Search found 75 matches
- 31 Oct 2010, 19:21
- Forum: Lua Scripts
- Topic: IceUI
- Replies: 611
- Views: 96441
Re: IceUI
I've been suffering of huge resource leak and Spring crashes (every time after about 25 minutes of small FFA game) and I also saw the font glitch happen. Not sure if this is because of the new IceUI, but here is the log: http://codepad.org/31qynESC Notice that I was disabling a widget (inlinetip-bm)...
- 31 Oct 2010, 02:31
- Forum: Lua Scripts
- Topic: IceUI
- Replies: 611
- Views: 96441
Re: IceUI
A fix I made for r83 is still needed in the one you posted... http://codepad.org/q78RJlRk UNIX systems use forward slashes as path separators instead of backslashes. Another annoying problem is that custom command buttons (areamex) are only displayed when the arrow buttons are visible (i.e. when the...
- 16 Sep 2010, 13:19
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation - why do I lose to the AI?
- Replies: 26
- Views: 9061
Re: Balanced Annihilation - why do I lose to the AI?
KAIK expands very aggressively, meaning that you will generally lose if you sit at your base building stuff. Raid her early, raid her a lot and raid her all the time. If you do it right, this should end the game quickly. If possible, reclaim/rez all wrecks. See if you can make more units early game ...
- 07 Sep 2010, 03:22
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation V7.18
- Replies: 115
- Views: 25501
Re: Balanced Annihilation V7.18
Why not remove Farks altogether then? Not a very useful unit as it is now. Costs twice as much as L1 conbot and the only remotely useful thing it builds is L1 mex. Fark's worker time is barely better than L1 con's.
- 04 Sep 2010, 23:59
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation V7.18
- Replies: 115
- Views: 25501
Re: Balanced Annihilation V7.18
Fark really needs to be able to build nanos. Even if it could, it would still be a lot crappier than Freaker, but at least I wouldn't need to tech down back to L1 conbot whenever I need more nanos and I only have L2 kbots.
- 04 Sep 2010, 01:33
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation V7.18
- Replies: 115
- Views: 25501
Re: Balanced Annihilation V7.17
As for the bombers, disabling the wait function is certainly not the right solution. Increasing reload time is also at most a workaround, not really a fix. The only proper fix that I can think of is removing the VTOL functionality (and thus the ability to hover) at higher altitudes if not entirely. ...
- 04 Sep 2010, 01:26
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation V7.18
- Replies: 115
- Views: 25501
Re: Balanced Annihilation V7.17
Most ground AA is severely underpowered and this was one of the issues I tried to address in this http://springrts.com/phpbb/viewtopic.php?f=14&t=22081 First of all, static AA only covers one location while fighters can work as a group where-ever AA is required. Therefore they should not be dire...
- 03 Apr 2010, 01:47
- Forum: Balanced Annihilation
- Topic: New BA variant
- Replies: 36
- Views: 6177
Re: New BA variant
[fi]Autohost4 now runs this mod. Complain to me about any balance issues you encounter.
- 30 Mar 2010, 23:33
- Forum: Balanced Annihilation
- Topic: Everybody loves lego!
- Replies: 38
- Views: 4653
Re: Balanced Annihilation Reloaded
the polycounts, even without culled faces, are lower than most CA models. look at them and count the faces. divide square faces by two. Perhaps I am underestimating the power of modern graphics cards. once i get the skin finished, then im making a reflectivity map, a teamcolor map, and a bumpmap. g...
- 30 Mar 2010, 20:31
- Forum: Balanced Annihilation
- Topic: Everybody loves lego!
- Replies: 38
- Views: 4653
Re: Balanced Annihilation Reloaded
I don't think the lego modeling is going to be useful for anything but concept design. It is hard to think about turning the models into low poly versions, suitable for the game. Models should also have reflectivity textures, glow effects and other features that the lego models do not have - and tha...
- 26 Mar 2010, 20:35
- Forum: Balanced Annihilation Reloaded
- Topic: Balanced Annihilation Reloaded
- Replies: 133
- Views: 39299
Re: Balanced Annihilation Reloaded
Any progress with the mod? It has been pretty quiet around here
- 16 Mar 2010, 12:39
- Forum: Balanced Annihilation
- Topic: New BA variant
- Replies: 36
- Views: 6177
Re: New BA variant
Would your opinion be different if the list was reordered so that the Vulcan/Buzzsaw and Bantha changes were mentioned last?Hobo Joe wrote:I like how the only things you changed are stuff that is only an issue in huge 8v8 games, and even then the changes are horrible. Nobody will play this.
- 10 Mar 2010, 10:50
- Forum: Balanced Annihilation
- Topic: floating mex vs underwater mex
- Replies: 82
- Views: 10729
Re: floating mex vs underwater mex
Starting conship to expand is a death sentence: He will kill or chase off your conship with his vette, if he is at all a skilled player, and probably have scouted you with a scout boat already so he'll know exactly where you are. Let's assume that you even skip making that scout and just rush a cor...
- 09 Mar 2010, 13:38
- Forum: Balanced Annihilation Reloaded
- Topic: Balanced Annihilation Reloaded
- Replies: 133
- Views: 39299
Re: Balanced Annihilation Reloaded
Thanks, but I'm afraid I don't have enough time to spare. Still, best of luck with the project, it seems most useful. Keeping BA as it is and simply fixing the surface appears to be the way to go (I am a bit disappointed of CA, even though it does work as a nice testing ground for new ideas).
- 09 Mar 2010, 13:17
- Forum: Balanced Annihilation
- Topic: floating mex vs underwater mex
- Replies: 82
- Views: 10729
Re: floating mex vs underwater mex
A 1 mex start just isnt good enough, with its higher BP and lack of compush, sea is very metal hungry. True, you will be mostly stalling metal if you have any decent amount of E (and tidals cost M too). This doesn't prevent you from building a lot of stuff, and getting two more mexes in the beginni...
- 08 Mar 2010, 21:01
- Forum: Balanced Annihilation Reloaded
- Topic: Balanced Annihilation Reloaded
- Replies: 133
- Views: 39299
Re: Balanced Annihilation Reloaded
Notes about build buttons/pics: Everything should be easily identifiable (buildpics should look like the actual units) High color and full antialiasing (some of the current ones look like GIFs straight from 1997) Ground/water structures could be buildable using the same button (might require adjusti...
- 08 Mar 2010, 20:29
- Forum: Balanced Annihilation
- Topic: floating mex vs underwater mex
- Replies: 82
- Views: 10729
Re: floating mex vs underwater mex
But then, you only need one to make conship that will build the rest for you. No reason to try taking the land metal spots (even though that, too, is a valid strategy). Still, agreed, the long shore starting position is harder in the beginning. The difference is not enough to give an easy victory fo...
- 08 Mar 2010, 20:22
- Forum: Balanced Annihilation
- Topic: floating mex vs underwater mex
- Replies: 82
- Views: 10729
Re: floating mex vs underwater mex
Notice that I mentioned SSBv2 which, unlike SSBv1, has plenty of underwater mexes.
- 08 Mar 2010, 20:09
- Forum: Balanced Annihilation
- Topic: floating mex vs underwater mex
- Replies: 82
- Views: 10729
Re: floating mex vs underwater mex
What's wrong with DSX (1v1 water if there are not too many players, unraidable mexes) or SSBv2 (1v1 on each pond, unraidable mexes)? Both are fun and regularly played on [fi] autohosts (not to mention various other partially water maps). What exactly do you think breaks the water game balance in 1v1...
- 07 Mar 2010, 15:49
- Forum: Balanced Annihilation
- Topic: New BA variant
- Replies: 36
- Views: 6177
Re: New BA variant
Sorry, but I don't care about mods with such major changes. BA has proven to be good and balanced, and there is very little wrong with it.