closes one of them. :wink:
by dogthinker
26 Jul 2006, 04:56
Forum: Game Development
Topic: report framerate for xta/other mod please
Replies: 8
Views: 773

I think he's after comparisons between different systems. By "XTA/Other mod" I think he means he doesn't mind which mod you use, just let him know for comparison. Emmanuel, you will also need to get people to advise their Spring settings, and cpu/gfx card very relavent too. I use an Athlon...
by dogthinker
25 Jul 2006, 02:32
Forum: General Discussion
Topic: search for link/send video/pic of new expold/wav (huge)
Replies: 27
Views: 2806

The dynamic water is quite beautiful when moving ships or looking at submarines, but is not very exciting in regard to explosions. The foam effect is quite appropriate, but the waves understated. The waves almost appear to have been affected by the impact of the missile (in no greater amount than by...
by dogthinker
24 Jul 2006, 14:54
Forum: General Discussion
Topic: search for link/send video/pic of new expold/wav (huge)
Replies: 27
Views: 2806

ok... Two nukes, one viewed from up high, one from down low. I used AA 2.11, as it has big nukes... I maxxed out my settings using settings.exe (if these 'high' explode tags are set somewhere else then you'll need to tell me where.) It's under 7mb. I had to upload it to putfile as FU was down. It pl...
by dogthinker
24 Jul 2006, 11:04
Forum: Help & Bugs
Topic: Trouble with Load/Unload Area
Replies: 11
Views: 947

I think the former of the two methods you've listed here is the method described in one of the articles on this site. I'll have to test to see if I get the same results as you. Regarding the latter method - was the problem so bad you couldn't issue new orders to the transports, or would they just no...
by dogthinker
24 Jul 2006, 06:47
Forum: Help & Bugs
Topic: Trouble with Load/Unload Area
Replies: 11
Views: 947

Hmm. Maybe it's something to do with the fact you are issuing the order to so many transports at once. If you issue the repeat orders individually to each transport, is it ok? I haven't tried issuing orders to such a large transport fleet before.

(Hi CaptM, yes I do recognise you from sah :wink: )
by dogthinker
24 Jul 2006, 04:13
Forum: Help & Bugs
Topic: Problems with hosting...
Replies: 3
Views: 513

I'm guessing you had port forwarding set up on the router, and have lost these settings.
by dogthinker
24 Jul 2006, 04:11
Forum: Help & Bugs
Topic: Trouble with Load/Unload Area
Replies: 11
Views: 947

I think you need to get a move order in that queue of yours immediately after the 'load' order (instead of (or as well as) immediately after the 'unload' order.)
by dogthinker
24 Jul 2006, 03:58
Forum: General Discussion
Topic: search for link/send video/pic of new expold/wav (huge)
Replies: 27
Views: 2806

I'll make a short clip for you when I get home from work tonight, emmanuel.

You just want to see a nuke hitting water on maximum settings right?

Would you like me to use an XTA sized Nuke or a AA sized Nuke?
by dogthinker
21 Jul 2006, 06:30
Forum: Engine
Topic: Suggestion: speed controlling
Replies: 48
Views: 7637

BTW, referring back to original post. You can acheive this by building one slow unit (doesn't have to be a strong unit, just a slow one) then getting some other units to guard it. Then it looks like you have a group of slow units. Of course slow /= strong, but I guess not everybody realises that.
by dogthinker
21 Jul 2006, 06:05
Forum: General Discussion
Topic: MTR ( ? ): Bridge unit!
Replies: 15
Views: 1344

Two words: Dirt Bomb. Would it be plausible to make a weapon that instead of cratering, had the reverse affect of 'mounding'? Then you could just design a unit/emplacement that fired a weapon that used this ability to raise the land over the water level... Some sort of slow firing, short range build...
by dogthinker
19 Jul 2006, 05:23
Forum: Game Releases
Topic: Expand and Exterminate Epic version 0.162 Released
Replies: 37
Views: 5413

Sweet I've gotta give this a try. I'd promised myself I wouldn't try any other mods until I'd got the hang of AA, but with Epic, what you've got is a nice "killer app" to make me try EE :lol:
by dogthinker
19 Jul 2006, 04:50
Forum: Game Development
Topic: Hidden vs Clout (my mod idea)
Replies: 14
Views: 2171

Hidden should be able to see FURTHER than Clout, not the other way around. Remember your intention is knowledge vs firepower. Clout should be playing almost blind by comparision, but has it's shields/firepower to make up for it.
by dogthinker
17 Jul 2006, 08:45
Forum: Help & Bugs
Topic: Problems joining certain games
Replies: 4
Views: 531

I vaguely remember seeing a thread talking about a version of AA that was uploaded with a minor problem and rereleased a couple of hours later with same version number... Maybe that's your problem (and your mate has the same downloaded version.) Don't have time to hunt the exact thread/message, but ...

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