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by Tronic
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)...
by Tronic
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...
by Tronic
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 ...
by Tronic
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.
by Tronic
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.
by Tronic
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. ...
by Tronic
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...
by Tronic
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.
by Tronic
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...
by Tronic
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...
by Tronic
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 :(
by Tronic
16 Mar 2010, 12:39
Forum: Balanced Annihilation
Topic: New BA variant
Replies: 36
Views: 6177

Re: New BA variant

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.
Would your opinion be different if the list was reordered so that the Vulcan/Buzzsaw and Bantha changes were mentioned last?
by Tronic
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...
by Tronic
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).
by Tronic
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...
by Tronic
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...
by Tronic
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...
by Tronic
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.
by Tronic
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...
by Tronic
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.

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