Search found 55 matches
- 16 Dec 2008, 17:59
- Forum: Ingame Community
- Topic: Autohost Listing
- Replies: 25
- Views: 7571
Re: Autohost Listing
SaBot
- 13 Oct 2008, 16:27
- Forum: Game Releases
- Topic: Balanced Annihilation V6.5
- Replies: 249
- Views: 42324
Re: Balanced Annihilation V6.5
afaik the radar dot targeting problem is that the dot you see is the "radar estimation" (inaccurate) but the click as to be made where the unit actually is on the map.
- 10 Oct 2008, 22:36
- Forum: Game Releases
- Topic: Balanced Annihilation V6.5
- Replies: 249
- Views: 42324
Re: Balanced Annihilation V6.41
I long waited for a unit catapult, and dreamed of a millenium canon :D Actually, a (mobile) unit 'catapult' could be nice in a 'serious' game : - Doesnt make the units, you have to load one - Fire range proportional to unit weight - Units fired takes damage 'bouncing' on the ground or crashing into ...
- 04 Oct 2008, 19:25
- Forum: Game Releases
- Topic: Balanced Annihilation V6.5
- Replies: 249
- Views: 42324
Re: Balanced Annihilation V6.41
Im mainly an air player ... I think T1 ground AA is effective against T1 air. However the gap between T1 and T2 air is big, and T1 ground AA is useless against most of it. Also, I dont find much difference between popup and bomb resistant AA. T2 ground AA : The stinger ... only real use I cant think...
- 23 Sep 2008, 00:18
- Forum: Game Releases
- Topic: Balanced Annihilation V6.5
- Replies: 249
- Views: 42324
Re: Balanced Annihilation V6.41
The best intruder death behaviour should be to unload all units damaged IMO (eg 50% damage). If not, there would be no real gain unloading units properly. +1 Yatta, are you kidding me? The Intruder becomes entirely expendable about 3 minutes after people tech. Really, none of the transports in BA (...
- 22 Sep 2008, 15:26
- Forum: Game Releases
- Topic: Balanced Annihilation V6.5
- Replies: 249
- Views: 42324
Re: Balanced Annihilation V6.41
Heavier the armor, lesser the unit loaded count. Building an intruder to carry 1 or 2 units and deliver them damaged ... whats the point ?
I think its ok just as it is (assuming it'll be debugged), and will give new opportunities to games.
I think its ok just as it is (assuming it'll be debugged), and will give new opportunities to games.
- 22 Sep 2008, 14:50
- Forum: Game Releases
- Topic: Balanced Annihilation V6.5
- Replies: 249
- Views: 42324
Re: Balanced Annihilation V6.41
Except of course having the intruder still alive :D Its cost isnt neglectable :) You could also just drop all the units on the very same point. It looks weird with superposed unit, but it might solve the drop bugs and also it gives a "auto death unload" counterpart : all units being superp...
- 22 Sep 2008, 14:18
- Forum: Game Releases
- Topic: Balanced Annihilation V6.5
- Replies: 249
- Views: 42324
Re: Balanced Annihilation V6.41
And NOiZE, like I said, it's this crawling bomb loading and surviving shit that makes the Intruder more OP than before. Load and unloading units were already instant, so they were great for bomb pushing and comnapping. Now, the bombs won't even die when the Intruder dies, there is no more defense a...
- 22 Sep 2008, 02:04
- Forum: Game Releases
- Topic: Balanced Annihilation V6.5
- Replies: 249
- Views: 42324
Re: Balanced Annihilation V6.41
Imo BA lacks a little on "special effect" units so Im really sad the commando disappeared :( , but the intruder dropping units on death is great news. 8) However I get unstable behavior with intruders (and others multi-units transports) : When using a few transports and setting load zones,...
- 21 Sep 2008, 03:18
- Forum: Game Development
- Topic: Racing game - Questions
- Replies: 46
- Views: 5887
Re: Racing game - Questions
Using a rts engine to make a race game *will* require more coding than starting from a fps engine or a all-purpose game engine. You will have to code your game itself which is normal, but you will have to code additional stuff, tweaks & tricks to make it act like a racing game. Also, as mentione...
- 16 Sep 2008, 01:34
- Forum: General Discussion
- Topic: Little fail :o
- Replies: 13
- Views: 2568
Re: Little fail :o
'was just a little double fail that made me laugh when specing that game, so I tought I would share.
You guys are too serious ...
You guys are too serious ...

- 15 Sep 2008, 23:16
- Forum: General Discussion
- Topic: Little fail :o
- Replies: 13
- Views: 2568
Little fail :o
Just tought ill post that fail I spoted yesterday in a game
http://img171.imageshack.us/img171/8926 ... pthjs3.jpg


- 12 Sep 2008, 04:39
- Forum: Map Releases
- Topic: New Map(s) : Trench
- Replies: 12
- Views: 2513
Re: New Map(s) : Trench
The small bridges allow units to go through, but will regulate massive unit groups, thus making the mass unit attack not a very effective strategy. The point of this level design is to have fights that differs from mass defense overrun. The first versions of the map (v1 and v2) are actually pure tre...
- 10 Sep 2008, 16:08
- Forum: Map Releases
- Topic: New Map(s) : Trench
- Replies: 12
- Views: 2513
Re: New Map(s) : Trench
Im not fond of that idea, that would reduce the fight to controling the bridge. I explain : Here the 'isles' are hard to take : The small bridges means you cant just come with loads of units to overwhelm the defense. You have to weaken the defenses of the isle, to allow your units to get on it, then...
- 10 Sep 2008, 05:04
- Forum: Map Releases
- Topic: New Map(s) : Trench
- Replies: 12
- Views: 2513
Re: New Map(s) : Trench
Thanks.
New version available : Trench_Linked_WE.
See first (updated) post. ^___^
New version available : Trench_Linked_WE.
See first (updated) post. ^___^
- 09 Sep 2008, 21:06
- Forum: Map Releases
- Topic: New Map(s) : Trench
- Replies: 12
- Views: 2513
Re: New Map(s) : Trench
Hey who do you think I am ! I was obvioulsy about to post the screenies ! Its just that my comp is a little slow (altough its a commodore 64 !) so it took some time to render the screenchots. The screeenshots ready,Ihad to upload them with my brand new 300bps modem, so it took some more time. Here t...
- 08 Sep 2008, 16:04
- Forum: Map Releases
- Topic: New Map(s) : Trench
- Replies: 12
- Views: 2513
Re: New Map(s) : Trench
There are images !
You just have to give it some time to load.
(Or some time for me to edit the post and actually add images, which is EXACTLY the same).
You just have to give it some time to load.
(Or some time for me to edit the post and actually add images, which is EXACTLY the same).
- 08 Sep 2008, 01:34
- Forum: Map Releases
- Topic: New Map(s) : Trench
- Replies: 12
- Views: 2513
New Map(s) : Trench
I've made another map(s). It was intended to be 3v3+, but proved fun in 2v2 on an alternate version. Edit : A third version is out, check the end of the post. First version is Trench_v2 (v1 is outdated) http://spring.jobjol.nl/show_file.php?id=1450 West vs East in 3v3 and more. Alternate version is ...
- 19 Aug 2008, 19:15
- Forum: Feature Requests
- Topic: TASClient : Suggestions
- Replies: 31
- Views: 4062
Re: TASClient : Suggestions
thanks bibim 

- 19 Aug 2008, 16:41
- Forum: Feature Requests
- Topic: TASClient : Suggestions
- Replies: 31
- Views: 4062
TASClient : Suggestions
A few suggestions for game hosting \o/ 1) Auto-Balance/Cbalance : when big games are a bit slow to get all the needed players, theres a lot of player that join/left, and the game host have to re-balance everytime someone joins. This option would re-balance automatically when a player joins or leaves...