Search found 36 matches
- 17 Mar 2007, 20:03
- Forum: Help & Bugs
- Topic: .74b3 fresh install freezes, crashes, pc reboot
- Replies: 21
- Views: 3123
Well, I've done my best to underclock from (430/450 core/memory) to about 300/300 and it still crashes after ~ 30 minutes. Any lower and my computer crashes just when trying to set the gcard clock. Basically, spring is totally unplayable for me. Which sux because I enjoy it more than most RTSs I cou...
- 17 Mar 2007, 07:23
- Forum: Help & Bugs
- Topic: .74b3 fresh install freezes, crashes, pc reboot
- Replies: 21
- Views: 3123
- 11 Mar 2007, 22:20
- Forum: Off Topic Discussion
- Topic: If I were to switch to Linux...
- Replies: 21
- Views: 2720
- 11 Mar 2007, 22:10
- Forum: Help & Bugs
- Topic: .74b3 fresh install freezes, crashes, pc reboot
- Replies: 21
- Views: 3123
@BurilloTA I hestitate to blame my gcard because a lot more intense games (like supcom or CoH on full graphics) run just fine for hours at a time.* meanwhile, spring crashes consistently within the first 10 minutes of starting the compie, a laptop i admit but with a cooling pad, so I can't image it'...
- 11 Mar 2007, 15:14
- Forum: Help & Bugs
- Topic: .74b3 fresh install freezes, crashes, pc reboot
- Replies: 21
- Views: 3123
- 10 Mar 2007, 20:51
- Forum: Help & Bugs
- Topic: .74b3 fresh install freezes, crashes, pc reboot
- Replies: 21
- Views: 3123
.74b3 fresh install freezes, crashes, pc reboot
Just downloaded and installed Spring .74b3 and have been trying to play, but it freezes (stutters the last sound if there was a sound), locks for a few seconds, and then the computer restarts on its own. I have been trying to play XTA8.1 small divide, KAI or AAI, doesn't matter, both crash. Nothing ...
- 08 Oct 2006, 21:05
- Forum: Feature Requests
- Topic: Squads (controlling multiple units as one).
- Replies: 17
- Views: 3006
This would allow interesting balancing, where players order squads rather then units, as well as allow us to include dropship animations at factories, where a dropship will come down and unload a squad, etc. For our purposes, from then on units would be controlled individually. I don't think Spring...
- 07 Oct 2006, 22:04
- Forum: Feature Requests
- Topic: Squads (controlling multiple units as one).
- Replies: 17
- Views: 3006
So, basically, you're asking for Factories to be given pre-assigned build queues? That sounds like it would be very simple to program, compared to trying to get them to all actually act like a squad, which is something that none of the AI people have been able to manage(yet). Sorry just noticed the...
- 07 Oct 2006, 21:54
- Forum: Feature Requests
- Topic: Squads (controlling multiple units as one).
- Replies: 17
- Views: 3006
Er, no. And i've searched the forums, and I've looked at all the MTRs, this haven't been brought up before. Or if it was, the terminiology was completely different. Argh-- pre-set factory build queues? Very close. But I want that taken one step further: That all units build under that Squad/Build-Qu...
- 07 Oct 2006, 21:36
- Forum: Game Releases
- Topic: Spring: 1944 v0.01 Alpha
- Replies: 478
- Views: 72414
- 07 Oct 2006, 17:53
- Forum: Feature Requests
- Topic: Squads (controlling multiple units as one).
- Replies: 17
- Views: 3006
Squads (controlling multiple units as one).
Okay, here's my selfish feature request that i can imagine being very good for some of the mods out there (esp. for infantry units that are cheap individually). I'm drawing inspiration from this mostly from the Close Combat RTS series (uber realistic WWII) and from real-life tactics and infantry man...
- 07 Oct 2006, 17:22
- Forum: Feature Requests
- Topic: Critical Hits
- Replies: 36
- Views: 4230
Why don't you volounteer to make a code patch? 8) my incredible mind reading ability tells me you seem to like Pink Floyd... If it weren't for a lack of free-time, I would. Last time I touched spring was two weekends ago when I got the code to compile (yah!), but I haven't gotten it to run yet (boo...
- 05 Oct 2006, 19:24
- Forum: AI
- Topic: is minelayer AI posibble?
- Replies: 24
- Views: 5325
- 05 Oct 2006, 09:28
- Forum: Feature Requests
- Topic: Critical Hits
- Replies: 36
- Views: 4230
Critical hits is only (passibly) admissible if it displays text saying something mod defined such as <CH>... (i think rattle already pointed this out). And ++1 to spikedhelmet's idea: how the heck is effectiverange not in the TA engine yet? That can be used by anything that even vaguely wants to res...
- 05 Oct 2006, 09:19
- Forum: General Discussion
- Topic: Sphere / Torus and in-game respawn; limitations
- Replies: 32
- Views: 4937
- 02 Oct 2006, 04:12
- Forum: General Discussion
- Topic: Oooh joy.... Huston, we MAY have a problem
- Replies: 56
- Views: 8058
http://halo.bungie.org/news.html?item=16800 Interview with big, official M$ guys about Halo Wars. *NOT* the answers I would like to hear. Notables include not confirming the convenant is playable, and saying that RTS is not a very good label for the game. I also think there├óÔé¼Ôäós an opportunity i...
- 29 Sep 2006, 17:27
- Forum: General Discussion
- Topic: Oooh joy.... Huston, we MAY have a problem
- Replies: 56
- Views: 8058
All in all im sad to see them makin it Xbox 360 only for now. Im assuming that wiht their current track record they will eventually release it onto PC (esp. if it doesn't sell well on 360). They release Halo 1 and they are gonna release Halo 2 on PC eventually so im quite confident that they will r...
- 29 Sep 2006, 02:02
- Forum: Feature Requests
- Topic: Improved missile guidance
- Replies: 8
- Views: 1735
- 29 Sep 2006, 01:53
- Forum: General Discussion
- Topic: Oooh joy.... Huston, we MAY have a problem
- Replies: 56
- Views: 8058
- 28 Sep 2006, 07:13
- Forum: Off Topic Discussion
- Topic: The people who have left..
- Replies: 79
- Views: 11222